We've played this game a handful of times, and so far it's left a pretty good impression. The first time I played it was a bit grumpy at first. I was playing with people who had all played before, so I was the only newbie. And when it came to the part where you decide where to place your men, this seemed extremely unfair as I had no idea of what the strategy was, and didn't know where to place them. So I was grumpy for a few turns, certain that I would lose. Well, needless to say there is definitely some luck in this game, and I'm not a terrible game player - I ended up winning, but aside from that I had a great time playing.
I like the fact that there is a good amount of luck and strategy involved. It seems to be well balanced in that regard. There are also a number of variations to the game which will probably keep it fresh (we've only played the most basic version). I kind of hate to admit this, but I think this type of game favors me. That's because it's easy for other players to go after who they think is going to win and sabotage each other, leaving me on my own for too long - long enough to get ahead and win. I'm often underestimated and I find it works in my favor, at least with the people we play with (you'd think they would learn by now!).
I'm eager to play this one a bunch more times, but we were a little disappointed to see it wasn't widely available for sale online. However, a new version is being released this month, so we'll probably be placing an order soon!
Thursday, June 7, 2012
Sunday, June 3, 2012
Betrayal at House on the Hill
The thing that makes Betrayal an interesting game is that it
is different every time you play. It's
also semi-cooperative, with a traitor later on.
There are really two main parts to the game: exploring the house, and
then the haunt. Players take on the role
of someone exploring a haunted house. Your
character has stats (a number between 2 and 8) for speed, might, sanity, and
knowledge. Throughout the game you are
asked to roll dice based on your stats.
These dice are special, though: each one has two blank sides, two sides
with a one, and two sides with a two.
For example, if you have a might of 4 and you are asked to make a might
roll, you roll 4 dice. This means you
could get anything between a zero and an 8.
In most cases you are trying to roll higher than a certain number that
is specified on a card or elsewhere.
The first phase of the game you explore the house by drawing
room tiles and "building" the house based on where you go and what
tiles are drawn. These rooms have
symbols on them, and could be an event, an omen, or an item. An event will cause something to happen and
may result in you gaining or losing stats, an item is something that you can
use in the future, and an omen is an object you hold on to that may do
something good, something bad, or nothing at all when you draw it. Every time an omen is drawn a haunt roll is
made. If the roll on the dice is less
than the number of omens that have been drawn so far, the haunt begins.
There are 50 different haunts in the game, and the one you
play is based on the last omen drawn and what room it was acquired in. Once the haunt begins, everything
changes. One player is assigned to be a
traitor based on a chart in the rules (it could be the person that reveals the
haunt, the person with the highest knowledge, etc.). They then do in another room to read their
traitor rules, while the rest of the heroes read their own rules for the
haunt. Every haunt is different and has
a different way the heroes win and a way that the traitor wins. However, you only know your own objectives
and rules - you don't know everything else about what the other side might be
trying to do.
3-6 players. 45-90
minutes. No expansions available. Easy-medium learning curve.
Becky says:
I really enjoy Betrayal because it has a lot of what I
like in a game. It's got a cooperative
element but the excitement of having a traitor, it's got some fun role-playing,
and it's pretty unique in that the game is really different every time you
play. With 50 different scenarios, it
certainly keeps the interest level up.
That's a lot of different ways the game can be played, and to me I think
it's both the best and worst part about the game.
The good news is that the haunt part of the game rarely
gets tedious. Until you've played over 30
times you won't often get a repeat haunt that you've done before, and if you do
sometimes you might be the traitor while last time you were on the other
team. Or if you're like me, the last
time you played the haunt was a year ago and you don't remember any of it
anyway (unlike Jason, who seems to remember every little detail of every haunt
ever played). And there are some really
great haunts out there that are a lot of fun.
The best ones are when the game is close between the heroes and the
traitor, and it goes on for a good amount of time without knowing which side is
going to win until the very end.
Unfortunately, that's not always the way it happens. When you have 50 different sets of rules and
basically 50 different games, it's not surprising that not every single one of
them is great. There are some that are
just not good. But the bigger problem is
that some haunts are great in some situations and terrible in others. One haunt might be tons of fun in a 6 player
game but a total dud with only 3 players.
And some haunts are better with a smaller house, while some are better
with a bigger house. If you get a haunt
really early on the game or really late in the game, that can definitely affect
how well the rest of the game goes.
We've probably played this game 40 or so times by this
point. There are still some haunts we
haven't gotten. But you know what can
get a little tedious? Building the house
in the beginning of the game. That part
doesn't really change so much. Sure, you
may take the coal chute to the basement without meaning to, but for the most
part it's pretty much the same all the time.
And with no real goal for that part of the game it can get a bit old.
But let's talk about another good thing: it's pretty easy
to explain to people. The first half of
the game is pretty basic, and people catch on pretty quickly, especially since
the first part is cooperative and you can sort of explain as you go along. Once the haunt begins everyone reads and
learns the rules together, and they usually aren't too hard since you're
learning them mid-game. Sometimes it
takes a few plays to figure out the best strategies though. In some haunts there is really only one
strategy, in others there's a few ways to go about it. Usually haunts like the latter are better
because it makes it more interesting, and even if you lose you wonder what
would've happened if you'd done it differently.
Overall I do recommend Betrayal. The theme, atmosphere, and role playing
aspect are great fun, and even if your haunt doesn't go so well sometimes that
can still save the game. I'll just say that it was a lot more fun when
we first got it. Now it seems to be more
hit or miss. But we've gotten a lot of
use out of it, and still like introducing it to new players. 7.5 out of 10.
The following reading will be an exercise in the
appropriate use of the word “but.” You will see many examples of its
proper usage in the correct context. Pay attention for this in the
recurring format, “Betrayal at House on the Hill is a good game, but…”
So… Betrayal is a good game, but it is also strangely
unbalanced and… stuff. The game is, at its core, a role-playing
game. It’s Dungeons & Dragons lite in many ways. The game is
built as you explore, and random encounters happen in each room, testing your
character statistics in various ways. There’s also a ton of information
about the characters that you can use to “play your character” if the spirit
moves you (and you are with those kinds of people). Becky was frustrated
by the story provided, suggesting there are large gaps in the explanation for
why these characters are exploring a house. I suspect that this instead
gives players the freedom to make up their own stories, and that half of the
fun of the game comes just from geeking out about the character development you
and your friends can make up.
That stuff is nice and all… but… most people
probably aren’t into that kind of stuff. The game still stands on its own
as a good game… BUT… many people might notice a certain
role-playing aspect to the game that is extraneous, tedious, or downright
boring (I’m in the role-playing camp, if I could just find people who aren’t
too self-conscious to do it with me).
So… the gameplay is totally fun with its unpredictable
nature… BUUUUUUUUUUUUUUUT, it is elementary and unbalanced.
The first half of the game is just setup, then the real part begins with one of
50 semi-randomly-chosen scenarios of varying difficulty, quality, and
engagement. So, 50 scenarios is cool… BUBUBUBUBUBUBUUUUUUUUUUUUUUUTTTTTTTTTTT!... the
game setup is so random that these haunts can’t possibly predict the layout of
the house, and thus the difficulty of the scenario. Most of the time, it
comes out either in favor of the traitor or in favor of the heroes, without
question. Sometimes, it comes down to a roll of the dice, or some other
random factor. Less often than I want, it comes down to an exciting duel
between the forces of good and evil. BUHUHUHUHUHUHUHT! when it does come
down to that epic battle, this is a tremendous game. When you play the
game for the first time, regardless of the scenario, it usually feels like it
works out this way, so somehow, the game manages to give a really good first
impression.
For me, this game was really fun for a while, but I
slowly realized that it boils down to the same die rolls with different
role-playing disguises on them. When that realization is made, no amount
of scenarios is going to restore vitality to the game.
In the beginning, this was a really intriguing game to
me. 8.1000000081/10.00000001 (8.1/10) but that is from the point of
view of someone who hasn’t played as much as I have. Keep in mind that I
have played this game so many times that my wife and I together can’t count on
all our fingers and toes combined (yes, 40+ times, I would reckon!) and after
that much play experience, I would rate it a 6.5/10. It’s a good game whose
beginning luster fades away the more you play it, BUTT!, after so many plays,
maybe every game becomes exactly that: Butt.
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