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Weekly Trash - Betrayal at House on the Hill
The gamesmanship of Betrayal is in deducing what your opponent's winning conditions are, and what their abilities are. I know gamers who feel that the most interesting part of any game is trying to determine how to win a game from only reading the rules without actually playing the game. Betrayal offers the unique challenge of not only a new set of rules every game, but also only provides half the rules. The players have to figure out what the other half of the rules are based upon the rules they do have and the actions of their opponent(s).
The major flaw in Betrayal is that the rules change mid game, but you can't discuss them as a group to clarify any ambiguities. Unfortunately, there are sometimes ambiguities which can only be cleared up by reading both halves of the scenario. If you read both halves, or know the full scenario ahead of time it ruins the challenge I just described above.
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I want to second Uba's thoughts on it very much being an experience game, and there are TONS of decisions to be made once the haunt starts - The heroes have to deduce what the hell the traitor's up to and how best to try to stop it. Kind of a "hey, you go here and try to make this roll, if you succeed then I'll go do this, but if not we're screwed and I'll try to take out the monster chasing you down."
The fun is in the discovery of what new scenario is taking place. Even once we eventually repeat a haunt I've done before, it's unlikely that the folks I'm playing with will have played it and at least I can enjoy their discovery of what the heck is going on.
Errata and FAQ are here, yes. Get over it. I guess since it's my game and I'm the gamer in the group that I kinda GM it so everything moves along smoothly. MOST things can just be resolved with a "well it might mean this, but THIS makes sense most and would be most thematic" or "okay, on a roll of 1 it means this, a roll of two means this."
Some friends are coming up soon... might just have to break this one out. Not even 30 minutes of rules - most can be understood literally by just playing, drawing a card, and doing what it says. Great, great, great game for what it is! I'd LOVE to see a sequel (that's been playtested even!)
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- Mr Skeletor
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I grabbed it because it was cheap over here and OOP everywhere, but really its a pretty half backed game. The first 3/4 are repetitive and dull, and by the time the scenario (haunt) kicks in there are normally only a handful of turns left.
It's a game where that doesn't live up to its concept / ideas.
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- Matt Thrower
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- Shiny Balls
- Number Of Fence
Did you get it from MilSims Matt?
I grabbed it because it was cheap over here and OOP everywhere, but really its a pretty half backed game. The first 3/4 are repetitive and dull, and by the time the scenario (haunt) kicks in there are normally only a handful of turns left.
It's a game where that doesn't live up to its concept / ideas.
Yeah, MilSims was my source.
I'm not entirely sure I'll like the game. But like you said, it's OOP everywhere else so I figured I could sell it for a good enough price that buying to try was a risk-free venture.
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- southernman
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- D10
- TOTALLY WiReD
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And there's a guy over the ether at the other place who has posted another 20 (I think) of his own haunts.
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These days, I never suggest playing Betrayal, but it still hits the table from time to time because somebody else wants to play. I don't mind, because I generally enjoy it. It's just that there are other games that I want to play more often.
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So, meh, what do I know.
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- Mr Skeletor
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I second Shwieg!s assessment of werewolf completely though even a popularity contest can be fun if with the right crowd. It is incredibly redundant though and not that fufilling even when you manage to manipulate popular opinion.
Steve"Viva La Betrayal"Avery
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I agree with this. Reading the "Jonah's Turn" event was the only time I ever felt horror in a board game.Its got a great narrative quality and is head and shoulders above any other horror game out there.
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