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Betrayal at House on the Hill
 
 
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Betrayal at House on the Hill


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Product Awards:  
Games Magazine Awards
Family Game Nominee, 2006

Ages Play Time Players
10+ 60 minutes 3-6

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Product Description

Build a house of terror -- tile by tile.

It's never the same game twice. As one of the twelve mysterious characters, you'll explore a house filled with deadly secrets. As you play, you'll build the house. But beware! One of your fellow players will betray you. The traitor will test your sanity as you use all your skills to survive.

With fifty fiendish scenarios, Betrayal at House on the Hill puts you face to face with legendary monsters, modern nightmares, and ... your friends.

Product Awards

Games Magazine Awards
Family Game Nominee, 2006

Product Information

Contents:

  • 2 haunt books
  • 45 room tiles
  • 6 plastic figures
  • 6 double-sided character cards
  • 80 cards
  • 291 tokens
  • 30 plastic chips
  • 1 turn/damage track
  • 8 dice
  • rulebook
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Product Reviews

 
 
 
 
 

Average Rating: 3.5 in 13 reviews

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Great idea, bad execution
September 30, 2008

I love the concept for the game. Unfortunately, the game play leaves a lot to be desired. I got stuck with absolutely no choice in what I did for 8 moves until I was killed.

 
 
 
 
 
What is the motive?
September 30, 2006

If you enjoy role-playing games and managing an individual's statistics, Betrayal will appeal to you. At it's core, Betrayal is a role-playing game. You start in The Great Hallway of a mansion. The house is built by drawing house tiles that represent rooms. This makes the game unique each time you play. At first, you'll wander aimlessly from room to room. Some rooms will have symbols in them that instruct the player to draw event cards. The events are fun and creepy, but often not tied to each other and seemingly meaningless to the game. Eventually, a card will instruct the players as to the purpose, or haunt, of the game. There are many haunts and you could create your own. The rules on the haunts are open to interpretation. So, if you like games with clearly explained rules, Betrayal is not for you.

It's a lot of fun to explore the house, lay new tiles and discover new things. However, once the haunt is determined, you may find yourself sifting through all the extra pieces of the game looking for monster tokens. You may also find yourself running back and forth between the same rooms trying to avoid a trap or monster and are no longer exploring the house. For me, the game slowed down tremendously once the haunt was determined.

Basically, I enjoyed the game, but gameplay is disjointed and in some cases you may need to create your own rules in order to complete the game. There's also very little strategy, but since this is a game of horror, chance and surprise are necessary to make the game spooky.

 
 
 
 
 
by Bittman
Not a bad horror movie in Box
September 26, 2006

The game seems very difficult to learn at first. It has a great many components that overwhelm your senses. However, it doesn't really use but a small fraction of those components in an actual game. I probably would have played it sooner had I known that fact.

This game has great story potential. The items found in the house lead to some creepy thoughts. There is a toy monkey that claps when certain things happen. The Monkey actually attacks just about anyone, enemies, friends even yourself. However, most of the time it just claps maniacally as you are taken down by the enemy. And that is just one item.

There are also omens that are in the house that are the stepping stones to releasing some unknown horror. These omens are for the most part beneficial, but you have to ask yourself if they are beneficial to you or your soon to be opponent.

Events are just plain bad most of the time, though once in a great while you get something harmless or helpful, as one would see in a classic haunted house film.

The game plays within a set parameter of rules, but those rules are more like guides to uncovering what mysteries lay ahead.

You can divide the game into two parts. The first part is to explore the house as much as possible and get whatever benefits (bonuses, items and omens) you can in order to win the game. The tricky part is, "to win the game" part. Most likely, one of you will turn traitor to the others in the group. This traitor's goal is to thwart everyone else in the game.

After a number of omens have been discovered and a random low dice roll (under the number of omens discovered) has occurred, the Haunt within the house comes to life. A person usually becomes possessed/obsessed or realizes that they are somehow attached to the house (psychotically or telepathically) and turns against every.

This is when the second part of the game begins. It is brutal, like anything you may see in a thriller horror film. The game basically has a list of 40+ stories to unleash within the house. This has an incredible range of possibilities. Surprisingly, you could be invaded by Aliens with some strange purpose, or be chased by a blob, fight your own clone, help a mass murderer return from the grave for one more night of debutchery, even play the pipes to a swarm of rats that grows and grows.

Cliches you may say, but they are entertaining, and in the way it all comes together creates a feeling of respect for the gamemakers that put this title together. This game is a first class novelty, and the family at our house truly appreciates it.


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