Yes, that’s the real title.
Betrayal at House on the Hill is one of those games you want to like for its atmosphere and for what it does well, but I have yet to find myself able to because of two significant problems.
You the players are a group of people who have come to (the) house on the hill for reasons. In the first phase of the game, your group of up to six are exploring the house. You find interesting rooms, events, items, and hauntings. The house is subject to impossible architecture, because you draw the next room randomly, which is perfectly in tune with the haunted setting. Eventually, one of those haunt cards starts the second phase, the Haunt. One player becomes the traitor, and based on what triggered the Haunt when, you start one of fifty Haunt scenarios, which could be an actual haunting, alien abductors, cannibals, or pretty much anything on the big board in The Cabin in the Woods. When that happens, one of the players becomes the Traitor, and now you have different teams and rules and goals. That is a great idea for a game, with a lot of variety, atmosphere, and potential fun.
The first problem is that Haunt/Traitor transition. The Traitor goes into another room, and now everyone reads rules. You know that part at the start of a new board game when maybe one person knows the rules, and you spend a long time reading and/or explaining the mechanics, and maybe you need to work out some ambiguities in the rules and fumble through it for the first quarter of the game? That happens pretty much every single game of Betrayal, and it happens as the central event in the game. Continue reading [TT] Betrayal at House on the Hill