Betrayal At House On The Hill Gets Legacy Mode – A History Of Hauntings Awaits
Betrayal at House on the Hill is getting a Legacy version, which means now you can play through (fictional) years of hauntings, houses, betrayals, filled with unique plot twists and changes to the rules. Check out more inside.
With legacy games, the game changes to reflect the unique circumstances of your playthroughs. Victory and defeat both lead to a game that is built play by play. The whole idea is that, as you play the game, winning or losing, or in a more elegant legacy game, certain events happening (find a certain number of items, one player has a certain number of troops, etc.), can all trigger changes to the game. This can take the form of new game elements being used, certain parts of your game being destroyed, and still others mutating in different, unexpected ways.
When they say do not open…they mean it. Take it from me.
You play a Legacy game to uncover secrets and find new ways to play a game you enjoy. The legacy mechanics add in some narrative connective tissue, so you get a sense of continuity. And it also adds an element of tension to the game. Especially with a game like Betrayal at House on the Hill–some of those Haunts are mean. If the investigators lose, it’s entirely likely that there will be lasting consequence for your failure. Or for the Haunt’s success. Here’s more information thanks to Comicbook.com
Betrayal at House on the Hill follows a group of players exploring a haunted house. The board consists of changeable tiles that get added at random as players move through the house. Eventually, one player betrays the other and assumes control of whatever ghosts or monsters populate the house, and the other players have to work together to defeat the traitor and the other monsters.
Legacy games add new nuances and customability to popular games, as the choices a player makes can reverberate over future sessions. For instance, a decision made during the first chapter of Betrayal Legacy can come back to literally haunt a player several sessions later, which makes each playthrough of the game different.
Betrayal Legacy‘s campaign will follow the history of the infamous house from 1966 to 2004, with each chapter having several possible conclusions. Avalon Hill has promised that, at the end of the campaign, players will be left with a fully useable game, allowing for future standalone play sessions.
The upcoming game has a Novemeber release date, which means that you’ll be able to grab yours just in time for the new year–so you can go ahead and hang on to the sinking feeling that something’s watching you from the darkness, waiting.
This is a Legacy game, so I’m real excited to see how this shakes up. I could easily see mansion tiles being legacy artifacts, or different haunts getting different powers depending on what you do in the early game. The exciting thing is that it builds towards a game you can replay just on its own, which, depending on how you do, could be a ton of fun. They’ve had a lot of practice refining the Betrayal mechanics over the years, I’m eager to see what other changes they make with the opportunity to implement entirely new mechanics.
We’ll have to wait until Novemeber to see for sure. But until then…watch out behind you.
Do you think adding a Legacy element to this game is a plus? What game would you add one to if you could?