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Once the villain is determined, it is essential the the rest of the group cooperate as much as possible. For most scenarios, specialize team characters by trading items as quickly as possible to make sure each character has what he/she needs to maximize their chances to roll successfully in their highest characteristics — then use them effectively. Hoarding items after the villain is determined is usually a loss for the good guys because items often provide the edge your team will need to be victorious.
So trade often during play and don’t be afraid to sacrifice a character if there’s no way he/she can survive. The player with the dead character can still participate by helping the rest of the team with tactical suggestions.
If you really want to play but don’t have enough players, a variant I’ve done is either control 3 characters between 2 players (alternating play on the extra character) or controlling 2 characters each. Then, when the haunt starts, one person becomes the traitor and the other player gains full control of the extra characters. Using only 3 characters in this way can be nice such that one person isn’t overwhelmed with many turns for every one turn the traitor gets.
Make sure the other player is up for doing this before you try it, though. Some people don’t like controlling multiple characters.
This works in the opposite direction as well. Don’t let the players know what you’re doing.
There is a reason that you have two separate books. The traitor doesn’t know everything you know or what your win conditions are (though sometimes they will know some or at least have an idea). If you keep the traitor in the dark about what you’re doing and how close you are to winning, you have an advantage over that player. If you let them know everything, then they’ll know how to stop you.
However, if you’re the traitor and there’s something about your haunt you don’t understand, I consider it acceptable to ask one person on the good team who is very familiar with the game for help on whatever you have questions on. Hopefully your play group will have somebody knowledgeable enough with the rules and honest and fair enough to not share your secrets with the rest of his team.
This is probably the easiest thing to forget. Being able to take actions before or after movement is great, especially when you’re taking an action in a room you just discovered, like the vault. When you discover it, you try to open it. If you fail, you’ll be forced to end your turn there because you had an event there. Your following turn, you can try to open it again, and then still be able to move and explore the house.
It’s also really helpful moving, taking an action, and then moving again. One of the best actions to do this with is attacking. You walk up to a monster or traitor, attack, and then make a run for it. You might not be able to get far away unless you’re taking an elevator or something, but helps you lure monsters in a particular direction, and is also good if you manage to stun or kill whatever you’re attacking.
As much as possible, try to spread the items and upgrades around among the group, unless the Haunt has been revealed and all but one Hero is weak or dead.
More often than not, you’ll need help from everyone. And spreading the wealth around also minimizes the lost upgrades if a Traitor is revealed.
The traitor can move the mystic elevator freely about the house, which can be very powerful. If at all possible, keep this room tile away from the traitor and prevent him from making use of it. With easy access to any part of the house, unless if the odds have already been stacked against the traitor, it will be very difficult to track him down and stop him, by whatever means your haunt requires you to stop him.
We get super frustrated with the stats markers falling off or sliding around during the game. So we replaced them with small coloured paperclips. They match the colour of the character and are a snug fit. Plus the loop of the paperclip circles the stat value!
If you bought the second edition of this game, you probably have warped tiles. Simply email customer service at avalon hill requesting replacements and they well oblige. This was a production defect.
Brandon Jaspers is the best overall character. A starting stat of 4 in all but one category gives you a very good chance of passing most rolls. His weakest link, knowledge, goes from 3 to 5 on it’s first boost. Looking at the lowest possible scores, his sanity and speed, which i consider to be the most important stats, will never be below 3.
Most players get seduced by the extreme stats of some of the other characters, but overall, Brandon is slightly above average in everything, which gives you versatility in beating almost anything the house throws at you!
As the number of omens in he game start to accumulate, I tend to move towards the mystic elevator, the stairs, or some other form of movement. This serves two purposes; first, it allows for easy travel once the game objectives are revealed, second, if I become the villain, I am in a prime position to attack the adventurers.
A small amount of movement from these places allows the game to quickly change, and increases your odds of walking out as the victor.
When reading out the event cards, (which should be done in your best horror movie voice), stop reading when it comes to the dice rolls.
I.e. If you roll 5+ do X
Roll the dice and only then read what has happened, this helps maintain the tension of the moment and will also stop you from rooting for an outcome.
There are a number of rooms in the game that offer free stats for ending a turn in that room. Often those I play with will end in these rooms if it is convenient, but otherwise, simply pass them by.
While it seems obvious to me, my fellow players make me feel it is important to point out: unless you cannot increase the available stat, go to that room. It is immensely helpful to have extra stats.
I typically play as Ox Bellows, however, I have had a number of play throughs where I have had as much or more sanity and intelligence than any other player.
If you play often I’m sure that there are times when the haunt is one you have already played. The Esoteric Order of Gamers has put together a bunch of additional haunts. The website is http://www.orderofgamers.com/games/betrayal-at-house-on-the-hill/
A few times when we have played, a new player has become the traitor. Sometimes they do well, and can enjoy it, but often they can become disinterested in the game, especially if they are one of the only new players. A way we have found to get around this is to simply not let them be the traitor.
If they caused the haunt, and are the traitor, we pass it to the next person, the two players switch the location of their characters, and the game continues as it normally would.
If they are the traitor due to other circumstances(the traitor is the player to the left of the player who caused the haunt), we simply pass it one further, skipping the new player in the line-up.
While this prevents a “trial-by-fire” initiation, it avoids possible dislike for the game simply from a poor first experience.
The game can become unbalanced with 7+ players, but if you really want to play and have 7 or 8 people, as long as you’re willing to adjust the haunt slightly, you could make it work. You generally need a player who’s very familiar with the game and most haunts, though.
Since all characters are two sided, the extra players can pick the second side of a character so everybody is still a unique character. If you’ve replaced your warped tiles, as long as you haven’t chucked them, you could easily use those. Otherwise, you’ll need to keep track of stats on paper (keep track of how they’ll go up and down as well).
When the haunt starts, you’ll need to vary the game based on the additional players. Many haunts will introduce monsters based on the number of players. For instance, in the cat and mouse haunt (forgot the name), you have one cat for 3-4 players, and 2 cats for 5-6 players. So if you have 7-8, just scale this up and create 3 cats.
You’ll have to factor in some judgement to make sure the game is balanced, which is why I recommend doing this with an experienced player. But I know how it feels when you really want to pull out this game, and you have just one too many people who came over for game night.
Remember, this game was only meant for up to 6, and even then, not all haunts work with the allowable number of players, so don’t expect a perfectly balanced game. But Betrayal is definitely more of a game for the experience than anything else.
Before the haunt everyone wants to explore new rooms and try to find cool stuff on their own. As we all know from B-movie horror films, NOT SMART! Similar in this game, so if possible try to stay near (1-3 rooms away) another player so that if their batteries go out, or stuck in a web, or find a +stat room, you can quickly join/help them. When the haunt starts, you want to have everyone available to help and the disabled explorers are rarely the traitors. While this may get a hero near the traitor when s/he turns, this goes 50/50 on ability to help/hurt both teams.
This strategy may end the moment someone falls to the basement – but arguably the best room in the game (Larder) is only in the basement and if you can get some protection from Crypt, Furnace Room, & Pentagram Chamber, it’s worth following. Or it will truly show how much of a buddy you are! 🙂
We’ve found the game to be a lot more fun if everyone gets in to the mood of the game. We’ll dim the lights a bit, everyone plays in character, and once the haunt begins, we’ll put on some Midnight Syndicate as background music.
Everyone still remembers my wife as the little girl who was the last survivor, near insane, and clanging her hands together as the monkey with the cymbals. Good times.
I know it may seem obvious to some, but when a player pulls a card and they read it out, It just adds so much more to the gameplay if they read it as if they were experiencing it first hand, and not just reading text. Play you characters a bit. Games are fun, and this one really benefits from a little ambiance.
This is a variant we played when I played with my friends this past weekend. You have the player to your right read your event cards instead of reading your own. This adds to the gameplay experience in feeling like you’re in a haunted house and don’t know what’s going to happen. Don’t have the player read what values need to be rolled, and this will force the active player to decide whether or not to commit items before seeing the outcome of a roll. This house rule provides a slightly different gaming experience than without.
It sounds like many folks have had problems with the sliders being too loose. If you hold the sliders in boiling water for ~20 seconds, they will soften a little bit. Then you can close them a little bit and they will fit better. Use pliers.