OBJECTIVE OF BETRAYAL LEGACY: The objective of Betrayal Legacy is to explore the home, strengthening your family member. Once the haunt begins, the goal is to complete the victory condition of whichever side you choose!
NUMBER OF PLAYERS: 3 to 5 Players
MATERIALS: 1 Rulebook, 122 Tokens, 20 Plank Tiles, 1 Purgatory Deck, 2 Legacy Decks, 1 Monster Card, 1 Traitor Card, 11 Event Cards, 7 Item Cards, 8 Dice, 20 Plastic Clips, 5 Family Cards, 5 Colored Bases, 5 Family Figures, 1 Track, 12 Tiles, 1 Folium Infernum, 1 Sticker Sheet, 1 Bleak Journal, 2 Haunt Books, 1 Sealed Box and Envelope
TYPE OF GAME: Legacy Board Game
AUDIENCE: Ages 12 and Up
OVERVIEW OF BETRAYAL LEGACY
Betrayal Legacy is a game that changes with each time you play. Players represent families, with each member participating in a story. This story consists of a prologue and thirteen chapters, which takes place over the course of a couple decades. Blood is always thicker than water, especially in this game. Players inherit items, allowing them to score bonuses. Are you prepared to venture through the haunted estate and work through thirteen chapters of mystery?
SETUP
To begin setup, players will attach four of the plastic clips to their Family card. Each of the clips should be pointing towards a starting value for Speed, Knowledge, Sanity, and Might. These values are green. The starting tiles are then placed on the table, far apart, creating the various regions of the house.
Each player will then choose a figurine to represent them throughout the course of the game, collecting the base that matches. During the free play, the cards are shuffled, each deck individually, including the tiles. The players will choose a first player at random.
During campaign mode players may assign a name and age to their figurine. They will then introduce them. The players will then read the top card from the Legacy deck.
GAMEPLAY
At the beginning of their turn, a player will set used items and omens to the unused pile, earn moves that are equal to their speed, and then take their turn. Moves are used to travel to a close tile or uncover a new tile. For each tile they leave, a player will use one move. Obstacles on tiles may cost more tiles when leaving, with small obstacles costing one move and large obstacles costing two moves.
The house contains secret passageways, and as they play, players will learn how to place Secret Passage stickers onto the tiles. When discovering new tiles, players should ensure that the tile on the top of the stack matches the region that they are in. Each tile should be added in a logical order when they are discovered. If the top tile does not go to the same region, it is buried, and this continues until a tile that matches the region is found.
When discovering new tiles, many things may be required, and they must be resolved in a specific order. Symbols are resolved left to right first. If the player drew an Omen, then they must determine if the haunt has begun. If so, their turn is over. Actions on the tile ar then completed. Resolve any texts that are found on the tile.
The Haunt
When drawing an Omen card, the player most likely must make a Haunt roll. To do this, they will roll the dice that is equal to the number of Omen cards. The player who begins a haunt is known as the haunt revealer. Haunts are found in the Secrets of Survival or the Traitor’s Tome. The haunts have teams, and each will read the rules for that haunt.
The target numbers of the haunts change depending on the number of players. At the beginning of the haunt, both sides should be told the story of what is happening followed by statements, which are hints. Groups will then divide, taking their book, and leaving the room.
Each side should learn the haunt by reading how to win and setting goals. When both sides are prepared, the players will regroup and take their turns. The hero found on traitor’s left will go first, with gameplay continuing to the left. The monster will take their turn after the traitor, if there is one. Players are only allowed to talk where everyone can hear the communication.
When a haunt has begun, if any traits move to a player’s skull, then they die. Their figure is tipped, all items are dropped, and they take the role of a corpse. The monsters will still continue to get their turns if they are able to complete the haunt goals, even if the traitor becomes deceased.
Being a Traitor
If a player has been assigned a traitor, they earn abilities. They are then able to ignore obstacles, avoid damage from tile effects, avoid making a trait roll and use a five instead, avoid drawing an event card, ignore harmful effects of events, and immunity to any ghost effects. The haunt may add additional rules for the traitor.
Sometimes the identity of the traitor is secret.
END OF GAME
The game comes to an end when a side completes their goals. They win the game!
When a game comes to an end during the campaign, there are steps that must be taken. The players must read the chapter ending that the haunt directs, and use the entry for the side that won. The ending will allow the story to continue and direct the players on what to do with the Purgatory Deck.
The fates of the characters are written down. This is just for amusement! Any cards that were placed in the box can be removed and returned to their decks. Finally, so the history of the house never becomes a distant memory, players can record interesting moments in the back of the Traitor’s Tome.
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