Board Game Analysis: Betrayal at House on the Hill

Betrayal at House on the Hill BoxBetrayal at House on the Hill is a very narrative-based board game for 3-6 players of ages 12 and older. The scenario is that the players are a group of explorers, exploring an old haunted house. Whilst exploring the house one player suddenly turns into a traitor, sometimes gaining control of monsters, and the game turns from exploring to a fight for survival between the traitor and the rest of the players. The fight between the players can however be quite different between play sessions, depending on what different rooms and items that have been discovered, as there are a number of different scenarios that affect the goals of all players.

pic1580910_mdThe game board:

The game board is made up of many individual rooms. Unlike most other board games, Betrayal at House on the Hill doesn’t have a large board with set rooms, but instead the board is made up of individual rooms that are discovered by the players as they move through the mansion. The room-tiles are placed in a shuffled pile, with the back up so that the rooms aren’t visible, from which the players draw rooms when discovering new areas. In the beginning of the game, the board always consist of three specific tiles; the ground floor tile containing the Entrance Hall, the Foyer and the Grand Staircase – which is the only tile containing more than one room – the Upper Landing on the upper floor, and the Basement Landing in the basement.

Room tilesEach room has a name, which is important as some rooms have items (described under Cards) related to them, and as the name of the room that the Haunt is revealed in (described under The Haunt phase) can determine what Haunt scenario is played during this session. Some rooms may be placed on any of the mansions three floors (the Upper floor, the Ground floor or in the Basement), but most of the rooms are restricted to a specific floor. What floor the room is restricted to is indicated on the back of the room-tile. If a new room is discovered, the player discovering the room draws a room from the room-pile, and if the room can’t be placed on the floor the player is on, the tile is put to the side and another is drawn until the player gets a room that fit the floor. When the room-pile is emptied, the rooms put to the side are shuffled into a new pile.

Each room has a set number of doors, and any new rooms added to the board must be placed in such a way so that the rooms are connected by doorways. The placement of the rooms are determined by the player movements, and by walking through a doorway with no room on the other side, a player will discover a new room in that area. This way, the game board may look very different between play sessions, as different rooms are discovered in different areas. If a room-tile is placed in a way so that one or more doors are blocked by another room’s wall, that door is considered blocked, and player will be unable to move through that door.

In addition to the properties mentioned, being the rooms names, the doors, the floor they’re placed on and their relations to each other that is determined by when and where they’re discovered, each room may have a couple of other properties. They may have one of three different symbols on them; the symbol for Event, Item or Omen. Depending on what symbol is depicted on the room-tile, a card from the Event, Item or Omen-pile is drawn. A room might also have unique properties, such as, for example, a staircase that enables transition between floors. Some rooms also require players to make a successful trait-roll (described under Players) or suffer a penalty if not carrying certain items or making a successful trait-roll.

Character figurinesPlayers:

Each player chooses a character in the beginning of the game, complete with a small, painted figurine and a corresponding character card. The character cards are double-sided, allowing for two versions of each character per model, though the player only plays as one character during a session. On the character cards each character has four different traits; Speed and Might that are Physical traits, and Knowledge and Sanity that are Mental traits. Each character begins at a certain number in each of the traits, the number coloured green to indicate it being the starting number, and the amount of points in each trait varies from character to character. Some characters are more physically fit, with less knowledge and sanity, whilst others are very knowledgeable and sane but with little might or speed. The players fasten small clips on the cards to keep track on how high or low their characters different traits are. The traits can be lowered or enhanced during the game depending on what items the player picks up, what rooms they discover, what events they encounter and what omens they find. The traits may also be lowered by the players if they decide to attack one another. At the end of each line of numbers for the different traits there’s a small symbol of a skull, and should a player drop to the skull in any trait the character is considered dead. The characters can’t however die until the Haunt starts, though their stats may be lowered to the lowest number possible if the player is unlucky.

Character plate

A trait-roll means that the player throws a number of dice corresponding to their current number in said trait, or sometimes the number of dice specified by the event. Depending on the event, the player might want to roll a value higher or lower than the one specified on said event. The dice are six-sided, but doesn’t count from one to six. Instead, the dice has two blank sides for 0, two sides for 1 and two for 2.

The Speed trait is mainly used to determine how quickly the character can move. Going from one room to another requires one point in speed, so for example a character with 3 Speed may move through three rooms during that players turn. The Might trait is mainly used in combat (described under Combat), when attacking either another player or a monster, or defending when being attacked. Some rooms or events do require the player to make a trait-roll with speed or might.

The Knowledge and Sanity traits are primarily used during events that require the player to make a trait-roll in either knowledge or sanity, but may sometimes be used during combat through certain items.

Combat:

Players can engage in combat at any time when two players, or at least one player and a monster are in the same room. Players, however, cannot die and monsters don’t appear until the Haunt starts. Whoever wins in a fight between two players may choose to deal damage or to steal item- or omen-cards from the other player.

When a player attacks either another player or a monster the player throws a number of dice corresponding to their current points in Might. The defending party also throws dice corresponding to their own Might, and the difference between the two throws is the damage. If the attacking party throws a total of 6, and the defending party throws 4, the difference between the two numbers – 2 – is the amount of damage that the defending party takes. It isn’t always the defender that takes damage however. Should the attacker for example throw a 2, and the defender throws a 4, the defenders number is higher, resulting in the attacker taking damage instead, this damage also being the difference between the two numbers. Should the two throw an equal number it’s a draw and neither party takes any damage.

Attacks using Might, which is the primarily used trait in combat, deals physical damage, and if it’s a player taking damage they may choose to distribute the damage taken over their physical traits (Might and Speed) as they wish. Attacks may however in some cases rely on other traits, and if the attack uses Knowledge or Sanity it deals mental damage instead of physical. The mental damage lowers mental traits instead of physical. Mental attacks aren’t possible against all monsters though, as some monsters lack mental traits all together.

Some items and omens may come into play during combat, for example by boosting the attack of one player or enabling the player taking damage to transform mental damage to physical and vice versa.

MonstersMonsters:

Depending on what Haunt is revealed during a game session, the player that becomes the Traitor may or may not receive control over one or more monsters. The monsters differ from each other, and their behaviour depends on the monster itself and the Haunt. Some monsters, for example, will attempt to kill the players that aren’t the traitor, whilst some doesn’t necessarily need to kill the players in order to win the game.

The monsters have traits, just like the players, but most monsters don’t have all of the four traits. Some monsters, like Frankenstein’s Monster, only have physical traits, whilst for example Count Dracula and his Bride both have physical traits, as well as the mental trait Sanity. Some monsters also may or may not discover new areas, traverse rooms with penalties without taking damage, ascend and descend through one-way holes in the floor or trap-doors, carry items and more. Generally monsters will also slow players in the same room as the monster, making the player use up two points of speed instead of one in order to leave the room. The specific abilities and traits of one monster is specified in the Haunt in which said monster appears, and the monsters differ a lot from each other.

CardsCards:

There are three different kinds of cards in the game, except from the character cards which aren’t really cards, but more of tiles or plates. The three kinds of cards are Items, Omens and Events. If a player has to pick a card upon entering a room, they have to end their turn in that room if the card doesn’t say otherwise.

The Item cards are, as the name indicates, cards depicting different kinds of items that the players may find during the game. Whenever a player enters a room with the item symbol, the player must pick an item from the item card pile. The items on the cards may contain items that add to or draw from the characters different traits, or they may add a number to, or an extra roll to a dice-roll. The player that picked up the item may keep the card through the entire session, or the item might be a one-time-use kind of item that is discarded once used. The player may also choose to drop an item, or trade it with the other players, and should a character die, the player owning said character drops all items in a pile (represented by an Item pile token) in the room where they died. Item piles may be picked up by another player upon entering that room. Some items are entirely represented by a token instead of a card, though this only happens during the Haunt phase if there are any specific items that appear during a specific Haunt.

The Omen cards are usually treated as items, though there are a few exceptions. A player picks an omen from the omen card pile whenever they step into a room with the omen symbol. Even though most omens are treated as items, each omen also force the player that picked it up to make a Haunt roll at the end of their turn (described under The Haunt phase).

The Event cards are picked from the event card pile whenever a player steps into a room with the event symbol on it. The event described on the card is applied as soon as the player collects the card. Most of the events have immediate effects, requiring the player to make trait-rolls to avoid physical or mental damage, or requiring them to discard items. However some events have lingering effects, such as claiming that the character’s flashlight (which isn’t an item, just something that all players are claimed to be carrying at all times) has run out of battery making the player unable to move more than one room during their turn, regardless of how many points they have in speed, until they’ve gotten to a room with another player in it to get a new set of batteries for their flashlight. The lingering event cards are kept by the affected player until it is no longer in affect.

BookletsThe Scenario Booklets:

Along with the rule-book for the game, Betrayal at the House on the Hill also contains two scenario booklets, known as the “Traitor’s Tome” and the “Secrets of Survival”. The two booklets aren’t supposed to be read until the Haunt begins, and they both contain information on the different scenarios that the players will need to know when the Haunt starts. Only the Traitor may read the Traitor’s Tome when the Haunt begins, and the other players will read the Secret of Survival. In the Traitor’s Tome, the Traitor will get to know what happens to their character, if they are in control of any monster or monsters, if they turn into a monster, what traits the monsters have and what their goal is that they need to complete in order to win the game. Likewise, the other players – now called Heroes – will get to know what kind of monsters they’re up against, but not the monster’s traits. The Heroes will also get to know what their goal is, if they have to perform any ritual in order to be able to attack the monsters, if they have to slay the monsters or kill the Traitor in order to win the game. The Heroes also gets to know how much damage they must inflict on the monsters in order to kill them, whilst the Traitor doesn’t know how much damage the monsters can take.

The Exploring phase:

During the first half of the game, the players work cooperatively as a group in order to explore more of the mansion. The board starts small, and the play area expands as the players gradually explore more rooms. During the Exploring phase, there isn’t a defined goal to the game other than to widen the play area with more rooms and strengthening your character through the collection of items and omens, or the experience of events. During the Exploration phase, the players cannot die.

The Haunt phase:

Whenever a player picks an Omen card, the player has to make a Haunt roll at the end of their turn. The number of dice thrown is equal to the number of players in the game, and if the player making the Haunt roll throws a number that is less than the amount of Omen cards in play, the Haunt phase will begin. The player that threw the dice then becomes the Haunt revealer, and the Haunt revealer then opens the Traitor’s Tome on the first page to see what Haunt has been revealed. Depending on what room the Haunt revealer is standing in, and what Omen it was that was just picked, a Haunt is decided, and a Traitor is revealed. It isn’t necessarily the Haunt revealer that is the traitor. Unlike the Exploration phase, when the Haunt has been revealed all players can die.

The setting for each Haunt varies depending on which of the fifty scenarios that is played. Most of the scenarios split the players into two groups, one with the Traitor and one with the Heroes, though there are a small number of Haunts that either has a Hidden Traitor, or no Traitor at all. As described earlier, the Traitor then reads the Traitor’s Tome whilst the Heroes read the Secrets of Survival in order to know what scenario is played and what their different goals are. The Traitor never knows what goal the Heroes have to fulfil in order to win, and vice versa. The goal may or may not be to kill the other players, to defeat a monster, to collect certain items and perform rituals or to occupy as many rooms as possible with monster-tokens (small tokens representing monsters, used by the Traitor in certain scenarios), and the goals vary widely from Haunt to Haunt. When either the Traitor or the Heroes have fulfilled their goal, the game ends.

Core Game System:

I had a hard time to decide upon what I believe to be the core of the game, as there are many different parts that make this game a whole, and as the game changes from session to session. I find the Movement of the characters to be the core system of the game, as the player’s movements is used to explore the mansion, building the play field, finding items, omens and triggering events. The exploration is a very big part of the game, and even after the Haunt begins the players are able to keep exploring in order to find new ways to tackle the goals set for them.

However, I also think that the different traits are a big part of the game, as the traits determine how many rooms a character may pass through, how many dice that is thrown during combat, and affect how well the character copes with events and the Haunt. Using the different traits as a life-indicator as well, where a character is considered dead as soon as one of the traits drops to the skull symbol, also encourages the players to explore and collect items and omens in order to strengthen themselves.

The most Interesting System:

The most interesting system in this game is the Haunt, as it might change the game entirely depending on which of the fifty different scenarios is played. This adds a lot of re-playability to the game, and prevents the game from becoming all too predictable. The fact that there isn’t a pre-determined “bad guy” in the game, as the Traitor isn’t decided until the Haunt is revealed, also helps to keep the players on their toes. They cannot know beforehand which one of them will become the Traitor, and that makes it harder to gang up on one player and try to lower all of their stats in order for them to be more vulnerable, as that player might not be the Traitor.

The fact that the Haunt varies widely from session to session depending on what the players happen to find whilst exploring means that it’s hard for players to prepare, as they don’t know what’s coming, and that adds a lot of positive tension to the game.

The Best parts of the game:

There are many good things with this game, and choosing one is hard. The fact that the dices only count to 2, and has two blank sides gives the player the chance to evade penalty if they manage to score certain numbers, as well as it makes the player throw similar throws instead of one player throwing very high numbers whilst another only gets low numbers. This is a good part, as the players have to throw dices many times during the game, and the game would either have become a lot harder with higher numbers, or ended a lot quicker if the players could easily kill the monsters or other players with one roll of the dice.

Another good part of the game, and probably the best part, is the board itself, with all of its individual rooms. The games core being exploring, one of the best parts of the game is the fact that the players are actually exploring the mansion. The players discover the rooms in different locations and at different times from session to session, thus creating a new play field and story each time as the players find other items and reveal other Haunts, leading to much re-playability.

The Not-so-good-part of the game:

The different player-characters felt a bit unbalanced, as some characters tended to become overpowered quickly. The changes in trait-points where often sudden, which in some cases could be positive as it contributed to the tension of the game, but sometimes a little luck could leave a character severely overpowered, or underpowered. The game sometimes felt as if it snowballed a little too easy, as a player with high points in traits easily gained even more points, whilst a player with fewer points more easily lost more points.

Who would like to play this game?

The box of the game says that the game targets an audience from 12 years old and higher. Though I do believe that a younger player might be able to play the game, as most of the rules are quite straight forward, I do believe that 12 is a good age to set as the lowest. Even though the rules are quite straight forward, it might be hard for a child below the age of 12 to keep track of everything alone when turned into a Traitor. It might also feel difficult for a younger, less mature child to be turned against by all other players when they’re the traitor. This might be solved by letting the Traitor gain help from an older player or parent. The games narrative also suggests that the game isn’t for younger children, as, for example, one of the Haunts describes how the Traitor trashes about before bending, being split in two and turns into the two-headed serpent Ouroboros.

Summary:

Betrayal at House on the Hill is a narrative-based board game with a lot of exploration and a sense of horror through uncertainty and sudden betrayal as well as the horror themed haunted mansion and monsters. The game has a high re-playability, and the many different scenarios allows for a different experience during each new session. Even though the game tends to snowball a little with the traits, it doesn’t destroy the experience, and I’ve enjoyed this game a lot.

That’s all for now. I’m sorry for the late and very long post, and I hope that you all have a great week!

None of the images used are mine.

MPh out.

 

Board Game Analysis: Kill Doctor Lucky

KDL

For the course in Advanced Game Design, all of the students have been tasked with playing and analysing the systems of board games. In a group of six people, I’ve been analysing the game “Kill Doctor Lucky”. Kill Doctor Lucky is an inversion of the classic game “Clue” where the players are out to kill a man instead of looking for clues to solve who did it. You, and all of the other players, want to kill Doctor Lucky, but you cannot do it whilst anyone else is watching.

 

Core Game System:

Kill Doctor Lucky is a game for three to seven players. The game is played on a board resembling a mansion, with many different rooms and corridors. Each player strives to kill the Doctor without the other players seeing it, or interrupting it. The core of the game is to move through the mansion to get Doctor Lucky into a room together with you where no one else can see you, and using different kinds of modifiers, such as cards and tokens, in order to kill, or prevent another player from killing, the Doctor.

Modifiers

The different kinds of modifiers of the game are four kinds of cards and the spite tokens. The cards consist of Move cards, Room cards, Weapon cards and Failure cards. Each player starts the game with six cards on hand, and gathers more cards during the game. All cards may be played during the players’ turn if possible, except for Failure cards that are played whenever another player attempts to kill Doctor Lucky. Any used card is put in a discard-pile and whenever the card-pile the players pick cards from is emptied, the discard-pile is shuffled and turns into the new card-pile. Failure cards however doesn’t go into the discard-pile, but are discarded entirely from the game whenever they’ve been used, resulting in less and less failure cards in the game to stop any murder attempts.

The Move cards allow the player to either move their own character or Doctor Lucky. On each tur the player whose turn it is may take one step with their character, moving into another room or corridor, without using any cards. In order to move more than one step during ones turn, or to move the Doctor, the player needs to use a Move card. The Move cards have specific numbers mentioned on them representing how many steps you may move your character or Doctor Lucky using the card. By using one or multiple Move cards at once a player may get from one part of the mansion to another in one turn, or move Doctor Lucky into another room or end of the mansion.

The Room cards allow the player to instantly jump to the room mentioned on the card, or to instantly move Doctor Lucky to that location. The Room cards are great tactical cards, allowing the players to plan ahead and move towards certain rooms in order to get there together with the Doctor when no other player can see them. They can also be used to move the Doctor to prevent him from walking into another players’ room.

The Weapon cards contain different kinds of weapons which deal different amounts of damage. Whenever a player ends up in the same room as Doctor Lucky without anyone watching, the player may attempt to kill the Doctor. The player is able to attempt the murder without the use of any weapons, thus dealing only one damage, or by using one of their weapon cards. Some Weapon cards may deal a higher amount of damage in certain rooms. Doctor Lucky has no specific amount of health points and may be killed without weapons as well as with weapons. However, a higher amount of damage dealt by using a weapon improves the players’ chance of actually killing the Doctor, as the other players are trying to prevent the murder in order to kill the Doctor themselves.

The Failure cards are played whenever another player attempts to kill Doctor Lucky. The Failure cards can only be played when another player attempts to murder the Doctor, and aren’t used during the players’ own turn. The Failure cards have certain numbers on them, indicating how much damage they prevent the killer from using. The total amount of failure numbers played must be equal to, or exceed, the damage dealt by the killer in order to prevent the murder. If the Failure cards’ numbers are equal to or more than the damage dealt, the murder attempt fails and Doctor Lucky continues his stroll through the mansion, oblivious of what happened. If however there isn’t enough failure numbers to stop the attempt, Doctor Lucky is killed and the player who killed him wins the game. Whenever a Failure card has been used it is discarded from the game, resulting in less and less Failure cards to stop any murder attempts. A player may choose not to use any Failure cards, or pretend to not have any when another attempts to kill the Doctor in order to make the other players use up their cards so that they won’t be able to stop the player later on. Choosing not to play any Failure cards, however, is a risk as it may result in another player winning if the other players trying to prevent the murder don’t have enough Failure cards on hand.

Whenever a player attempts to kill Doctor Lucky and fails, they are given a Spite Token. The Spite Tokens may be played whenever the player attempts to kill the Doctor, with or without Weapon cards. Each token adds one damage to the total damage of the murder attempt. Players may however choose not to use their Spite Tokens, making many low-damage attempts at killing Doctor Lucky in order to get the other players to use up their Failure cards on hand, and in order to gather more Spite Tokens. Any number of Spite Tokens may be played at once, and a player that has managed to gather many Spite Tokens may well overwhelm the other players by dealing a lot of damage at once.

The Dog

In some versions of the game, Doctor Lucky owns a small dog which follows him around. The dog however moves at a slower pace than the Doctor, making him fall behind, though he always knows where the Doctor is and always chooses the shortest route to get to him. In one of the versions with the dog, the dog is also able to see the players’ characters, preventing them from attempting to kill Doctor Lucky if he is around. The dog may be killed in order to stop him from following the Doctor around, but as with the Doctor he can only be killed if no one else is watching and if the other players’ don’t prevent the attempt with Failure cards. In another version, the dog cannot prevent anyone from killing Doctor Lucky, and cannot be killed, but whenever a player makes a murder attempt and fails, the dog also gets a Spite Token. The players may collect the dogs’ Spite Tokens by entering the same room as the dog and trade their cards on hand for the tokens, one card for one token, thus gaining more Spite Tokens to use in order to kill the Doctor.

 

The Best and most Interesting systems:

The most interesting, and best system of the game is the Line of Sight. Each room in the mansion has a set of permanently open doorways. When a player is standing inside any of the rooms, their Line of Sight will pass through the doorways. If another player can stand in one room and look in a straight line through any number of doorways into your room, the other player can see you. The doorways are aligned in a way that allows the players to see through many rooms in the mansion at the same time, making it more difficult to make any attempts at killing Doctor Lucky, as the other players might see you even though they are in a different part of the mansion. The player often didn’t need to move far in order to destroy for the other players, to make sure that they didn’t get a chance of killing the Doctor. When playing a version of the game that included the dog that also had a Line of Sight, the game became a lot harder, as the dog constantly followed the Doctor around. The players often quickly went after the dog in hopes of killing him to stop him from seeing them with the Doctor.

Another good system in the game was the combination of Move, Room and Weapon cards, as they gave the players more reason to move around in the mansion. The Move and Room cards allowed the player to quickly move from one room to another, or to move Doctor Lucky into specific rooms. This, in combination with the Weapon cards, where some weapons dealt more damage in certain rooms, made the players plan ahead more, hoping to reach certain rooms, and get the Doctor into that same room, where their weapons dealt more damage in order to make it harder for other players to foil their murder attempts.

 

The Not-so-good part of the game:

Camping is when a player is able to stay in one place throughout the entire game, thus “camping” in that room and keeping a constant watch on the other rooms in sight, or staying in one specific, secluded room with low Line of Sight, waiting for the Doctor to arrive in order to kill him. Whilst this might be a good strategy, it made the game less entertaining when players stopped moving and instead camped inside a room or corridor. It was also possible to Farm for cards by staying in specific rooms until the Doctor arrived. Whenever Doctor Lucky entered a room occupied by a player, the turn went to that player. If that player then decided not to try and kill Doctor Lucky, but instead picked a card and moved one step, the player could in some areas move in such a way that the Doctor would keep entering the room said player had just stepped into, making it that players’ turn once more. This way one player could pick many cards in a row by repeating the process, “farming” for cards, which led to one player suddenly holding most of the cards in play.

One of the reasons that players took to camping in rooms was that there were few Move cards in the deck. The lack of Move cards made camping a lot more frequent than what it might have been, had there been more cards allowing the player to take more than one step at a time, and thus moving more quickly through the mansion. As it took long to move away from certain areas in the mansion, it sometimes proved more profitable to stay in the room and wait for the Doctor instead of moving around, as he almost made his way to the player anyway before it was their turn again. This problem might be less frequent with fewer players, as the players would need to move around more in order to keep the others in their Line of Sight to prevent them from killing the Doctor.

 

Who would like to play this game?

This is a family board game for all families. The game is recommended for children of the age ten and older, which seems appropriate as younger children might find the Line of Sight and Spite Token systems, as well as the dog, a bit complicated. It wouldn’t be impossible for younger children to play however together with an adult that could keep track on the Line of Sight, dog and tokens. Even though the game is about killing Doctor Lucky the art of the game and the portrayal of the characters are neither scary nor creepy. The game has a rather friendly art-style with a lot of colour to the board itself, and with characters that have a slightly Disney-villain feeling to them. The failure cards all have short and quirky descriptions on them, explaining how the Doctor escaped, and some of the weapons aren’t things that you would ordinarily think of as weapons. Any player that have played and enjoyed the classic game “Clue” may very well find this game just as enjoyable.

 

Summary:

Kill Doctor Lucky is a family-friendly game about killing a man when no one can see you. Though perhaps not the most well-balanced game, making it easy for players to start camping in rooms or to farm for cards, it is an enjoyable game that requires some thinking and planning ahead. The games’ Line of Sight system is a very interesting part of the game, and requires the players to plan where to go in order to get into a secluded room together with the Doctor to kill him, and the players often try to plan many turns ahead. In order to win the game the players also have to try to make the other players use up their Failure cards, so that they won’t be able to use them when said player attempts to kill the Doctor, but by making the others use up their cards the player also increase the chance of other players winning as another player might take the chance first.

I personally find the game to be very enjoyable, as it reminds me a lot of “Clue” whilst still being its’ own game. I like the way that the Line of Sight system works and the tactical thinking when trying to plan ahead in order to get to the Doctor and kill him first. The game would benefit from having less Failure cards in the deck, and more Move cards, as the game quickly became a bit slow when the players discovered that they could camp in the rooms, and playing with less Failure cars increased the speed and intensity of the game.

 

That’s all for now folks. I wish you all a great weekend!

MPh out.