Difference between revisions of "Betrayal Legacy"
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===Cook=== | ===Cook=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-female"></span> ʟ32: The first time you meet the Cook, turn to entry 109 in the Bleak Journal.}} |
''“Happy to show you around, but first try this pudding. Good isn’t it?”'' | ''“Happy to show you around, but first try this pudding. Good isn’t it?”'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
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===Farmhand=== | ===Farmhand=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-male"></span> ʟ33: The first time you meet the Farmhand, turn to entry 182 in the Bleak Journal.}} |
''“Would you kindly lend me a hand here? Won’t take but a minute. Be happy to trade you somethin’ in return…”'' | ''“Would you kindly lend me a hand here? Won’t take but a minute. Be happy to trade you somethin’ in return…”'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
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===Cat=== | ===Cat=== | ||
| − | {{hatnote| | + | {{hatnote|🐾︎ ʟ41: The first time you meet the Cat, turn to entry 80 in the Bleak Journal.}} |
''It watches you with knowing eyes. It seems unimpressed.'' | ''It watches you with knowing eyes. It seems unimpressed.'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 240: | Line 240: | ||
===Chambermaid=== | ===Chambermaid=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-female"></span> ʟ49: The first time you meet the Chambermaid, turn to entry 154 in the Bleak Journal.}} |
''“There’s not many that know this house’s secrets like I do.”'' | ''“There’s not many that know this house’s secrets like I do.”'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 251: | Line 251: | ||
===Groundskeeper=== | ===Groundskeeper=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-male"></span> ʟ57: The first time you meet the Groundskeeper, turn to entry 184 in the Bleak Journal.}} |
| − | ''“I’m a pious man. | + | ''“I’m a pious man. Ofttimes you need to give in order to get. Pray with me. Come on, I said pray.”'' |
{{statblock|class=flat| | {{statblock|class=flat| | ||
;Speed: 4 | ;Speed: 4 | ||
| Line 264: | Line 264: | ||
===Black Hound=== | ===Black Hound=== | ||
| − | {{hatnote| | + | {{hatnote|🐾︎ ʟ94: The first time you meet the Black Hound, turn to entry 142 in the Bleak Journal.}} |
''Its red eyes watch your every movement. Foam drips from its mouth.”'' | ''Its red eyes watch your every movement. Foam drips from its mouth.”'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 275: | Line 275: | ||
===Nurse=== | ===Nurse=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-female"></span> ʟ116: The first time you meet the Nurse, turn to entry 73 in the Bleak Journal.}} |
''“It’s time for your medications. Now, we can do this the easy way or the hard way.”'' | ''“It’s time for your medications. Now, we can do this the easy way or the hard way.”'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 297: | Line 297: | ||
===Orderly=== | ===Orderly=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-male"></span> ʟ117: The first time you meet the Orderly, turn to entry 92 in the Bleak Journal.}} |
''“Hey, now. Where do you think you’re going?”'' | ''“Hey, now. Where do you think you’re going?”'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 308: | Line 308: | ||
===Monkey=== | ===Monkey=== | ||
| − | {{hatnote| | + | {{hatnote|🐾︎ ʟ118: The first time you meet the Monkey, turn to entry 97 in the Bleak Journal.}} |
''You see … a monkey? You must’ve gone mad.'' | ''You see … a monkey? You must’ve gone mad.'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 321: | Line 321: | ||
===Innkeeper=== | ===Innkeeper=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-female"></span> ʟ133: The first time you meet the Innkeeper, turn to entry 202 in the Bleak Journal.}} |
''“Yeah, yeah, I can show you around the place.”'' | ''“Yeah, yeah, I can show you around the place.”'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 339: | Line 339: | ||
===Innkeeper’s Husband=== | ===Innkeeper’s Husband=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-male"></span> ʟ134: The first time you meet the Innkeeper’s Husband, turn to entry 146 in the Bleak Journal.}} |
''Missing parts of his ear and a few fingers. “The missus made a meat pie. Please try it. Please.”'' | ''Missing parts of his ear and a few fingers. “The missus made a meat pie. Please try it. Please.”'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 357: | Line 357: | ||
===Rat=== | ===Rat=== | ||
| − | {{hatnote| | + | {{hatnote|🐾︎ ʟ135: The first time you meet the Rat, turn to entry 69 in the Bleak Journal.}} |
''You had no idea they could grow that large.'' | ''You had no idea they could grow that large.'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 368: | Line 368: | ||
===Madman=== | ===Madman=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-male"></span> ʟ149}} |
''A raving, frothing madman.'' | ''A raving, frothing madman.'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 384: | Line 384: | ||
===Dog=== | ===Dog=== | ||
| − | {{hatnote| | + | {{hatnote|🐾︎ ʟ150: The first time you meet the Dog, turn to entry 72 in the Bleak Journal.}} |
''The mangy dog seems friendly. At least, you hope it is.'' | ''The mangy dog seems friendly. At least, you hope it is.'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 402: | Line 402: | ||
===Girl=== | ===Girl=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-female"></span> ᴘ277}} |
''She has an ethereal quality to her.'' | ''She has an ethereal quality to her.'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
| Line 422: | Line 422: | ||
===Girl=== | ===Girl=== | ||
| − | {{hatnote| | + | {{hatnote|1=<span class="fas fa-female"></span> ᴘ278}} |
''She is hostile and has a feral look in her eyes.'' | ''She is hostile and has a feral look in her eyes.'' | ||
{{statblock|class=flat| | {{statblock|class=flat| | ||
Revision as of 18:00, 12 March 2019
Contents
Betrayal Legacy (2018) is a Legacy board game designed by Rob Daviau et al., based on Betrayal at House on the Hill (2004).
Books
- Betrayal Legacy Rulebook (WotC)
- Compiled FAQ (BGG)
- Bleak Journal (52–206)
- Folium Infernum
Family timeline
| FIRST NAME | AGE | FATE | TRAITOR? | DIED? | |
|---|---|---|---|---|---|
| 1666 | |||||
| 1694 | |||||
| 1729 | |||||
| 1763 | |||||
| 1797 | |||||
| 1830 | |||||
| 1849 | |||||
| 1876 | |||||
| 1890 | |||||
| 1901 | |||||
| 1925 | |||||
| 1947 | |||||
| 1969 | |||||
| 2004 |
Tiles
Inhabitants
Cook
ʟ32: The first time you meet the Cook, turn to entry 109 in the Bleak Journal.
“Happy to show you around, but first try this pudding. Good isn’t it?”
- Speed
- 2
- Might
- 4
- Sanity
- 3
- Knowledge
- 2
TALK: Place your figure on any Landing tile. This does not cost a move.
Farmhand
ʟ33: The first time you meet the Farmhand, turn to entry 182 in the Bleak Journal.
“Would you kindly lend me a hand here? Won’t take but a minute. Be happy to trade you somethin’ in return…”
- Speed
- 4
- Might
- 3
- Sanity
- 2
- Knowledge
- 3
TALK: Take 1 physical damage to help him. As thanks, you may bury one Item to draw the top Item card.
Cat
🐾︎ ʟ41: The first time you meet the Cat, turn to entry 80 in the Bleak Journal.
It watches you with knowing eyes. It seems unimpressed.
- Speed
- 5
- Might
- 2
- Sanity
- 1
- Knowledge
- 8
When you discover a new tile with the 🐾︎ symbol, gain 1 in a mental trait.
Chambermaid
ʟ49: The first time you meet the Chambermaid, turn to entry 154 in the Bleak Journal.
“There’s not many that know this house’s secrets like I do.”
- Speed
- 2
- Might
- 3
- Sanity
- 3
- Knowledge
- 3
TALK: Secretly look at the top three tiles of the stack. Place one on top and bury the other two.
Groundskeeper
ʟ57: The first time you meet the Groundskeeper, turn to entry 184 in the Bleak Journal.
“I’m a pious man. Ofttimes you need to give in order to get. Pray with me. Come on, I said pray.”
- Speed
- 4
- Might
- 4
- Sanity
- 1
- Knowledge
- 6
When you discover a new tile with the symbol, you must bury one of your Items and draw the top Item card or take 1 mental damage.
If the Groundskeeper is killed, turn to entry 172 in the Bleak Journal.
Black Hound
🐾︎ ʟ94: The first time you meet the Black Hound, turn to entry 142 in the Bleak Journal.
Its red eyes watch your every movement. Foam drips from its mouth.”
- Speed
- 6
- Might
- 6
- Sanity
- 6
- Knowledge
- –
When you discover a new tile with the 🐾︎ symbol, take 1 die of mental damage.
Nurse
ʟ116: The first time you meet the Nurse, turn to entry 73 in the Bleak Journal.
“It’s time for your medications. Now, we can do this the easy way or the hard way.”
- Speed
- 3
- Might
- 3
- Sanity
- 5
- Knowledge
- 5
EAT: Take your medicine. Roll 2 dice.
| 4 | Gain 1 in each trait. |
| 3 | Gain 2 in one trait. |
| 2 | Lose 1 in one trait. |
| 1 | Lose 1 from each trait. |
| 0 | Lose 2 from each trait. |
Orderly
ʟ117: The first time you meet the Orderly, turn to entry 92 in the Bleak Journal.
“Hey, now. Where do you think you’re going?”
- Speed
- 4
- Might
- 6
- Sanity
- 1
- Knowledge
- 2
The Orderly counts as a large obstacle when you leave his tile unless you bury an Item to bribe him.
Monkey
🐾︎ ʟ118: The first time you meet the Monkey, turn to entry 97 in the Bleak Journal.
You see … a monkey? You must’ve gone mad.
- Speed
- 6
- Might
- 5
- Sanity
- 1
- Knowledge
- 3
When you discover a new tile with the 🐾︎ symbol, bury an Item or take 1 physical damage.
If the Monkey is killed, turn to entry 126 in the Bleak Journal.
Innkeeper
ʟ133: The first time you meet the Innkeeper, turn to entry 202 in the Bleak Journal.
“Yeah, yeah, I can show you around the place.”
- Speed
- 2
- Might
- 5
- Sanity
- 1
- Knowledge
- 5
TALK: Place your figure on any Landing tile or any tile containing the symbol. This does not cost a move. Roll 2 dice.
| 4 | A pleasant walk. She seems nice. |
| 2–3 | She talks a lot about “experiments.” Take 1 mental damage. |
| 0–1 | She took something. Bury an Item you are carrying or take 3 mental damage. |
Innkeeper’s Husband
ʟ134: The first time you meet the Innkeeper’s Husband, turn to entry 146 in the Bleak Journal.
Missing parts of his ear and a few fingers. “The missus made a meat pie. Please try it. Please.”
- Speed
- 5
- Might
- 2
- Sanity
- 3
- Knowledge
- 2
EAT: Roll 2 dice.
| 4 | Delicious. Gain 1 Might. |
| 2–3 | It’s not bad, except for the fingernails in it. Gain 1 Might. Lose 2 Sanity. |
| 0–1 | The pie contains a wedding ring. Lose 1 from all traits. |
Rat
🐾︎ ʟ135: The first time you meet the Rat, turn to entry 69 in the Bleak Journal.
You had no idea they could grow that large.
- Speed
- 6
- Might
- 3
- Sanity
- 1
- Knowledge
- 1
When you discover a new tile with the 🐾︎ symbol, take 1 die of physical damage.
Madman
ʟ149
A raving, frothing madman.
- Speed
- 4
- Might
- 6
- Sanity
- 1
- Knowledge
- 2
TALK (after the haunt has started): Roll 2 dice.
| 2–4 | Place the Madman up to 4 tiles away. He makes an unarmed Might ATTACK against a target of your choice on that tile. |
| 0–1 | The Madman makes an unarmed Might ATTACK against you. |
Dog
🐾︎ ʟ150: The first time you meet the Dog, turn to entry 72 in the Bleak Journal.
The mangy dog seems friendly. At least, you hope it is.
- Speed
- 6
- Might
- 4
- Sanity
- 2
- Knowledge
- 2
GIVE (while on the tile with the Dog): Select a player within 6 tiles of the Dog (ignore obstacles). Select an unused Item you are carrying. Roll 2 dice.
| 2–4 | Good boy! Place the Dog on that player’s tile. GIVE that Item to that player. |
| 1 | The Dog wags its tail approvingly but goes nowhere. Keep the Item. |
| 0 | The Dog runs off with the Item. Bury the Item and place the Dog on the outside tile farthest from the Front Steps. |
Girl
ᴘ277
She has an ethereal quality to her.
- Speed
- 4
- Might
- 2
- Sanity
- 4
- Knowledge
- 7
When you discover a new tile with the symbol, roll dice equal to the number of symbols discovered in the house.
| 7+ | The Girl makes a Sanity ATTACK against all monsters (and any traitors) in the region. She takes no damage if she loses. |
| 4–6 | Draw the top Item card. |
| 2–3 | Gain 1 in a mental trait. |
| 0–1 | Gain 1 Knowledge and 1 Sanity. |
Girl
ᴘ278
She is hostile and has a feral look in her eyes.
- Speed
- 4
- Might
- 5
- Sanity
- 4
- Knowledge
- 7
When you discover a new tile with the symbol, roll dice equal to the number of symbols discovered in the house.
| 7+ | The Girl makes a Sanity ATTACK against everyone in the region. She takes no damage if she loses. |
| 4–6 | Lose 1 in a mental trait. |
| 2–3 | Gain 1 in a mental trait. |
| 0–1 | Gain 1 Knowledge and 1 Sanity. |
FAQ
General
- Joining the Campaign
Rulebook, p.21
- If a family has missed MORE than half of the played chapters, give them three random Items after step 7 of setup and have them keep one. Shuffle the other two back into the Item deck. The player may heirloom this Item if it has a slot available, following usual heirloom rules, except this does NOT count toward the once-per-game limit on making heirlooms.Rules p.21
- Some Inhabitants have a “When you discover a new tile with the //🐾︎ symbol,” effect. Does this include the first time the Inhabitant is discovered? (Since the tile was discovered before the Inhabitant appeared.)
- The effect happens on all tiles where Inhabitants appear, including the first time.RD
Chapter 6
- How do the Otherworlds cards work?
- When exploring the Otherworlds, you will find four different types of cards—Lands, Events, Items, and Curses. They all work slightly differently. Each one also has a rune on it, matching the runes on the helm.
- If you end your turn on a land
- The land kicks you out. Follow the instructions on the land card.
- If you end your turn on a curse
- You must take it. It is like a condition that you carry around until you can get rid of it. How you get rid of it is written on the card.
- If you end your turn on an Item
- You may take it if you qualify. That Item then acts like an Item card and may be used as noted on the card.
- When you discover an Event (as soon as it is flipped over)
- Follow its instructions as if you had drawn a card from the Event deck. It does not stop your movement.
- Some haunts will tell you to do something like “While on a land in the Otherworlds.”
- This means you have to find a land card to do the action. Events, Curses, and Items will not count.
- When you draw Otherworlds cards, do you return unused Otherworlds cards back to the deck at the end of your turn?
- Yes. When you leave the Otherworlds, any cards you explored get buried on the bottom of the deck in the same order. So, if you explore all the way through, it will loop back around.
- While exploring Otherworlds cards on a tile shared with a monster as a hero, does it cost extra movement to draw cards from the deck?
- Only for the first card drawn. Then you place your figure on the Otherworlds card and are no longer on the same tile as your opponent. After that, drawing a card costs one move.
Haunt 3
- This haunt call for face-down family crests, but the crests were printed on both sides of the tokens.
- The haunt works—with some loss of suspense—with double-sided family crests.
- One could also mask one side of the tokens before play.
Haunt 9
- How does the Doll grow?
- The overview text says that the Doll grows from “damaging” opponents but the correct text is in the attack box, which is “killing”.
- What happens if the Doll loses an attack against an Inhabitant?
- The Doll would take damage and be stunned by the Inhabitant. The rule should read that the Doll becomes stunned if it “loses in combat” rather than if the “heroes” damage it.
Haunt 11
- The Traitor’s REACTION should read
- “REACTION: The beginning of your turn. If you are dead, YOU MAY RETURN ONE CULTIST ON A TILE TO THE BOX to stand your figure back up and set all your traits to critical. etc. etc.”
Haunt 21
- This haunt call for face-down family crests, but the crests were printed on both sides of the tokens.
- The haunt works—with some loss of suspense—with double-sided family crests.
- One could also mask one side of the tokens before play.
Haunt 35
- When does the new Traitor take their next turn?
- Players take their turns in normal turn rotation.
Haunt 38
- Clearer Traitor Victory Condition
- YOU WIN WHEN YOU GET ALL LIVING PATIENTS (HEROES) TO THEIR STARTING SANITY OR HIGHER.
Haunt 40
- It says to subtract 1 for each Rune token “in the house.” Do the outside tiles count?
- Yes.