Betrayal Legacy

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Betrayal Legacy (2018) is a Legacy board game designed by Rob Daviau et al., based on Betrayal at House on the Hill (2004).

Books

Family timeline

  FIRST NAME AGE FATE TRAITOR? DIED?
1666          
1694          
1729          
1763          
1797          
1830          
1849          
1876          
1890          
1901          
1925          
1947          
1969          
2004          

Tiles

P U G B O I C 🕱 Room
  S     🅛 0/3 Entrance Hall
  S     0/2 Hallway
  S     0/2 Ground Floor Staircase
S       🅛 0/2 Upper Landing
    S   🅛 0/3 Basement Landing
      S 🅛 0/3 Front Steps
U G     ♉︎ 0/3 Unfinished Room
    B   🌀︎ 1/2 Crawlspace
U G     🌀︎ 0/2 Runic-letter-oo.png Common Room
  G     🌀︎ Hearth
      O ♉︎ 0/3 Creek
      O 1/4 Hanging Tree
      O 🌀︎ 0/2 Pond
      O 🌀︎ 0/3 V Woods
1     B   ♉︎ 0/2 Cellars
1 U G     🌀︎ 0/2 Guest Quarters
1   G     1/3 Kitchen
2       O 🌀︎ 2/4 𐍈 Blood Field
2       O ♉︎ 0/1 Pasture
2 U       🌀︎ 0/1 Blue Bedroom
3   G     ♉︎ 0/2 Dining Room
3     B   0/2 Workroom
3 U G     🌀︎ 0/3 Cramped Passageway
4   G   O 0/3 Stable
4       O 🌀︎ 2/4 Graveyard
4 U   B   0/2 Servants’ Quarters
5     B   ♉︎ 0/2 Cistern
5     B O 🌀︎ 1/3 Underground Cavern
5 U G     0/2 Master Bedroom
6 U G     🐾︎ 🌀︎ 0/1 Salon
6       O 🌀︎ 0/3 Caves
6 U   B   1/3 Nursery
7 U G     🌀︎ 2/4 Bloody Room
7         (blank)
7 U G     🐾︎ Collapsed Room
8     B O 3/4 Crypt
8   G   O 🌀︎ 0/1 Chapel
8 U   B   🐾︎ 1/2 Soundproofed Room
9       O ♉︎ 0/2 Woodshed
9     B   🌀︎ 2/3 Dark Altar
9 U G     🐾︎ 🌀︎ 0/1 Winter Bedroom
10   G B   🐾︎ 0/2 Armory
10   G     🌀︎ 0/2 Porch
10 U G     1/2 Library
11 U   B   ♉︎ 2/4 Operating Theatre
11   G     🌀︎ 1/3 Laboratory
11     B   🌀︎ 0/2 Furnace Room
12   G   O 0/2 Arborium
12       O 0/1 Crossroads
12 U G     🌀︎ 0/2 Parlor
13 U       🌀︎ 0/2 Gallery
13 U       ♉︎ 0/2 Study
13 U   B   🌀︎ 0/3 Organ Room
14   G   O 🐾︎ ♉︎ 1/3 Well House
14   G     1/2 Ballroom
14       O 0/1 Muskeg
15 U   B   🌀︎ 0/2 Vault
15     B   🐾︎ 2/3 Catacombs
15 U   B   ♉︎ 2/3 Service Tunnels
16       O 🌀︎ 0/2 Carriage House
16 U G     🌀︎ 1/2 Specimen Room
16   G     Coal Chute
17     B   2/4 Ritual Room
17       O ♉︎ 2/4 Hedge Maze
17     B   🐾︎ 0/2 Secret Staircase
18 U       🌀︎ 1/3 Observatory
18 U G B   0/2 Mundane Elevator
18     S   🅛 2/4 Basement Landing (CC)
19 U       ♉︎ 2/3 Pentagram Chamber
19 U G     🌀︎ 1/2 Statuary Corridor
19 U G     1/2 Junk Room
20 U       ♉︎ 1/2 Tower
20 U G     2/2 Charred Room
20     B   🌀︎ 1/2 Underground Lake

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.