Betrayal Legacy
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 (52β206)
- 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
Κ32: The first time you meet the Cook, turn to entry 109 in the Bleak Journal.
βHappy to show you around, but first try this pudding. Good isnβt it?β
- Speed
- 2
- Might
- 4
- Sanity
- 3
- Knowledge
- 2
TALK: Place your figure on any Landing tile. This does not cost a move.
Farmhand
Κ33: The first time you meet the Farmhand, turn to entry 182 in the Bleak Journal.
βWould you kindly lend me a hand here? Wonβt take but a minute. Be happy to trade you somethinβ in returnβ¦β
- 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
πΎοΈ Κ41: 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 πΎοΈ symbol, gain 1 in a mental trait.
Chambermaid
Κ49: The first time you meet the Chambermaid, turn to entry 154 in the Bleak Journal.
βThereβs not many that know this houseβs secrets like I do.β
- 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
Κ57: The first time you meet the Groundskeeper, turn to entry 184 in the Bleak Journal.
βIβm a pious man. Ofttimes you need to give in order to get. Pray with me. Come on, I said pray.β
- 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
πΎοΈ Κ94: 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.β
- Speed
- 6
- Might
- 6
- Sanity
- 6
- Knowledge
- β
When you discover a new tile with the πΎοΈ symbol, take 1 die of mental damage.
Nurse
Κ116: The first time you meet the Nurse, turn to entry 73 in the Bleak Journal.
βItβs time for your medications. Now, we can do this the easy way or the hard way.β
- 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
Κ117: The first time you meet the Orderly, turn to entry 92 in the Bleak Journal.
βHey, now. Where do you think youβre going?β
- 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
πΎοΈ Κ118: The first time you meet the Monkey, turn to entry 97 in the Bleak Journal.
You see β¦ a monkey? You mustβve gone mad.
- Speed
- 6
- Might
- 5
- Sanity
- 1
- Knowledge
- 3
When you discover a new tile with the πΎοΈ symbol, bury an Item or take 1 physical damage.
If the Monkey is killed, turn to entry 126 in the Bleak Journal.
Innkeeper
Κ133: The first time you meet the Innkeeper, turn to entry 202 in the Bleak Journal.
βYeah, yeah, I can show you around the place.β
- 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. |
| 2β3 | She talks a lot about βexperiments.β Take 1 mental damage. |
| 0β1 | She took something. Bury an Item you are carrying or take 3 mental damage. |
Innkeeperβs Husband
Κ134: The first time you meet the Innkeeperβs Husband, turn to entry 146 in the Bleak Journal.
Missing parts of his ear and a few fingers. βThe missus made a meat pie. Please try it. Please.β
- Speed
- 5
- Might
- 2
- Sanity
- 3
- Knowledge
- 2
EAT: Roll 2 dice.
| 4 | Delicious. Gain 1 Might. |
| 2β3 | Itβs not bad, except for the fingernails in it. Gain 1 Might. Lose 2 Sanity. |
| 0β1 | The pie contains a wedding ring. Lose 1 from all traits. |
Rat
πΎοΈ Κ135: 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 πΎοΈ symbol, take 1 die of physical damage.
Madman
Κ149
A raving, frothing madman.
- Speed
- 4
- Might
- 6
- Sanity
- 1
- Knowledge
- 2
TALK (after the haunt has started): Roll 2 dice.
| 2β4 | Place the Madman up to 4 tiles away. He makes an unarmed Might ATTACK against a target of your choice on that tile. |
| 0β1 | The Madman makes an unarmed Might ATTACK against you. |
Dog
πΎοΈ Κ150: 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.
| 2β4 | Good boy! Place the Dog on that playerβs 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
α΄277
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. |
| 4β6 | Draw the top Item card. |
| 2β3 | Gain 1 in a mental trait. |
| 0β1 | Gain 1 Knowledge and 1 Sanity. |
Girl
α΄278
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. |
| 4β6 | Lose 1 in a mental trait. |
| 2β3 | Gain 1 in a mental trait. |
| 0β1 | 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 βWhen you discover a new tile with the //πΎοΈ symbol,β 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 cardsβLands, 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 βWhile on a land in the Otherworlds.β
- 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 worksβwith some loss of suspenseβwith 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 βdamagingβ opponents but the correct text is in the attack box, which is βkillingβ.
- 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 βloses in combatβ rather than if the βheroesβ damage it.
Haunt 11
- The Traitorβs REACTION should read
- βREACTION: 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.β
Haunt 21
- This haunt call for face-down family crests, but the crests were printed on both sides of the tokens.
- The haunt worksβwith some loss of suspenseβwith 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 βin the house.β Do the outside tiles count?
- Yes.