This is one in a series of posts regarding the board game Betrayal Legacy. You can access all my other Betrayal posts HERE. This post contains Hints & Tips for someone who has played up to Game 7 and is preparing to play Game 8. It will contain **Spoilers up to and including Game 7**. You have been warned.
The addition of callings is one of the biggest changes to the original game. They almost all offer an advantage you can use multiple times during the game. So the important thing is to remember that you have one. They aren’t used all the time, so it’s easy to forget that you have that ability available. Most of them are related to dice rolls, so if you place one of the dice on top of your Calling, it will remind you when you grab it for a roll.
The final Calling was added at the end of Game 7. I’m going to recap them below, and offer some advice on the best way to use each one.
Clergy – Each Sacred Item or Sacred Omen gives you an extra die when defending. It works equally well on mental or physical attacks, so will be a useful card to have after the Haunt begins. About a quarter of all Items and Omens are “Sacred”, so you have a decent chance of finding one during the exploration phase. Oh, and none of the Items in the Otherworlds are Sacred, so you don’t need to explore that particular dimension.
Experimentist – Lose a knowledge to guarantee an average roll of 1 on every dice during a trait roll. Could be useful to guarantee a success during the Haunt, or to give up 1 mental damage if you can’t afford physical.
Gambler – Once per turn, you can reroll blank dice on a trait roll. This is a strong Calling. It doesn’t cost anything to use, and therefore can be used every turn. And it becomes more beneficial the worse your original roll was. If you only have 1 blank die, the chances of negating the roll are high. But if you are rerolling 3 blank dice, odds are very high that you will improve your original result. For no cost. That part bears repeating.
Hunter – Allows you to use Speed instead of Might, when making an Attack roll, AND you can roll 1 extra die on an Attack made with a Speed Weapon. Normally when you take physical damage, you need to weigh up losing fighting ability or movement. This Calling allows you to take physical damage to your Might, without losing any movement or fighting ability. And if you find a Speed Weapon, even better.
Investigator – Allows you to ignore the action on the first Event Tile you turn over. It can be used at no cost, every turn, and increases the chance of discovering an Item or an Omen.
Medical Practitioner – Allows you to Heal one trait of any player, including yourself. A one off use, that could make all the difference if used at the right time.
Occultist – Add 1 to the result of all trait rolls you make on Tiles with at least one ghost. This is one of the Callings that you can use multiple times per turn. And it will become more useful as the campaign progresses, and the number of Ghosts in the house increases.
Savage – Lose a Knowledge to get 2 extra dice when making an unarmed Might Attack. It can’t be used often, but it could help the Heroes if used at the right time.
Scholar – May use Knowledge for any action other than attack. This is very strong if you can get your knowledge up. It is important to note you can use Knowledge to Defend against an Attack.
Seer – You Predict any trait roll, and add 1 to the result if you predict correctly. You can use this multiple times a turn, so it’s important to remember that you have it. The best advice I can give is to predict a roll that is 1 off success, which will give you another chance to succeed.
War Veteran – You take a max of 1 damage when you lose an Attack roll AND you roll an extra die when defending against Might Attacks. Not overly useful before the Haunt begins, but will make you a bit of beast after.
Well-to-Do – After you draw an Item Card (not from the Otherworlds) you may immediately bury it to gain 2 in any trait. Some Items are better than others, so this can be a great way to boost some stats, or to help you get better after you’ve taken some damage.