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 is a review of Game 6, which is designed to give you a feel for the game, whilst containing no spoilers. It assumes you are familiar with Betrayal at House on the Hill.
Whilst we reset after Game 5, a relatively quick process, we had a quick recap of our campaign play as Heroes and Traitors, ending with us quoting the chorus from “I need a Hero.” by Bonnie Tyler. Throughout Game 6, as each player pondered on their actions, the others would chime in with “Gotta be strong.”, “Gotta be fast.” and “Gotta be fresh from the fight.”
We followed the Steps 1 through 7 for the Setup, and the previous games winner drew, and read the back of the top card in the Legacy Deck. It set up the next story, destroyed another Room Tile, and had us each draw another card from the Legacy Deck to use during play. Well not use, as such … more of a prop for this Chapter of the game. But we got to make it our own, and set it in front of us. We then opened another door on the Folium Infernum, to add the sticker to the Rule book, for the new deck of cards we revealed in the last game.
The New Deck
The setup for Game 6, had us intentionally in position to use the new deck of cards immediately, and we jumped straight into that. We all took a turn, discovering things in the new deck, but quickly realised that we needed to go back to the main game play of exploring the house, in order to collect some Items, and get the Haunt underway. It seemed likely that which ever Haunt was triggered, the new deck would be key, and lo and behold it was.
Our Haunt was based on another classic piece of literature, and it was another story without a Traitor. Our goal was to help a couple of characters escape from an angry mob. This boiled down to guiding the good characters to explore our new deck, whilst killing off people in the angry mob to keep it at a manageable size. This, apparently, was how you did it, in 1849.
End of Game
And we did it well. We kept the mob at bay, and got the characters to safety. The Red Player made the winning roll to score his second win, and we made the usual changes to expand the game. Our new props were placed into the Tomb, having helped tell this story, but the new deck of cards remained, and seemed likely to continue being a part of our campaign.