Betrayal Hints & Tips – Game 7

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 6 and is preparing to play Game 7. It will contain **Spoilers up to and including Game 6**. You have been warned.

The Otherworlds

At the very least, you will have explored a little of the Otherworlds deck to complete Chapter 6. Very possibly, you were excited to explore this new deck from the start of the last game, and you quickly worked out the types of cards available. There are 4 types of cards in the Otherworlds, that are sort of counterpoints to the 3 decks and the stack of Tiles in the main part of the game.

Land Cards – They only take effect if you end your turn, or run out of movement, on this card. Generally, you take a die of mental damage, draw and place the top room tile, and then follow the instructions of that tile. This includes drawing cards, moving Inhabitants, rolling for the Haunt, and doing any other Keywords that are in that Room.

Item Cards – They only take effect if you end your turn, or run out of movement, on this card. If you fulfill the requirements, you may follow the instructions to to take the Item. Otherwise, you leave the Otherworlds empty handed. In the Otherworlds, leaving with nothing can often be a positive result.

Curse Cards – They only take effect if you end your turn, or run out of movement, on this card. They cost nothing to take, but generally give a negative effect to the person that has them. They can be buried by ending a turn in the Outside region.

Event Cards – They take effect immediately upon discovery. They take up a movement, but you do not have to end your turn there. You resolve their effect, and may continue to draw Otherworlds cards. They mostly give you the option to bury some type of Item in exchange for a benefit. This includes burying Otherworlds Item cards.

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