Betrayal at House on the Hill is a game by Bruce Glassco where 3-6 players explore a spooky old mansion until things take a darker turn and one betrays the others.
Components
The game comes with 3 rulebooks, 1 for general game rules, 1 specifically for traitors, and 1 specifically for explorers. It also comes with 45 room tiles, 30 slider clips, 6 character cards, 6 character figures, 8 dice, 1 tracker (relevant only to certain scenarios), 22 item cards, 13 omen cards, 45 event cards, and 149 assorted tokens.
I love the tile-laying system and creating the board one piece at a time, however it does take up a lot of table space, especially since you have to manage three separate boards that keep growing.
The sliding clips that go on your character boards are a good idea in theory. The ones that actually fit are great, but most of them are very loose and slide around way too much. The slightest movement could cause you to completely lose track of your stats. I would recommend instead using a piece of paper, your phone, or maybe some dice instead. I’ve heard that there are a few unofficial apps that work really well for this but I haven’t personally tried any of them.
A lot of the marker tokens look pretty much the same, and there are a lot of them. It makes finding any specific token a huge pain.
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The box is big. It generally fits everything pretty well, but it still takes up a lot of space. I think the space could have been used much more efficiently, especially considering that the extra components from the Widow’s Walk expansion have a hard time fitting in the box as-is but fit just fine when you use a different insert.
Gameplay
The first part of the game is the exploration phase. All players start in the entrance hall and explore the mansion by laying tiles to go to new rooms. As players travel through the house they will collect items, experience events, and encounter omens. Each time an omen is encountered, the players make a haunt roll. If the players roll greater than or equal to the current number of omens, they continue exploring. If they roll less than, the haunt phase begins.
Players consult the chart in the traitor’s tome to figure out what scenario they’re playing and which player is the traitor. The traitor will be given the traitor’s tome and sent off somewhere else while the explorers consult the survivor’s guide. Each scenario has a unique set of rules for both the traitor and the survivor, and each side often has rules that are to be kept secret from the other until it becomes relevant.
Thoughts
This game is a ton of fun and has lots of replayability. The board is never the same twice, and with the large number of scenarios it’s highly unlikely you’ll come across the same one twice in quick succession.
The theme is on-point. It captures the vibe of moving through a spooky mansion nicely. The impossible layouts that wouldn’t make any sense in a real house help mimic the feel of a horror movie. I’m reminded of The Shining, Rose Red, and that H.H. Holmes murder hotel.
There are some issues with the rules, though. For instance, several cards affect “outside rooms” and “rooms with windows” but the rulebook doesn’t specify what rooms these are. People can miss things, or simply have different interpretations, so it always helps to have terms laid out in the rules to settle any potential conflict. Because it’s a random game with a lot of corner-case interactions, it can be difficult to find answers to specific rules questions. There are also places where the rules aren’t explained very well, so while the rules are technically there, they’re hard to understand. An FAQ with a little extra detail would have really helped.
As a small nitpick, I don’t like that the haunt table is only in one book. I think it should have either been in both side’s rulebooks or just in the basic rules manual.
As fun as the randomness of the game can be, it can cause some trouble. Players can be stuck in rooms they can’t leave, find themselves in no-win scenarios, or otherwise just have some really rotten luck that can sour the game. To be fair, this is a problem in a lot of games, but because this game is explicitly designed to be very random, luck-based mayhem is both more common and more noticeable.
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A few instances of particularly bad luck from the test game most of these photographs are from:
Turn 1 I discovered the collapsed room & fell into the catacombs, which require a sanity roll of 6 or higher to leave. I placed myself on the side of the room opposite the basement landing. Next turn I explored and hit a dead end. I never left the catacombs.
A player found the dog omen. The rules on the card say the dog can’t use rooms that require a roll. They found it in the junk room, a room that requires a roll to leave. The dog never left the junk room.
The traitor had to get a certain number of monsters out of the house in order to win. They & their monsters were trapped in the basement with all of us, with only the mystic elevator (a room that allows you to roll to go to a random floor) as a way out. Only 1 monster left the basement.
Do You Need the Widow’s Walk Expansion?
The Widow’s Walk expansion comes with a brief rules sheet, 2 new rulebooks (1 for traitors, 1 for explorers), 20 room tiles, 8 omen cards, 11 item cards, 11 event cards, and 76 assorted tokens.
An important thing the Widow’s Walk expansion includes is some much-needed rules clarifications, such as specifying which rooms are outside & which have windows.
There are 50 more haunt scenarios to play, but they’re all written by different people, so the tone can vary a bit. While they are all mechanically interesting, thematically they’re very hit-and-miss. You also get an entire extra floor to run around on, and the new dumbwaiter mechanic which makes it a lot easier to move between floors.
Overall, the expansion isn’t required to fully enjoy the game, but at the very least you’ll want to look up the rulebook and note down those rules clarifications. If you find yourself playing the game a lot and want a little extra variety I’d say it’s worth it.
Verdict
This game gets four out of five cthulhus. The game is fun and the theming is spectacular but the rules are a little too clunky in places. You can check it out, along with the expansion and the Baldur’s Gate variant, at the links below, but remember that was are an Amazon affiliate and if you buy anything through the links provided we will get some $ back.
WORLD OF HORROR is a cosmic horror roguelite game developed by Paweł Koźmiński and published by Ysbryd Games. The game is available on macOS, Windows, Nintendo Switch, PlayStation 4, and PlayStation 5. This review will cover the Steam (Windows) version of the game.
You must explore the strange goings on around Shiokawa, Japan. It appears that eldritch forces have influenced the town in incomprehensible ways. So, attempt to comprehend these forces and maintain your sanity to save the town. Plan your investigations, choose between cases, and fight for your life.
There are a few game modes but three difficulty spikes. The easiest is a specific case with some random events. This mode teaches you the basic mechanics of the game. The harder difficulties give you access to an apartment and choices on which case you investigate. Completing objectives earns you customization options for the customized mode.
What I Like About WORLD OF HORROR
Running on GameMaker Studios, the pixelated aesthetic shows influences from Lovecraft and Junji Ito, though the latter more so than the former. WORLD OF HORROR haunts its viewers with its aesthetic, allowing the pixels to evoke those horror legends.
Random generation remains a key feature of the game, with various options and choices giving a massive variety. Your character also has some limited customization to access perks and further development. I will bring up some weaknesses later, but it is surprisingly vast. Adding to this variety, WORLD OF HORROR provides mod accessibility.
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The combat allows for a great deal of thought and planning. You select your character’s actions within an action bar and perform the tasks (or combos) to beat an opponent. This JRPG style provides variety in action that makes it engaging and unique.
The random generation and variety make each playthrough different. You might acquire a devastating katana in one playthrough only to bleed out unceremoniously in another.
While not a terrifying gaming experience, WORLD OF HORROR strives to provide an eerie and intense experience. At this, the game is a success. The weird and unnerving collide to invest the player in this strange world.
Tired Tropes and Triggers
Body horror deserves a mention, but the aesthetic and pixels doesn’t particularly evoke realism. Regardless, many designs evoke body horror.
Aside from this, here are some points of consideration. First, WORLD OF HORROR uses JRPG turn-based combat, which seems a point of division among some gamers. However, there are enough interesting mechanics and complexities beyond clicking an action and waiting your turn.
Second, WORLD OF HORROR isn’t a cult detective. You’re experiencing events and choosing how your character responds. Some sage wisdom I heard for WORLD OF HORROR is to focus on the whole campaign instead of a single case. Failing a case isn’t a game over, so prioritize your character’s longevity.
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What I Dislike About WORLD OF HORROR
Only a few issues hindered my experience. Some scenarios replay on a single case, let alone a playthrough, which becomes repetitive. Some scenarios have multiple solutions to add variety or require perks to access new options, but that’s not always true. This issue makes the randomization taxing at times.
This next issue is likely a bug or an oversight. After losing my reason (sanity), I found myself still able to investigate despite the game claiming that means death. An unrelated event finished me off, but I can’t help but assume this is a bug.
Final Thoughts
WORLD OF HORROR has its quirks but earns massive replay value and surprising depth. It’s a unique and ambitious indie title worth the price. If Junji Ito’s style or cosmic horror is your particular brand of horror, WORLD OF HORROR delivers an experience you’ll likely enjoy. Though this combination synergizes well, few games combine these elements successfully. (4.5 / 5)
These games aren’t just about rolling dice – they’re about immersing yourself in the blood-curdling atmosphere of beloved horror films. With unique survival (and kill!) horror mechanics and cooperative gameplay, you’ll feel the terror coursing through your veins with every move!
But wait, there’s more! With the Kickstarter to House of 1000 Corpses shipping soon, we have an in-depth review coming up for that game, Halloween II–AND…Chucky. BOOMMM!!!