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 Betrayal at House on the Hill #2: 2spooky 
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Post Betrayal at House on the Hill #2: 2spooky
Betrayal at House on the Hill

Lets have another go at that same house that we almost got our asses kicked last time, eh?

Last Game
(if you want to preview what the game is like)






See second post for what Betrayal is about and rules
This post only has characters and forum adaptation changes.


Current Player Information
  • Miggles : Darrin "Flash" Williams
  • caekdaemon : Vivan Lopez
  • Asklar : Prof. Longfellow
  • Amazigh : Jenny LeClerc
  • nobody : Missy Dubourde/Zoe Ingstrom
  • mikolaj007 : Brandon Jaspers

Rules for Players
  • Max of 6 players, minimum of 4.
  • Must action consistently (within half a day or so) in order to keep the game moving as each turn requires an order
  • Non-actioning players will die by forgetting to breathe, which could potentially end the game really quickly if you are the traitor or the last hero or if the player list drops below 4 players

Changes Made for Forum
  • Players do not roll their own dice (for obvious reasons)
  • All actions are placed at the same time and processed in a queue to prevent getting stuck
  • The mansion is pre-placed to speed up the game (but functions normally otherwise)
  • The traitor does not have the option to take bad effects, they must ignore them
  • Characters can move only one space into unknown territory, due to the turn being conducted all at once, however this is not going to make a difference for 90% of the game.


Explorers
Choose from the following explorers when you make a bid to play, only one can be played with a given character card so choose the side of the / that you want.
The traits are given in a sliding fashion. Your character starts on the () number and getting or losing a "point" in that trait slides the selection to the number in the given direction (right is higher).
The number under the selector indicates how many dice your character will roll on a trait challenge.
If you want all the character details, see the attached character card images. Also let me know if I wrote down a number wrong, on your character or someone else's.
Chars 1: Ox, Rhinehardt, Lopez, Akimoto, Dubourde, LeClerc
Chars 2: Flash, Longfellow, Zostra, Jaspers, Ingstrom, Granville
Birthday determines first turn order, otherwise the other information is pointless.

Red: Ox Bellows/Darrin "Flash" Williams
Code:
Birthday: October 18th / June 6th
Speed      2_2_2_3_(4)_5_5_6 / 4_4_4_5_(6)_7_7_8
Might      4_5_(5)_6_6_7_8_8 / 2_3_(3)_4_5_6_6_7
Sanity      2_2_(3)_4_5_5_6_7 / 1_2_(3)_4_5_5_5_7
Knowledge   2_2_(3)_3_5_5_6_6 / 2_3_(3)_4_5_5_5_7


Blue: Vivian Lopez/Madame Zostra
Code:
Birthday: January 11th / December 10th
Speed      3_4_4_(4)_4_6_7_8 / 2_3_(3)_5_5_6_6_7
Might      2_2_(2)_4_4_5_6_6 / 2_3_3_(4)_5_5_5_6
Sanity      4_4_(4)_5_6_7_8_8 / 4_4_(4)_5_6_7_8_8
Knowledge   4_5_5_(5)_5_6_6_7 / 1_3_4_(4)_4_5_6_6


Gray: Fr. Rhinehardt/ Prof. Longfellow
Code:
Birthday: April 29th / July 27th
Speed      2_3_(3)_4_5_6_7_7 / 2_2_4_(4)_5_5_6_6
Might      1_2_(2)_4_4_5_5_7 / 1_2_(3)_4_5_5_6_6
Sanity      3_4_5_5_(6)_7_7_8 / 1_3_(3)_4_5_5_6_7
Knowledge   1_3_3_(4)_5_6_6_8 / 4_5_5_5_(5)_6_7_8


Purple: Jenny LeClerc/Heather Granville
Code:
Birthday: March 4th / August 2nd
Speed      2_3_4_(4)_4_5_6_8 / 3_3_(4)_5_6_6_7_8
Might      3_4_(4)_4_4_5_6_8 / 3_3_(3)_4_5_6_7_8
Sanity      1_1_2_4_(4)_4_5_6 / 3_3_(3)_4_5_6_6_6
Knowledge   2_3_(3)_4_4_5_6_8 / 2_3_3_4_(5)_6_7_8


Yellow: Missy Dubourde/Zoe Ingstrom
Code:
Birthday: February 14th / November 5th
Speed      3_4_(5)_6_6_6_7_7 / 4_4_4_(4)_5_6_8_8
Might      2_3_3_(3)_4_5_6_7 / 2_2_3_(3)_4_4_6_7
Sanity      1_2_(3)_4_5_5_6_7 / 3_4_(5)_5_6_6_7_8
Knowledge   2_3_4_(4)_5_6_6_6 / 1_2_(3)_4_4_5_5_5


Green: Peter Akimoto/Brandon Jaspers
Code:
Birthday: September 3rd / May 21st
Speed      3_3_3_(4)_6_6_7_7 / 3_4_(4)_4_5_6_7_8
Might      2_3_(3)_4_5_5_6_8 / 2_3_3_(4)_5_6_6_7
Sanity      3_4_4_(4)_5_6_6_7 / 3_3_3_(4)_5_6_7_8
Knowledge   3_4_(4)_5_6_7_7_8 / 1_3_(3)_5_5_6_6_7


Sun May 25, 2014 10:29 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
Summary
Betrayal is somewhat of a merger between Clue and Cabin in the Woods. The players all start out as Explorers, investigating a house (for whatever strange reason). They map out the floor plan of the house and discover bits and pieces of the past of the house until finally they uncover the haunt, which starts the second portion of the game. Once the haunt begins, one of the Explorers may become a traitor and the remaining Explorers become Heroes, working to stop whatever nefarious plans the Traitor has.

Important Bits (Summary of the rulebook)
  • All dice used are d6's, but the faces are 0, 1, and 2. That means that they're effectively d3-1, and you can in fact roll a 0 on a trait roll of 8.
  • Your character can move a total number of spaces equal to your character's current speed, unless otherwise hindered. However, your character is stopped after discovering an item, event, or omen. In this case you either pick it up (in the case of omen or item) or the event occurs.
  • If it's an omen, you also make a haunt roll (6 dice) to see if the haunt begins with that omen's discovery. The player must roll higher on 6 dice than the number of omens currently in play.
  • Movements are counted by doorway crossings or "hops" if you want to think of it that way. Only directions connected by doors on both adjacent room tiles can be crossed. If a room does not have a door in one direction, or the adjacent room does not have an adjoining door, an Explorer cannot move through it.
  • Combat, unless otherwise modified by items, is always might vs might. The attacker can make use of weapons, but the defender must defend only with might (unless an item says otherwise).
  • Combat cannot be initiated by the Explorers before the haunt begins.
  • There are two types of damage, unless specifically targeted to a trait by something. Physical damage is distributed amongst Speed and Might, whereas mental damage is distributed between Sanity and Intelligence. An explorer taking 3 physical damage can take all of it in Might, all of it in Speed, or some in Speed and some in Might.
  • When an attacker rolls his attack and a defender his defense, the difference is dealt as physical damage, unless otherwise noted.
  • During the haunt, a player can attempt to steal as an attack instead of a plain attack. In this case, if the attacker rolls 2 or more higher than the defender he steals the item successfully, otherwise damage is dealt as normal.
  • Traits move up or down by "notches" on the character cards (here represented by number sequences). The number under the notch is your trait value and corresponds to the number of dice you roll on a test in that trait. Gaining or losing points in that trait moves the notch up or down along the continuum.
  • When a trait runs off the bottom side, the Explorer dies and all of their items drop to the ground. Any Explorer can then go loot the item pile.
  • Explorers cannot die before the Haunt occurs. If a trait bar would run off the bottom end, the notch simply stays at the lowest point. This is obviously not a great sign for when the Haunt DOES occur, but at least you're still alive right?
  • When the haunt happens and a Traitor is chosen, that Traitor (and his monsters, if any) may ignore events and room effects if he wishes.
  • Monsters may climb up several rooms that are normally one-way paths, however they cannot use the mystic elevator by themselves. They must be accompanied by the Traitor if the Traitor wants them to use it. They can, however, enter it and sit in it.
  • Monsters move differently than Explorers. At the end of the Traitor's normal turn, he rolls for the speed of each monster class he controls (separated by Speed). The number he rolls is their speed for this extra turn after his normal turn.
  • Some rooms have special effects or requirements to cross them. In this case, the room is logically split into two zones, pre-movement and post-movement. If the player attempts to move forward but fails the requirement he may still move forward but will usually lose a point in the trait tested in the requirement. If the player wishes, however, he can simply stand in the pre-movement section of the room without taking the movement requirement test.
  • The entrance hall/foyer/staircase is a special tile that contains 3 subtiles, each treated as normal tiles with doorways that require movement to pass through.
  • Moving up or down a staircase also counts as a single movement, but going down the coal chute or falling through the collapsed room does not.
  • Some rooms have special properties, such as giving you a point in a trait once per game if you end your turn in that room. They should be self-explanatory.
  • Items can be traded between players, but they must be in the same room while doing so. A player moving through a room that another player is in can trade items as if both were in the same room, even if he moves away in the same turn (in other words, you do not need to end your turn in the same room to trade).
  • An Explorer can attack only one thing per turn, but does not have to stop moving to do so.
  • Heroes obstruct monsters and the Traitor and vice versa. This means that an Explorer attempting to move out of a room requires 1 extra speed per obstructing person to leave the room, moving a minimum of one space.

Important Bits About Winning
The way to win changes depending on which haunt and what side in the haunt you are on. When the haunt is revealed and the Traitor is chosen, he is sent off to a private room to read the Traitor's Tome, which will give him all the knowledge what he needs to do to win. Similarly, the remaining Heroes read the Secrets of Survival to learn how they win. The information contained within each tome may be different for each group, and as such you should not give away information that the other party may be overjoyed to know.
Each party should conceal their objectives as much as possible so that the other party does not know how they win. For instance, because the Traitor's Tome and the Secrets of Survival differ in the information they give, it is possible that a Traitor does not know that their monsters can be removed from play using a particular omen in a particular room and using a trait roll.


Sun May 25, 2014 10:30 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
darrin williams


Mon May 26, 2014 1:00 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
This looks interesting!

I choose Professor Longfellow.


Last edited by Asklar on Mon May 26, 2014 3:14 am, edited 1 time in total.



Mon May 26, 2014 1:25 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Aww yisss, betrayal.

Jenny LeClerc


Mon May 26, 2014 1:57 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
I could start with one more but I'd prefer to get a full complement of 6.
Also, I built the house to have lots of basement this time around, prepare to have lots of fun underground!


Mon May 26, 2014 7:06 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
I'm only competent with slow moving dm's.


Mon May 26, 2014 9:41 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
You want one more player?

Here I am. Out of retirement :p Give me a minute or two to find a character.

EDIT : Why not. Vivian Lopez again.


Tue May 27, 2014 4:56 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Given the pace of sign ups I guess I should wait until tomorrow night before locking down the player list.
Missy/Zoe and Peter/Brandon are generally the last to go when playing in person as well for some reason, I guess nobody wants to be the kids in the haunted mansion.


Tue May 27, 2014 6:44 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Brandon Jaspers


Tue May 27, 2014 4:53 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
If another person wants to join you have until I have all 5 actions from other people to do so, because I'm starting.


Turn Order
Miggles, Asklar, caekdaemon, Amazigh, mikolaj007

Events
Five people find themselves in the entrance hall of an old mansion, the door closing by itself behind them. The room around them is eerily familiar, as if they've been here before... Had they not seen each other in this very same hall, not long ago? The memory whispers through their minds, incomprehensible and tainted with half-forgotten fear, but before they can grasp it firmly it is gone. Déjà vu is a funny thing.



Important Bits





House State
Upper Floor

Ground Floor

Basement





Current Player Information

  • Miggles : Darrin "Flash" Williams
    Speed 4_4_4_5_(6)_7_7_8
    Might 2_3_(3)_4_5_6_6_7
    Sanity 1_2_(3)_4_5_5_5_7
    Knowledge 2_3_(3)_4_5_5_5_7
    Items
    Omens
    Effects
  • Asklar : Prof. Longfellow
    Speed 2_2_4_(4)_5_5_6_6
    Might 1_2_(3)_4_5_5_6_6
    Sanity 1_3_(3)_4_5_5_6_7
    Knowledge 4_5_5_5_(5)_6_7_8
    Items
    Omens
    Effects
  • caekdaemon : Vivan Lopez
    Speed 3_4_4_(4)_4_6_7_8
    Might 2_2_(2)_4_4_5_6_6
    Sanity 4_4_(4)_5_6_7_8_8
    Knowledge 4_5_5_(5)_5_6_6_7
    Items
    Omens
    Effects
  • Amazigh : Jenny LeClerc
    Speed 2_3_4_(4)_4_5_6_8
    Might 3_4_(4)_4_4_5_6_8
    Sanity 1_1_2_4_(4)_4_5_6
    Knowledge 2_3_(3)_4_4_5_6_8
    Items
    Omens
    Effects
  • mikolaj007 : Brandon Jaspers
    Speed 3_4_(4)_4_5_6_7_8
    Might 2_3_3_(4)_5_6_6_7
    Sanity 3_3_3_(4)_5_6_7_8
    Knowledge 1_3_(3)_5_5_6_6_7
    Items
    Omens
    Effects


Wed May 28, 2014 1:38 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
"Ladies, gentlemen."

>Move to (B,4).

EDIT:

It seems you put the basement map on both upper and basement floors.


Wed May 28, 2014 2:37 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
"Golly, this place feels familiar."

"Must be just a coincidence, right?"

Move sideways to E5, then north to E3.


Wed May 28, 2014 4:06 am
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Post Re: Betrayal at House on the Hill #2: 2spooky
Asklar wrote:
It seems you put the basement map on both upper and basement floors.

Fixed.


Wed May 28, 2014 6:30 pm
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Post Re: Betrayal at House on the Hill #2: 2spooky
"...How strange..."
Head to B5


Wed May 28, 2014 8:11 pm
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