![]() ![]() It takes an otherwise very tropey scenario and makes it something special. The heroes must race against time to perform the burial, otherwise the traitor will gain control of the spirit - causing the very mansion itself to start collapsing. What’s unusual about this haunt is that it will be very different depending on whoever manages to get the ghost first. Whoever manages to summon the spirit first gains control over the ghost, with the heroes looking for the bones they need to bury and the traitor gleefully using the entity’s abilities to defeat the heroes. Players gradually build the layout of the mansion as they explore it. Both the heroes and the traitor will need to attempt a séance in order to summon the ghost, but that’s only the first part of the haunt. While the heroes want to put the wandering soul to rest, the traitor seeks to use the vengeful ghost against the other characters in the mansion. The unique element here is that both teams are racing against each other to achieve exactly the same goal, but for very different reasons. The Séance (#2) Will a wandering spirit find peace or be made to unleash their wrath?Īnother iconic horror setup, The Séance is a haunt wherein the heroes and traitor find themselves attempting to summon a spirit. ![]() Also, it’s so clearly a playable version of the many onscreen iterations of The Mummy, right down to the fact that the pharaoh wants to make a mortal woman into his undead bride and the heroes have to use ancient knowledge to vanquish the villain. This haunt is great because the heroes and traitor aren’t simply trying to off each other or other minions, but have their own separate goals across the mansion. Whilst the traitor has control over the Mummy and must unite them with their unfortunate bride in the room containing the Sarcophagus, the heroes will be attempting to discover the pharaoh’s real name. If the name doesn’t give it away, The Mummy Walks sees the traitor teaming up with an undead pharaoh to reunite them with their lost love - who is distinctly not on-board with the plan. The Mummy Walks is the very first haunt in Betrayal’s Secrets to Survival and Traitor’s Tome rulebooks, which is suitable considering that it’s clearly inspired by one of the earliest popular horror stories. Without further ado, here are the most notable haunts in Betrayal, whether for better or worse.īest Betrayal at House on the Hill haunts The Mummy Walks (#1) A restless undead pharoah is looking for his bride There will obviously be spoilers for several haunts in the game, so stop reading if you want to experience them with fresh eyes. For now, we’re not including any of the haunts found in the game’s excellent expansion, Widow’s Walk, though we may come to it sometime in the future because there are some doozies in there. ![]() To help players figure out which ones to skip and which to dive into headfirst - you are able to select a different haunt from the one you find in the table - we’ve compiled a summary of the best, worst and weirdest haunts found in Betrayal at House on the Hill. None of the haunts in Betrayal present quite as torturous an experience as watching Hellworld, but there are a fair few that miss the mark when it comes to concept and gameplay - which is to be expected considering there are 50 included in the base game alone. Sometimes you’ll get a Hellraiser: Hellworld instead. After all, you can’t always expect an Alien. ![]() Just as horror has seen its fair share of highs and lows, so do the haunts in Betrayal. These plots are called haunts and are directly inspired by all sorts of horror tropes, from the genuinely disturbing to the downright ridiculous, and make up a good chunk of the board game’s appeal. Players start by exploring a haunted mansion filled with strange events and items to find, before someone - or something - catches them unawares in a dastardly plot. Betrayal at House on the Hill is pure homage to the horror genre. ![]()
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