JMGraham
09-12-2004, 07:23 PM
I had a chance to demo Betrayal at GenCon, and was very excited about it's impending release. I picked up a copy Friday, and have had a chance to get in an additional 6 or so games.
I think the game is great; replayablility isn't an issue with the multiple haunts. In fact, the game becomes rather addictive, with players wanting to squeeze in another one just to see what the plot will be. I even played a couple of games with 2 players, which actually went very well. For two players, we each ran two explorers. When the traitor was determined, the player with that explorer ran the traitor while the control of the traitor's other explorer went to the other player (who now controls 3).
I think the most frustrating thing about the game, is that the quality and balance of the game is random. The layout of the house, items collected, and other pre-haunt random factors can have a huge influence on the outcome of the haunt, making it an easy win for either side for some games. Other games, things work out beautifully so that the game is tense, requires some deep thinking, and the outcome is uncertain til the last dice roll. Out of the games I've played so far, about 1/3 have been "great", 1/3 have been "ok", and 1/3 have been "lousy". Maybe that's part of what makes it addictive. If you have a bad haunt, you find yourself saying "that one didn't count, we have to play another!" Kind of like chasing the dragon, I guess (or in my group's case, chasing the blob - none of our games have been as tense as our first, where the all consuming blob conquered the house (barely!)) I wonder if certain haunts will rise to the top for tending towards balanced gameplay regardless of the pre-haunt conditions, or if it really is just dependent on the pre-haunt conditions.
This game is ripe for home-brew scenarios, and I'm really looking forward to seeing what cool haunts people come up with. I know I already have a couple ideas. I wonder if they'll be a tendency in home-brew scenarios to have pre-determined set-up, to provide more game balance.
ALl things considered, the really good games of Betrayal, where it feels like your inside of your favorite horror movie, seem well worth the drab games where victory is pre-determined once the haunt is determined.
Chasing the Blob,
Jim
I think the game is great; replayablility isn't an issue with the multiple haunts. In fact, the game becomes rather addictive, with players wanting to squeeze in another one just to see what the plot will be. I even played a couple of games with 2 players, which actually went very well. For two players, we each ran two explorers. When the traitor was determined, the player with that explorer ran the traitor while the control of the traitor's other explorer went to the other player (who now controls 3).
I think the most frustrating thing about the game, is that the quality and balance of the game is random. The layout of the house, items collected, and other pre-haunt random factors can have a huge influence on the outcome of the haunt, making it an easy win for either side for some games. Other games, things work out beautifully so that the game is tense, requires some deep thinking, and the outcome is uncertain til the last dice roll. Out of the games I've played so far, about 1/3 have been "great", 1/3 have been "ok", and 1/3 have been "lousy". Maybe that's part of what makes it addictive. If you have a bad haunt, you find yourself saying "that one didn't count, we have to play another!" Kind of like chasing the dragon, I guess (or in my group's case, chasing the blob - none of our games have been as tense as our first, where the all consuming blob conquered the house (barely!)) I wonder if certain haunts will rise to the top for tending towards balanced gameplay regardless of the pre-haunt conditions, or if it really is just dependent on the pre-haunt conditions.
This game is ripe for home-brew scenarios, and I'm really looking forward to seeing what cool haunts people come up with. I know I already have a couple ideas. I wonder if they'll be a tendency in home-brew scenarios to have pre-determined set-up, to provide more game balance.
ALl things considered, the really good games of Betrayal, where it feels like your inside of your favorite horror movie, seem well worth the drab games where victory is pre-determined once the haunt is determined.
Chasing the Blob,
Jim