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View Full Version : Questions about Haunt 45 (Spoilers)


zeigen
11-15-2004, 12:53 AM
Our second game turned out to involve Haunt 45.

SPOILERS BELOW



1) The biggest problem here was the traitor's player had trouble understanding the special rules in the Traitor's Tome. The Tome states, "Your [sic] can't move from the room you're in at the beginning of the haunt." She interpreted this phrase to mean that she could move on the second turn, because starting on turn 2, it's no longer the beginning of the haunt and the rule no longer applied. We interpreted it to mean that the traitor can never move at all. I can see why she was confused, the wording is a bit strange. It should say, "Whatever room you're in at the beginning of the haunt is where you must stay for the rest of the game. You cannot move from this room."

2) I find it a little odd that the third rule in the hero's book (saying that the traitor blows up when he/she is killed) isn't listed in the traitor's book at all. Why doesn't the traitor know what happens when he/she dies?

3) The "You Must Do This On Your Turn/Damage" section in the Tome seems to say that even when the traitor is killed, the traitor's player still gets to roll dice each turn to see if the heroes' bombs go off. This is an interesting twist, meaning that any surviving heroes must still disarm their individual bombs by making a successful Knowledge roll. But it's a little vague, and an example here would be useful.

4) The traitor's player also didn't understand what the phrase "Starting at the beginning of your next turn" meant in the rule about proximity triggers. Again, an example here that says the heroes get one free move would be helpful. (She blew me up on my first move and we didn't find out that wasn't correct until after the game was over and we reviewed the section.)

zeigen
11-15-2004, 02:39 PM
I posted the following as a clarification at http://www.dranthar.com/betrayal/ where there is an excellent Scenario Clarification Guide. Let me know if you have any comments.

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The wording is a bit ambiguous here. The idea is:

1) Whatever room you're in at the beginning of the haunt is where you must stay for the rest of the game. You cannot move from that room at all.

2) The heroes get to move twice before you can blow them up with your proximity triggers. (Heroes move once after the haunt begins, before your first turn, since the traitor always moves after the heroes.) Then, let the heroes move freely again during their second turn. Starting at the beginning of your second turn, anyone in an adjacent room or the same room as you can be blown up by the proximity triggers.