“Misleader - You twisted things to satisfy
Deceiver - This greedy lust you can't deny, you can't deny
Betrayer
Betrayer”
Lyrics from Betrayer By Kreator
Is this too harsh to begin a review of a Scooby Doo game? I don't know, I think there is a level of rage that only a German Thrash Metal band can properly encapsulate.
Maybe it goes without saying, but Scooby Doo: Betrayal at Mystery Mansion is supposed to be a family friendly/streamlined version of the Betrayal “System.” And if any system needed a streamlined/anything friendly version, it is Betrayal. When Betrayal actually works, it can be a glorious gaming experience. When it crashes and burns, it's a dumpster fire you end up muttering apologies to everyone at the table for exposing them to.
I flipped through the Scooby Doo rulebook at my local game store, stopping to read the “This game is different from other Betrayal Games” page. What was different leaped out at me: You can volunteer to be the villain before the haunt begins, there is no Haunt Matrix, players are not eliminated, Haunts may be learned together, damage is just general damage. Okay Scoob old buddy, you convinced me. Let's do this.
“How could I be so naive to believe all the lies you so easily told?
I think I've learned my lesson too late
The story took time to unfold”
Lyrics from Betrayer By Kreator
If you have previously played a version of Betrayal at the House on the Hill, picture the physical component of the game that, without question, needs to be replaced. Are you picturing these monstrosities?
Of course you are and they are exactly what greeted me when I opened the box.
These are one of the most reviled game “pieces” ever created. They obscure information, the clips tear at the cardboard, they are notoriously either too loose or too tight. The fires of Hell were likely started by discarded Betrayal player boards and the curses uttered at them. So, if you are creating a new version of Betrayal, OF COURSE you would bring these over unchanged.
And laying on top of these lovely game pieces are three manuals: Rulebook, Secrets of Survival and Monster's Tome. But Scoob old pal, I thought the haunts could be learned together? The “Keep this a secret even if learning the haunt together” disclaimer in the monster's tome should cover any emerging questions, right Scoob? Scoob?
Okay, deep breath. It's all about good and clear haunts, right? You search around for the first few rounds of the game, gather some clues and items, and are thrust into a classic Scooby Doo episode. During each “episode/haunt” one of the meddling kids/players is usually stuck in a closet and becomes the “Monster” for the game. (Resisting the obvious “Velma being in the closet” joke that has been thoroughly explored on TikTok (Yes, I know it's an algorithm.)). I did enjoy picking who was going to be the baddy beforehand allowing for players who don't want to be the bad guy. Granted, we've been doing this for years in Betrayal and the new “rules” covering this is basically “The character you were playing is stuck in a closet. Remind us why you even bothered taking turns for the first half of the game since it has zero impact now that the haunt started?” But, I digress, it's all about playing some clear, entertaining haunts. And it is at this point that I check the front cover of the game to make sure it doesn't say “Legacy” anywhere on it because if Scooby Doo is doing anything, it's carrying on the legacy of typo-filled, unclear and even broken haunts. I'm talking extra lines of text in haunt's that make no sense, missing lines from haunts, component lists for the same haunt containing two different lists of required items in the Monster and Secrets of Survival tomes. Hell, Haunt two even tells you to place four skeleton tokens for a five player game when there are only three included in the game. And let's not forget you'll be finding this all out DURING the game when you stumble across it.
And do you know what a good 90% of the “Family Friendly” people who buy/play this Scooby Doo game probably aren't going to bother with/know about? Going to zoinking Board Game Geek to find out how to fix or properly play a jinkies haunt! (And not with an official Errata but one compiled by BGG users).
“Ignorant
Twisted mind
Maybe it would help to think before you speak from time to time
Pretend to be a friend of mine
You would sell your mother if you could for less than a dime”
Lyrics from Betrayer By Kreator
You may be asking yourself “Why so much Venom?” I would remind you that the lyrics are from Kreator, a German Thrash Band, and not Venom, a English Black Metal band. Completely different.
But if you are asking why so much venom from me being thrown at this game? This isn't the first try at an improved Betrayal (Betrayal At the House on the Hill Second Edition) or the second (The Widow's Walk expansion) or third (Betrayal at Baldur's Gate) or even fourth (Betrayal Legacy). At some point, you wear out whatever apologetic good will that is earned from occasionally providing a memorable game experience. Especially when Scooby Doo might be viewed as a “Gateway Game” and it has the exact opposite effect, a stumbling mess of game you want to “Get Away” from. When over half of your 25 haunts have a typo, blatant mistake, or incorrect information. You do not get the benefit of the doubt from me, just the doubt. Color me bewitched, bothered and betrayed.
“You can't deny.
You can't deny.
Betrayer.”
Lyrics from Betrayer By Kreator