Betrayal Legacy takes the concept of the original betrayal game, exploring a haunted mansion, and adds permanent changes and a multi-game story arc that define the Legacy concept. At Pax Unplugged it was announced that the new game will feature a prologue and a thirteen-chapter story that will take place over multiple decades. Players will represent members of a specific family, with some characters aging within the story arc and possible family descendants making appearances.
Betrayal Legacy is a semi-cooperative campaign board game that tells an overarching story of the House on the Hill incorporating the actions and choices of the players. Over the course of the campaign, the game is permanently altered until players are left with a fully customizable, re-playable board game version of the critically-acclaimed Betrayal at House on the Hill. Betrayal Legacy is a stand-alone experience designed in partnership with Avalon Hill and award-winning legacy designer, Rob Daviau. Fans of the original Betrayal at House on the Hill will enjoy this fresh take on the classic game, however, no previous experience is necessary to play. Even players new to the brand can jump in, explore, and affect the spooky history of the legendary House on the Hill.
Betrayal Legacy marries the concept of Betrayal at House on the Hill — exploring a haunted mansion — with the permanency and multi-game storytelling exhibited by Daviau's Risk Legacy and other legacy games that followed. Betrayal Legacy consists of a prologue and a thirteen-chapter story that takes place over decades. Players represent families, with specific members of a family participating in one story, then perhaps an older version of those characters (assuming they lived) or their descendants showing up in later stories.
Why would people keep exploring a haunted mansion for decade after decade, especially when horrible things happen there? Curiosity, I suppose, or perhaps an ignorant boldness that comes from the belief that we know better than those who have come before. Look at all that we've learned, marvel at the tools we have at hand! Surely we'll all exit safely this time...
As with other Betrayal titles, the game is narratively-driven, with elements that record the history of your specific games. The tools mentioned earlier, for example, become attached to specific families. This isn't just a bucket; it's my bucket, the one my grandpappy used to feed his family's pigs when he was a boy, and while you can certainly use that bucket, I know how to wield it best from the time he spent teaching me how to slop. Yes, it's an heirloom bucket, and when kept in the family, I get a bonus for using it.