Top 10 Reveals from Betrayal Legacy (SPOILERS)



One of my favorite Legacy games is Betrayal Legacy. It’s tons of fun, with a great story, and really interesting mechanics. To be fair I’m a fan of Betrayal at the House on the Hill so I’ve a bit of a leg up on this one. However, I will note that the group I played this with included one person who doesn’t like horror games and one person who doesn’t like competitive games and we all had a blast. My final rating on the game was a 9.8 and I stand behind that.

For the purposes of this review you should know that there will be spoilers. I’m going to try and minimize this for anyone just casually clicking this article by not naming the entries or including photos. If you’ve not played this game I seriously recommend it. It was tons of fun for me and my friends. If you’ve never tried a Betrayal game then I suggest seeking out and giving the original a chance with the knowledge that some of the things that don’t work there have been tweaked for the Legacy game.

Once again….SPOILERS…you have been warned.


There’s nothing left of the original story when you’re finished. To be fair this one wasn’t revealed during the story so much as at the very end. Once you’ve completed the game you’ll have removed a number of cards from the decks as well as added many new ones. I didn’t actually realize this until I saw an interview on Geek & Sundry with designer Rob Daviau. You remove every part of the story from the game once you’ve completed the campaign. This is great since new people playing your copy won’t have anything major from the story spoiled for them if they decide to get the game later. This also feeds into another entry later on.


The arrival of the Helm. At the end of one game, the Helm arrives. It’s not a surprise that it’s in the game, a flap for the package overlaps a section of the insert letting you know it’s in the bottom of the box. However, what gets really fun is when it shows up at the end of game 3 and you read the rules. The Helm gives you a really great bonus of a reroll once per game and marking the helm with a family crest, which can give you story beats and other bonuses. Obviously it was cursed and anyone who used it was doomed. This was easy to figure out we just didn’t realize when it would happen. Speaking of which…


You destroy the deed. From the end of the prologue one of the players owned the house. There were even 14 places to put crests to show who owned it. Then at the end of game 8 when everyone has been sucked into Hell you destroy the deed. It had become the trophy that we all fought for and it was suddenly gone. It was an amazing move. Nobody owned the house anymore and the story reflected it. We’d suddenly become the lost souls in the middle of the night seeking shelter. Lost travelers with too much to lose.


The other worlds open. If you’d ask me to list everything I expected to do while playing Betrayal Legacy I don’t think I would have guessed opening portals to other worlds. But the mechanic that gave us the ability to walk through hole in space to find new dimensions, items, and curses was a really great jump. I wasn’t sure what to expect from it and really enjoyed the entire process. It wasn’t a mechanic that existed in any of the other Betrayal versions I’d seen, gave us a new place to explore, and really changed how we had to view some of the Haunts.


You’re in the house from the original game. Once you finish the campaign and have fully realized your house there was a warm feeling of finality to the experience. We were reading the last little bit of story; that denouement that brings it to a nice conclusion. Then they started talking. All of the characters from the original game began to speak. When we realized that this was now the house from the original game it was stunning. It was such a great way to walk off.


The example is playable. In the haunt books there is a Haunt 0, which is an example haunt to teach players how they work. As you play through the game you’ll never find a way to trigger Haunt 0. However, this is until you add a specific card to the decks. If this card is drawn it starts haunt 0. The fact that the example is something that can happen, is triggered outside of the haunt deck, and comes from almost nowhere is kind of genius.


The person who used the helm the most is a traitor. To be fair we knew something bad was going to happen to whoever used the Helm; that was obvious. We didn’t think it was going to happen in game 8. We hadn’t even come close to filling the thing and here we were getting betrayed by it. It was so fast and so brutal how the game and the Helm turned on us. The betrayal of the Helm also brought on another twist.


Killing three people with the Crossbow. Several of the weapons had a condition, when you kill someone with this weapon check a box. Every one of these had three boxes. We were scared of this. We weren’t certain how it would go, but we knew we’d end up checking that last box eventually. We all knew it would be bad, but we all had different reactions to it. I was actively trying to get that third check to read story and see the horror unleash. My friend John had the Crossbow as a family heirloom. It had two checks and his wife, Ally, had found it during this particular game. John asked her multiple times not to kill anything with it. She had several weapons and was fine not killing anything with it. Until the end. She was the last person to go before the monsters won. She had to stop them and only needed to kill one thing to do it. Unfortunately, it was two spaces away and she only had one ranged weapon. She apologized to John then fired the Crossbow, killed the monster, and stood as the Crossbow became engulfed in flames; an unholy weapon of the damned. We never managed to get the third check on any of the other weapons. I still don’t know what happened to any of them.


The second set of miniatures. I’m used to their being stuff under the insert in Legacy games. I’ve dug out all of the stuff in every Legacy game I’ve bought; I make a point of it when sorting the bits. I did it with this one. In fact, the rules then had me load stuff back under the insert several times after that causing me to take it out of the box multiple times. The design of this insert was so good that it made getting rid of it seem foolish since it organized everything so well, and perfectly held a second box of miniatures for when the game goes from old world aesthetic to a more modern focus. As we were approaching the 1900, we joked about how out of lace some of the character models would be. We even tried to figure out where to get more modern figures to replace them. I was incredibly impressed when I was told to grab that box.


We’re all normal humans. I’m not saying we didn’t suspect what was going on in that first game. That we talked about how none of us might be a witch, but also how that’s exactly what the witch would say. We were…certain…that none of us were a witch, and yet we also weren’t. I was hooked at that moment. That small piece of paranoia was just perfectly placed. Also that they let the first person to die know that there wasn’t a witch just in case people were confused was so nice. It was a perfect touch that really brought the game home for me.


There we go. These are the ten things that really stuck with me when we finished. I could have gone on. I didn’t talk about the inhabitants, the little girl, the Doctor, or so many other things.

I completed this campaign over a year ago and I still remember it with a fondness. My niece would still like to play through it and I’m considering it still. I enjoyed the game, but haven’t gotten to a place where I’m ready to buy a second copy and go back into that house. Maybe someday I will, but for now I’ll let that particular ghost slumber.

Anyway, how about you? What were your favorite reveals from this game? Did you like the same ones as me or were there others that really stood out to you? Drop a comment below and I’ll compile a commenters list at some point in the future.

Until next time, stay safe and be well.



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