Betrayal Legacy [*OUTLET*]

€85.95 Save 5%
€81.65

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OUTLET - DAMAGED ITEM

This item arrived at our warehouse with some kind of damage to its outer box. Despite that, the item is complete and factory sealed.

As an incentive to all those who don't judge an item by its outer box, this item has a discount in proportion to the degree of damage.

Below you will find additional information about the damage of this item.

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5% bonus on the purchase of 2 Outlet items with the "2OUTLET" coupon.
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Publisher Avalon Hill (Hasbro)

Language b_english.png

Language dependence (0-4) 3. Extensive use of text


Player Count 3 4 5

Playing Time Between 1 to 2 hours

Designer Andrew Veen, Brian Neff, JR Honeycutt, Noah Cohen, Rob Daviau, Ryan Miller

Minimum age 12

Categories Adventure, Exploration, Horror, Miniatures

Mechanics Cooperative Game, Dice Rolling, Grid Movement, Legacy Game, Modular Board, Player Elimination, Role Playing, Storytelling, Tile Placement, Traitor Game


Number of cards 277

Sleeves 58x108


Quantity

Description

[OUTLET: JOGO COM DANO] - Cantro traseiro com vincos e pequeno rasgo numa das arestas


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.


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