![]() So you can’t actually get five or higher until at least the third clue. The dice for the game are d6s which have sides that are blank, sides with one pip showing and sides with two pips showing. You begin on the Mystery Machine tile.Įach time you find a Clue (determined by uncovering a new tile, either Inside or Outside with the Clue Icon – see pic) you roll a ‘Haunt Roll’ and as soon as you roll five or higher on this roll you start the Haunt. They are placed adjacent (but not necessarily touching). Players can choose to move between these zones as their speed (or secret passages) allow. When you begin the game you set up the Mystery Machine Outside zone tile adjacent to the Inside zone Main entrance tile. One change for this game is that there are two zones to explore. So the Suitcase or Idol triggering would mean you play Haunt 6 depending on which clue you found when you trigger the haunt, you play out that numbered Haunt. The Man-Made Menace mysteries for us, so far have involve the Black Knight and an Evil Puppeteer. On the back is a matrix that will determine which Haunt you play based on which clue resulted in the Haunt being triggered. These act as a difficulty modifier with the easiest to play (not necessarily win, but play/understand) being Mystery of the Man-Made Menace. There are five Mystery Cards which you choose one of at the beginning of the game. The Character Cards are color coded to the Investigator’s Primary color scheme. You can see some scuffing on the left side by speed where the clip/markers go. Velma can’t get lower than a three on a Brains roll, Daphne begins with an extra scooby snack and Fred gets to start with a free item. Shaggy gets to re-roll two dice when spending a scooby snack on a re-roll (for everyone else, they just re-roll one). Scooby gets to move one extra space beyond his speed rank (which is already high). ![]() Once your game components are organized set up to play takes 5-10 minutes.Įach character has a special ability. Game is rated for 8+, game length is 25-50 minutes. The circumstances of the ‘haunt’ are different based on a number of factors and each has its own win/loss conditions for the players and the newly created ‘bad guy.’ At some point during the game, an event (called the Haunt) will be triggered where one of the players will turn on the others and begin working to beat them. ![]() On each of their turns they move (speed score determines how far) and explore a spooky old mansion by uncovering new locations and using tiles to place for these new rooms/passages and build out the floor plan. Each Investigator has a range of attributes which determine how many dice they roll when interacting with the game. If you’re not already familiar with how these ‘Betrayal style’ games work, here is a quick primer: Each player takes on the role of an investigator. ![]() Is the newest ‘Betrayal style’ game from Avalon Hill, the makers of the award-winning Board Game Betrayal at House on the Hill and the Dungeons & Dragons themed Betrayal at Baldur’s Gate. Scooby-Doo! Betrayal at Mystery Mansion from Avalon Hill ![]()
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