When comparing Betrayal at House on the Hill vs Race for the Galaxy, the Slant community recommends Betrayal at House on the Hill for most people. In the question“What are the best board games?” Betrayal at House on the Hill is ranked 6th while Race for the Galaxy is ranked 31st. The most important reason people chose Betrayal at House on the Hill is:
Each of the 50 scenarios are unique and have a gripping story that helps pull you into the game. Whether it's demons, monsters, or rituals that need to be completed, each gameplay session will be filled with new stories and new objectives. Thanks to this, each session memorable in its own way as you won't ever be doing the same thing twice.
Specs
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Pros
Pro Well written storylines lead to very memorable gameplay experiences
Each of the 50 scenarios are unique and have a gripping story that helps pull you into the game. Whether it's demons, monsters, or rituals that need to be completed, each gameplay session will be filled with new stories and new objectives. Thanks to this, each session memorable in its own way as you won't ever be doing the same thing twice.
Pro Exciting tone shift mid-game
In the beginning, players all work together to explore and search the haunted house, but once the betrayers are revealed in the later sections, the game turns you against one another. This complete shift in tone from co-op exploration to frantic survival is often the most exciting part as everyone's goals suddenly change and your friends are trying to kill you.
Pro Near endless replayability
The "Traitor's Tome" rulebook contains a base of 50 "haunt" scenarios to play through, but you can easily create your own or find more online if you'd like to play more unique or varied games. Even when playing the base game, the sheer amount of variety in nightmarish things (monsters, aliens, ghosts, weird portals) the game throws at you is incredible.
Pro Great for getting your friends into gaming
Overall, this is a great game to help get your friends into board games, even if they are bit reluctant. Each game session usually only lasts about 60 minutes, but manages to pack as much fun in as possible. The suspense of exploration combined with the excitement of the big reveal is an addicting mechanic that works well with many groups. Thanks to this short length and incredible way of drawing people in, this makes it a great game to pick up and play with friends on the spur of the moment.
Pro Not a huge time investment
You can play a whole game from start to finish in about an hour.
Pro Builds anticipation and suspense
Perhaps one person, or even multiple people are forced to switch to Betrayers in the middle of the game. You never know who is going to be affected, what the revealed horror will be, or when it will happen. Additionally, the Betrayers and Investigators often have objectives which are kept secret from one another, so you never know what your opponent's win condition is until it happens. All of this keeps everyone guessing what's going to happen next and how things will play out.
Pro Great expansion that adds to gameplay
The Window's Walk expansion not only adds 50 new haunts, but adds new rooms, cards and opens up the roof for exploration. Overall, it's an excellent addition that expands on the base game and gives you plenty of new content to enjoy.
Pro Great for quick gameplay sessions
A group of experienced players can play a game of Race for the Galaxy in 30-60 minutes easily. There are no complex boards or pieces to manage, and each game usually only lasts about 7-12 turns.
Pro Each round is different and exciting
At the start of every round, players each choose one action card from among a pool of their seven cards and place it face down on the table. After everyone has chosen, all the cards are flipped over and the round begins.
Any action chosen can be completed by all players. For example, if you choose to Explore, then everyone else may also explore on that turn. If your opponent chose to Produce, then you are also free to produce.
Since you never know what actions the people around you are going to choose for that turn, it's possible that any or all actions will come into play that round. This keeps things fresh and exciting on a per round basis as you never know (except for your own choice) which actions will be 100% in play.
Pro Many different ways to win
There are seven different actions that can be taken each turn such as Produce, Explore, Develop, etc. Each of these actions will then influence which cards you can play from your hand, and also the points you get from all active cards already in play. There are are an almost unlimited amount of possible scenarios and ways to accumulate the most points. No one strategy will ever overpower another thanks to so many random factors and paths to victory.
Pro Organized rule book makes locating rules convenient
The rules may be complex, but the rule book itself is incredibly well-organized and contains clear instructions, diagrams, and pictures. Each page contains a handy summary section with a quick overview of each rule. There's also a detailed glossary that contains the description for each and every symbol that appears on the game cards. When you inevitably need to look up anything mid-game, the information is at least easy to locate.
Pro High quality, durable cards
All the game cards feature high quality artwork of planets, ships, and various sci-fi technology. They are printed on durable cardboard that doesn't bend or tear easily. When properly used and stored, they should stay in good condition for a long time.
Pro Setup is fast and easy
There are no complex boards or game pieces to deal with. Each player simply chooses a home world and is given seven action cards and dealt some play cards. Then, victory tokens are placed in a pile (12 per player). Thanks to a small amount of pieces and very little preparation, this game can be setup and ready to play in under a minute.
Pro Deep and strategic
Race for the Galaxy is deep and offers plenty of room for customized strategies, so those who enjoy more advanced games should really enjoy it.
For example, you may put together an intelligent play by trying to predict which phase your opponents are going to choose on any given turn. If your opponent controls an area that allows them to trade resources for cards, they might choose the Trade Phase that turn. Since all players can participate in any other player's chosen phase, you may want to counterplay with the Settle Phase so you can join the area and take advantage of the trade too.
There are hundreds of scenarios like this. The amount of sheer strategy and paths to victory combined with the random nature of cards can create plenty of interesting and deep gameplay sessions.
Cons
Con The mechanics aren't the best
The mechanics for things like movement and fighting occasionally break down or don't make sense in certain Haunts.
For movement, there are two cases where the mechanics break down. In most cases, it's very obvious where you're supposed to go and it ends up being a simplistic point A to point B course. This takes all the fun or guesswork out of plotting the optimal path. On the other hand, sometimes reaching your goal is impossible because of layouts which makes fulfilling an objective difficult or downright impossible. In both cases, movement feels unexciting.
When fighting, some abilities are rather complex, so time is taken out of the game to explain the mechanics to everyone. This ruins immersion for everyone and it can feel like there is more explaining than actual action.
Con Some Haunts are very unbalanced
Due to how the house is gradually discovered in the first phase of the game, it is possible for either the Betrayer or the Investigators to not have access to the tiles they need to win the game at the start of the second phase. Sometimes the Betrayers will be at a disadvantage, and sometimes the Investigators. It's an issue that effects both sides about the same.
Con Players may feel disadvantaged at times
There is a huge variety in the horrors revealed, and some work better than others after a large portion of the house has been discovered. Others work best in small, enclosed quarters. For example, a creature suddenly crawling through the walls works best in the small quarters, whereas it wouldn't be so much of a threat in a larger open area. Due to things like this, the scenario can sometimes often feel unfair for one side or the other - either the Betrayer or the Investigators will have a huge disadvantage.
Con Not appropriate for children
Some of the more complicated scenarios can be quite confusing, and the game is relatively slow paced, so it may not be fun for kids. As it's a horror game, some of the themes (monsters, cannibalism, demonic rituals) are not appropriate for young children.
Con Game relies very heavily on the players buying into the theme
This is a game that does best only if the players really buy into the theme of exploring the haunted house. Since cards are read aloud and acted out a bit (creepy voices highly encouraged), events and haunts in particular benefit from this extra bit of immersion. If this seems like a Pro to you, then great, Betrayal is your kind of game, but if not, then it can get stale quickly and its flaws are made even more apparent.
Con Iconography can be difficult to learn
This game relies heavily on a variety of symbols to indicate what each card does. This can make it very difficult for new players that don't yet understand what each symbol means. These symbols range from different colored shapes like circles and diamonds to shapes with various icons inside them. It's not always intuitive what they mean, so expect to consult the rule book quite often while learning.
Con Strict, complex rules ruin some of the enjoyment
It can be really hard to enjoy the game when you're more focused on the rules than having fun. Having to consult the rule book several times per turn can get old after a while, and may turn new players off completely.
Con Steep learning curve
This is a difficult game to learn. Not only does each card contain symbols which need to be memorized, it has very complex rules in general. Each turn is defined by a very rigid and detailed ruleset.
Con Not much player interactivity
The cards you play have an influence what your opponent can and cannot do each turn, but it all feels so random and impersonal. There's little to no communication required among the group. Everyone just scrambles to get their points without really worrying too much about what the player sitting next to them is doing. This issue is fixed in the expansions, but those who only own the base game are out of luck.
Con Expansions are nearly mandatory
In order to get the most out of this game, buying the expansions is considered mandatory in the board gaming community. The gameplay itself doesn't quite feel complete without all the additional rules and cards. The base game is fully playable, but most of the focus on player interactivity and balance went into the expansions.
Con Different rules when playing with only 2 players
It is highly recommended to play with 3 or more players, but there is a rule set available for when only 2 players are available. However, this requires learning an entirely modified set of advanced rules. This can be especially complex and frustrating for people who are still struggling with the standard rules.