When comparing Betrayal at House on the Hill vs Puerto Rico, 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 Puerto Rico is ranked 28th. 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 Simple to learn, but plenty of strategy
The basic game flow of choosing Governor roles each round is easy to grasp, but in its simplicity, it offers much depth. Sometimes choosing between a role which will benefit you at the moment versus a role with the bonus money can make you pause and plan ahead. Perhaps you might even consider taking a role that you know your opponent wants, just to prevent them from getting ahead. This constant analyzing allows for plenty of strategy to take hold even if the game play itself is rather simplistic.
Pro Offers exciting possibilties during game play
Building new buildings, trading goods, and taking control of the shipping market can offer some intense gameplay. Deciding what role to take each turn for maximum benefit can be exciting - there is a limited supply of everything. Goods take time to produce and there is only limited ships for use in exporting them. If someone else takes the role you wanted that turn and ruins your shipping or trading plans, you'll have to adjust your strategy on the fly. This can result in some pretty exciting gameplay where you're always thinking of multiple paths to victory.
Pro Each round you'll get to try something new
On each round, players go around the table and choose among seven Governor roles such as builder, captain, trader, and more.
Each role has its own special ability and benefit - for example, builders can erect buildings with money and captains can ship goods. At the end of each round, there will always be three or more roles which were not chosen. These roles are given bonus money for the next round in order to encourage players to choose them on the next round. It's a simple mechanic, but being able to try a new role every round ensures you'll have plenty of ways to play out each round.
Additionally, there is a Governor token that is passed to a new player every turn. This token allows you to choose all roles on the round you're in possession of the token. This has to the potential to be a very fun and lucrative turn.
Pro Smooth game flow thanks to balance
There are several aspects of balance that make the game play out incredibly smooth.
First of all, each role can only be selected by one player per round. No two players can choose Captain on the same round, for example. This means no one player can ever dominate a role since it's likely they won't get to choose that role during the next round. The addition of the tempting bonus money to unused roles from the previous round pretty much means all roles will get used eventually.
Secondly, when you go to ship your goods if you choose the trader role, each ship can only hold one type of good. So if you are focusing on sugar exportation, you won't have to worry about your opponent who is farming something else hogging all the ships.
Lastly, while players go around the table and roles are executed in order, their benefits do not take place until after the round is over. This means even if someone acted before you that round, he or she will not necessarily have the advantage.
Pro Easy to teach your friends to play
While there are intricacies and strategies that are learned over time, the basic premise and simple rules are very easy to teach. Getting your friends into the game is quick and easy, even if they've never played before.
Pro Tense thanks to a hidden scoring system
Score chips are placed face down on the table and are worth 1 or 5 points. Only you will know your own score. Even if you know how many chips your opponent has, you won't be able to tell their point total since the chips are worth variable points. This keeps things tense from start to finish.
Pro Everyone can participate
Time wise, the game never feels dominated by a single player. Everyone gets to choose a role for their turn and there's never any scenario or situation where a player is left out or forced to sit out a round. This makes it a great game for any group or get together.
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 Takes a long time to set up
It takes longer than the average board game to set up. This is compounded by the fact that each player has their own board. When playing with multiple new players, helping each one set up their board for the first time can be quite a time sink.
Con Not a lot of visual appeal
The board colors are washed out and very bland. Buildings and other resources are simply cards with text. It's definitely not an exciting game to look at, and that may make some people hesitant to want to play.
Con Requires a minimum of three players
You will need a minimum of three people to play, however even with this number, the game might feel slower than intended due to all the unused roles every round. The game is played best with 4-5 players so that more roles are filled and the game can speed along.
Con It's hard to catch up if you fall behind
It's very easy for more experienced players to quickly take the lead with proven strategies. New or inexperienced players that are trailing behind may never be able to catch up. Since everyone can play all the roles, there's not really any random luck that will allow you to take the lead out of nowhere.