When comparing Betrayal at House on the Hill vs Shadowrun: Crossfire, the Slant community recommends Betrayal at House on the Hill for most people. In the question“What are the best co-op board games?” Betrayal at House on the Hill is ranked 2nd while Shadowrun: Crossfire is ranked 7th. 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 Constant player interaction
Crossfire is very cooperative, it’s basically impossible to go solo and win only by fighting your own threats; everyone must rely on each other because otherwise the game is lost. There’s an absolute ton of planning, micromanaging, and socializing as players try to beat the looming threats in front of themselves and each other.
Pro Minimal “quarterbacking”
A player can’t take the reins and control everything in Shadowrun: Crossfire because the players can’t show their cards and can only communicate what they’ll be doing.
Pro Satisfying character progression
A big part of the game revolves around the players’ characters and it’s nice to see their level increase and new abilities unlock. There are characters of multiple races you can choose from – humans, elves, trolls, dwarves, and orks. After that you pick one of four classes – face, decker, mage, and street samurai.
You keep developing your character’s skills via “karma” from either winning or successfully aborting missions. You use “karma” to purchase stickers which you apply on your Runner sheet.
Pro Thematic
The Shadowrun universe is quite vast, and it’s implemented into Crossfire well. The aesthetic design of the components coupled with the gameplay provides a thematic experience that’s just right - it suits both fans of the Shadowrun world and people unfamiliar with it.
The character aspect of the game is immersive - players get attached to their evolving characters over the course of many games. The fact that players can’t just reveal their cards to everyone and must find ways to communicate what they’ll do also adds a lot to the immersion.
Pro Simple rules
The basics of Crossfire are quite easy and the rules are uncomplicated. Before you begin playing, players set up their characters and starting decks and draw cards from the obstacle deck. The win condition varies per mission, but, for example, in the Crossfire mission you must defeat three waves of obstacles to win.
In your turn you play cards, apply damage to obstacles, take damage, draw cards, and buy cards before the next player takes their turn. In the second turn of the game a Crossfire card is drawn that basically causes either continuous, enhancing, or triggered effects that make each round different. After every player has taken their turn, the Crossfire card is replaced with a new one.
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 Sticker feature
As your character gains “karma” (levels) when you win or successfully abort missions, you can get permanent upgrades. They are represented by stickers you put on your Runner sheet.
There’s no way to do a complete reset and just start a new game if, for example, you want to play with a new group. It can be a hassle to physically remove the stickers off the Runner sheet, and it might ruin it in the process. Obviously, you won’t be able to re-use the sticker either, and there’s a limited amount of them available.
Con Repetitive
The base, expansionless game of Shadowrun: Crossfire includes only three missions, so it can get boring to play the same stuff with the only thing that varies being the cards and obstacles you draw.
Moreover, getting levels to progress your character is a really long process – you get 3 points per win and 1 point if you successfully abort the mission. The cheapest upgrades cost 5 karma, whereas the most expensive ones cost 50, so it can take many hours of “grinding” to get something if you don’t introduce house rules that allow you to level up faster.
Con Dependant of the luck of the draw
Even if you’ve planned everything out perfectly, an unlucky draw of a very strong obstacle or an unfortunate Crossfire card can literally make the game unwinnable. This can be especially frustrating if it’s the last wave of obstacles and you’ve already got far.
Furthermore, you are susceptible to luck even if it’s your first time playing the game because the “normal difficulty” deck you draw from includes some enemies that are as strong as the ones in the harder difficulty decks.
Con Not very accessible
Shadowrun: Crossfire is very unforgiving and challenging. While the basic mechanics aren’t difficult, there’s a lot of stuff to micromanage, strategize, and communicate to others, which might be hard for a beginner. There’s little room for error and you can lose simply because you didn’t play completely perfectly.