When comparing Betrayal at House on the Hill vs T.I.M.E. Stories, 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 T.I.M.E. Stories is ranked 8th. 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 Innovative
T.I.M.E. Stories is unique both idea-wise and gameplay-wise. You could consider it a game system rather than a game itself – you basically play through multiple different scenarios based on the same rules and mechanics. It’s reminiscent of a point-and-click adventure game where players solve a huge puzzle together, except T.I.M.E. is a co-op board game. A loss is considered a reset, and you can use the valuable information you learned in your playthrough in your next runs.
There’s also an interesting “save-game” feature that you can use to stop the game and continue from where you left off the next time you come around. It’s done by placing the components in the box in a specific way – there are compartments that represent inventories, “time points”, health points, and the current room you’re in.
Pro Great artwork
T.I.M.E. Stories looks very impressive. The box, the gameboard, and all the components (apart from cards) feature a white, minimalistic, and sci-fi-ish design, but the really striking stuff is in the scenarios. Most of the art comes in the form of panorama location cards and characters cards. Each of the official scenarios is designed by a different team of artists, which creates huge variety in the aesthetics.
Pro Mechanically simple
The basics of the game are quite easy to understand. After setting up the gameboard, choosing characters, and mission briefing, players arrive in the first location and the panorama view of the room is revealed.
When you arrive, you choose which card you wish to examine and read the information on the back of the card. After that, you can spend your “time points” to take one of three actions – move to a different card, roll for something, or do nothing. When your time points reach zero, the scenario is over. If you didn’t manage to beat it, then you must restart it from scratch and keep doing that until you win.
Pro Official scenarios still developed
The creators of T.I.M.E. Stories are still working on future expansions for the game and play testing fan-made content for potential printings.
Pro Custom scenario possibilities
The official site of the board game features a downloadable scenario designer’s kit. It includes all elements you’d need – layouts, icons, etc. There are also multiple fan-made scenarios on board game geek that you can download.
Pro Immersive
T.I.M.E. Stories really pulls players in because of the gameplay design and the thematic nature. It’s like a point-and-click adventure game that requires you to solve puzzles by interacting with your surroundings, but in co-op board game format.
Throughout the game you’ll visit many locations and encounter all kinds of interesting stories and characters. Since you are not allowed to show others the event cards you get when you interact with objects or characters, players are constantly thinking along, communicating what they’ve found, and taking note of things to remember.
Pro Good components
The components of T.I.M.E. Stories are both fine-looking and durable. The gameboard itself is a big, sci-fi-looking surface with dedicated spaces for components. There are many types of cards – character cards, locations, maps, items, etc. They are all made of thick cardstock. The player markers are quite unique – they are wooden cylinders with colored stickers. The box also includes a variety of small cardboard tokens and special dice.
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 Not replayable
Once you’ve finished a scenario, there’s little real reason to return to it and play the game again because you will have already experienced the unique stories and solved the puzzles.
Con Requires a dedicated group
Similarly to many co-op board games, it can be hard to gather the same people to see a game of T.I.M.E. Stories through. The fact that the first couple of runs will probably be unsuccessful don’t really help the situation.
Con Not very accessible
While the game isn’t necessarily difficult, chances that someone will finish the scenario on their first run are very slim, which could turn away many newcomers. It can also take approximately two hours to finish a run and five to six hours to finish the scenario.
Con Very pricey
The base game retails for around $50, which is a big investment for only one scenario and the components. Moreover, each official scenario goes for an extra $20 - $30, so you should know if you’ll make the most of your purchase.
Con Can get repetitive
Once you run out of “time points” you must re-run the entire scenario. While you will have the knowledge of ways to solve many puzzles, it can be irritating to blast through the same situations you’ve been in.
Con Luck-based elements
The game requires you to roll dice to finish some encounters, which can be a huge turn-off to a game that basically requires you to solve a puzzle in a limited amount of time. The dice-rolling mechanic makes the overall gameplay much slower and can lead to some frustrating moments when you crack the puzzle but just keep getting unlucky rolls.