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Betrayal Legacy Actions
I want to talk about Betrayal Legacy actions. You know, those things you can do in the game that can change everything in an instant. It’s amazing how one action can have such a big impact.
Let’s start with the basics. In Betrayal Legacy, you take turns performing actions. These actions can range from exploring new rooms to attacking other players. Each action you take will have consequences, and it’s up to you to decide which actions to take and when.
Exploring is one of the most exciting actions you can take. When you explore, you flip over a new room tile and place it in the house. You never know what you’ll find in these new rooms. Maybe a secret passage or a valuable item. But be careful, because you might also encounter something dangerous or mysterious.
Attacking is another action that can make or break your game. When you attack, you roll dice to determine the outcome. A successful attack can weaken your opponents and give you an advantage. But remember, they can fight back too. So choose your battles wisely and be prepared for the consequences.
There are many other actions you can take in Betrayal Legacy. You can use items, perform rituals, or even make deals with other players. The choices are endless, and each action can lead to a different outcome. It’s all about strategy and knowing when to take risks.
In conclusion, Betrayal Legacy actions are the heart and soul of the game. They can change the course of the story and keep you on the edge of your seat. So go ahead, take an action and see what happens. Just remember, every action has a consequence, so choose wisely. Happy gaming!
When you come across an Item or Omen, you gain access to actions on your Family card, excluding ATTACK. Additional actions can be obtained from Items, Omens, and tiles. However, remember that you can only use the actions granted by Items or Omens if you are carrying them and they are still unused. Likewise, you can only use the actions granted by tiles if you are currently on those tiles. In most haunts, you will also receive specific actions that you will need to win the game.
Actions that you can take are written in ALL CAPS. They may come with certain restrictions on where or when you can take the action, rolls that you need to make, bonuses or restrictions on those rolls, and the resulting effect of the action.
Keep in mind that each action word can only be used once during your turn. For example, if you have both a Gun and an Axe that both have the action word ATTACK, you will have to decide which one to use for your ATTACK on your turn.
When you use an action on a card, it becomes “used” and is turned sideways. This means you can’t do anything else with that card during this turn, like dropping or giving it.
- Prepare: (while on the Entrance Hall) Make a Sanity roll. If you’re carrying at least one Sacred item, add 1 to your roll.
- 2+: Leave this place and never come back. Live a happy, normal life. It’s as simple as that.
- 0-1: Explore the dark and dangerous dwelling, much like the unlucky protagonist in a scary book.
There are various actions you can take, such as attacking, challenging, drinking, dropping, eating, giving, invoking, operating, picking up, preparing, searching, studying, taking, talking, and wearing.
Actions for Item/Omen Cards
Hey there! Just wanted to remind you of the actions you can take with the Item and Omen cards listed on your Family card. Remember, you can only use each action once per turn.
Give
You can give any number of unused Items and Omens that you have to another player who is on the same tile as you. They get to keep the cards you gave them. It’s a great way to help out your fellow players!
Drop
If you have any unused Items and Omens, you can drop them on your own tile. When you do this, you’ll take an Item Pile token and place it on your tile. Make sure to set aside the cards you dropped and place them face up. The Item Pile token you use should have the same number as the cards you dropped.
Now, here’s a cool thing – if there are other Items or Omens already dropped on your tile, you can simply add them to the existing Item Pile token instead of starting a new pile. But, remember, if a tile with an Item Pile token gets buried, all the cards on it go down with it.
Sometimes, you might be told to drop items or omens in the game. Even if it’s not your turn or you’ve already dropped some that turn, you still have to follow the instruction.
Take action allows you to take any number of unused items and omens from other players who are on the same tile, but only with their permission. You can keep the cards you take.
Pick up action is when you’re on a tile with an item pile token. You can take as many item or omen cards as you want from under the token that matches the number on it. Again, you keep the cards you take.
If you want to use the PREPARE action, you have to be on the Entrance Hall tile. To determine the outcome, you need to make a Sanity roll and have a Sacred item. What happens next depends on the result of your roll.
Attacking in the Haunt
Once the haunt begins, you and the other players, as well as most of the monsters, gain the ability to ATTACK. It’s an exciting action, but remember, you can’t ATTACK before the haunt starts, no matter how much you may want to. You don’t need any special items or omens to make an attack – your bare hands and pure instinct are enough.
When you want to make an unarmed ATTACK, here’s what you do: first, choose a target who is on the same tile as you. Then, roll a number of dice equal to your Might. If you have the ability to roll dice again, this is the time to do it. Once your roll is complete, the person you are attacking rolls dice equal to their Might. The person with the lower result takes physical damage equal to the difference between the two rolls. To illustrate, if you roll a 6 and your target gets a 3, you would deal 3 points of physical damage. In the case of a tie, neither person succeeds, and no one gets hurt.
The person who rolls higher in the attack is considered the winner. In a tie, no one comes out on top.
When you defeat monsters, they aren’t actually killed; they’re just stunned, unless a haunt says otherwise. While a monster is stunned, you have the option to attack it. You might want to attack a stunned monster to steal an item from it or to kill it using a special item. Even though the monster is stunned, it still gets to roll dice to defend itself. However, if you attack a stunned monster and lose the attack, you won’t take any damage.
Other Ways to Attack
Some items and omens, as well as certain haunts, provide alternative attack actions instead of an unarmed attack.
These alternative attacks may use traits other than Might. If that’s the case, both the attacker and the defender make a roll using the same trait. Attacks based on Might or Speed cause physical damage, while attacks based on Knowledge or Sanity cause mental damage.
When you’re battling a monster, it’s important to remember that you can only use a trait to attack if the monster actually has that trait. For example, if a monster doesn’t have any sanity, then trying to make a sanity attack against it won’t work. Sometimes, you won’t know if a monster has a trait until you attempt to attack them.
If you do try to attack a monster with a trait it doesn’t have, the traitor will let you know. In that case, you still used up your attack action for the turn, but it wasn’t very effective.
Line Of Sight
Line of sight refers to having a clear path to attack your target. You need an uninterrupted straight line of doorways within the same region to establish line of sight. There is no line of sight between regions. You can only make a line of sight attack if there is an effect or weapon that allows you to do so. If your target is on a different tile than you, you won’t take any damage if you lose the combat.
Combat Example
Imagine this: you’re a brave adventurer, exploring a treacherous land. On your journeys, you encounter a fearsome creature known as a Werewolf. Armed with a Might of 4, you prepare to face off against this formidable foe.
You roll the dice, hoping for a lucky outcome. The dice tumble and finally come to a stop, revealing a result of 5. A decent roll, but will it be enough to defeat the Werewolf?
The traitorous Werewolf, sensing your presence, growls and lunges at you. Its attack roll is an 8 – a formidable strike.
The battle takes its toll on you. The Werewolf’s ferocious attack lands, dealing 3 physical damage. To weather this blow, you make a tough decision. You choose to lower your Might, reducing it from 4 to 3. Additionally, you lower your Speed, decreasing it from 4 to 3. The clips on your Family card slide down, reflecting your weakened state.
This battle has been intense, and the outcome hangs in the balance. Will you find the strength to overcome this powerful adversary? Only time will tell.
Steal
If I’m on the same tile as another player and I attack them, I have a choice: I can either deal 2 or more damage to them, or I can steal one item, omen, or object from them instead. When I choose to steal, I receive the chosen item in a used state. Stealing counts as a successful attack, so it still takes up my attack action for the turn.
Keep in mind that there are some items or omens that cannot be stolen. They will explicitly state this on the card or in the haunt rules.
Monsters, on the other hand, cannot be stolen from and cannot steal from me, unless the haunt specifically says otherwise.
Lastly, there are some special effects that allow me to steal without using an attack action. So, keep an eye out for those!