Board AF Legacy: Betrayal Episodes 10-14

Smosh Games187 minutes read

The game "Betrayal Legacy" follows a complex narrative involving various characters, haunting events, and strategic gameplay, leading to the ultimate battle against a malevolent entity. Players must navigate challenges, make strategic decisions, and work together to overcome the haunting threat and secure victory, culminating in a dramatic conclusion where heroes confront the wolf and emerge victorious, albeit with haunting consequences.

Insights

  • The evil twins Lenny and Kravitz got separated, with Kravitz turning into a traitor.
  • Patients in the hospital report ghost sightings and messages hinting at danger, leading to their relocation for safety.
  • The game involves exploring different areas of the house, encountering omens, and interacting with various characters like Vacuum Poppy and Teddy Roosevelt Brawne.
  • The haunt commences with a traitor revealed, initiating a quest to talk to angels and fight demons, with a might of five crucial for helpers.
  • The house is being prepared for a ritual involving freeing a malevolent entity, with specific instructions for setup and gameplay progression.
  • The game culminates in a tense and collaborative effort to overcome the haunting challenge, with players navigating complex dynamics and strategic planning.
  • The heroes ultimately become ghosts, joining others in the house as the story concludes, with the house remaining forever rotten despite the victory over the wolf.

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Recent questions

  • What is the game "Betrayal Legacy" about?

    The game involves players exploring a haunted house, encountering omens, and interacting with various characters. As the game progresses, players face challenges, make strategic decisions, and uncover family histories. The narrative unfolds with haunting events, combat scenarios, and the quest to overcome a malevolent entity. The gameplay includes elements of exploration, decision-making, and strategic planning, with each player facing unique challenges and opportunities. The game culminates in a collaborative effort to confront the haunting threat and achieve victory.

  • Who are some characters in "Betrayal Legacy"?

    Characters like Lily O'Brien, Vacuum Poppy, Billy Bootles, Teddy Roosevelt Brawne, and others take part in the game. Each character has distinct traits and motivations, contributing to the unfolding narrative and gameplay. Players interact with these characters, uncovering family histories, forming alliances, and engaging in combat scenarios. The diverse cast adds depth to the game's storyline and offers players a range of strategic options to navigate challenges.

  • What are some key elements of the game "Betrayal Legacy"?

    The game features elements like omens, items, haunt rolls, and combat scenarios that shape the gameplay experience. Players draw omens, encounter eerie events, and make strategic decisions to enhance their traits and progress in the game. Haunt rolls trigger haunting events, leading to collaborative efforts to overcome challenges. Combat scenarios involve dice rolls to determine outcomes, with players strategizing to defeat enemies and achieve victory. The game's mechanics offer a mix of exploration, decision-making, and strategic planning for an immersive gaming experience.

  • How does the narrative of "Betrayal Legacy" unfold?

    The narrative of the game unfolds through interactions between characters, family histories, and haunting events. Players explore the haunted house, encounter omens, and make decisions that impact the storyline. As the game progresses, players uncover secrets, confront enemies, and work together to overcome challenges. The evolving narrative immerses players in a world of mystery, suspense, and supernatural elements, creating a compelling gaming experience.

  • What is the ultimate goal in "Betrayal Legacy"?

    The ultimate goal in the game is to confront and defeat the haunting threat, achieving victory over the malevolent entity. Players must work together, strategize, and make tactical decisions to overcome challenges and progress in the game. By exploring the haunted house, interacting with characters, and engaging in combat scenarios, players aim to unravel the mysteries, survive the haunting events, and emerge victorious in their quest. The collaborative effort to confront the haunting threat and achieve victory marks the culmination of the gameplay experience in "Betrayal Legacy."

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Summary

00:00

"Haunted house game reveals sinister secrets"

  • The evil twins, Lenny and Kravitz, got separated, with Kravitz turning into a traitor.
  • The house deed got destroyed, causing chaos.
  • Lily O'Brien, a famous actress, shares her background and career.
  • The game begins with Chapter nine in November 1901.
  • Patients in the hospital report ghost sightings and messages hinting at danger.
  • Patients are moved to safety on the front steps.
  • Instructions are given to set up the game with new figures and photographs.
  • Players explore different areas of the house, encountering omens and events.
  • Characters like Vacuum Poppy, Billy Bootles, and Teddy Roosevelt Brawne take their turns.
  • The game progresses with discoveries, interactions with characters like the nurse and orderly, and unexpected encounters like a monkey and a clown.

12:48

"Family Crests, Entities, and Haunts Await"

  • If your family crest is on the card, gain one knowledge and bury it.
  • The house was regretfully built, stones moved, awakening a hungry entity.
  • The entity's crest must be placed on the card, which is then destroyed secretly.
  • Speed of four is crucial for escaping the vault, leading to encounters with a monkey and winter bedroom.
  • A small bloody husk appears, prompting a dice roll equal to the number of checkboxes.
  • Fleeing after a dice roll result, losing sanity, and encountering a crucifix of banishing.
  • A monkey follows into the winter bedroom, requiring an item to be buried or physical damage taken.
  • A soundproofed room limits communication, introducing a pet named Bibleth.
  • A wedding veil of demons grants special movement abilities, leading to a haunt roll.
  • The haunt commences with a traitor revealed, initiating a quest to talk to angels and fight demons.

24:54

"Rolls, Sanity, and Privilege in Gameplay"

  • A might of five is mentioned for the helpers.
  • A roll of three is made, resulting in no significant outcome.
  • Increasing sanity by one is indicated after a specific action.
  • The concept of upper class privilege and lower class struggle is highlighted.
  • Interaction with an angel leads to a loss of sanity.
  • A physical damage of one is incurred due to an action.
  • A specific item, the Deranged Portrait, is used for a particular purpose.
  • A might roll of six is made, leading to physical damage.
  • The Hand Mirror of Vengeance is acquired, allowing for a specific action.
  • A might roll of four results in a gain of sanity.

36:55

Generations bound by dark family secrets.

  • The patients are back in their cells, but won't be contained for long as they possess knowledge the world wants hidden.
  • Families connected to the house are bound to return, generation after generation, despite efforts to stop them.
  • A prescription is written to maintain a grip on reality, emphasizing the imminent threat and the difficulty of stopping it.
  • The house is being prepared for a ritual involving freeing a malevolent entity, with specific instructions to destroy the basement landing and shuffle tiles.
  • Players are engaged in a game involving various characters and scenarios, with each turn revealing new challenges and interactions.
  • A young character named Puddles explores the basement, encountering eerie events and making decisions that impact their sanity.
  • Another character, America Bootles, navigates the basement, finding cultist robes and making them a family heirloom for future generations.
  • The game progresses with players encountering omens, drawing item cards, and making strategic decisions to enhance their traits.
  • The narrative unfolds with interactions between characters, revealing family histories and personal motivations.
  • The gameplay involves exploration, decision-making, and strategic planning, with each player facing unique challenges and opportunities.

49:17

"Haunting Challenge: Players Confront Cultists Together"

  • The "Hand mirror of vengeance" is described as showing its own image rather than reflecting, with the ability to make one feel like they could pass through it, reach through it, or see the future.
  • The "Broach of range" omen allows for gaining additional moves at the start of one's turn as the number increases.
  • A might roll is required in the stacked furniture room, where the furniture is oddly stacked, and the result determines physical damage.
  • A knowledge roll is needed to open the vault in the basement, potentially granting two items if successful.
  • Consulting the hymn is suggested as a strategy, with specific actions and rituals involved.
  • A haunt roll is made, leading to the beginning of a haunting event involving the Kris of summoning and a traitor among the players.
  • The haunting event requires a specific knowledge roll to close a portal, with additional actions like placing runes in the basement or interrogating cultists to gain knowledge.
  • Players engage in combat with cultists, using might rolls to defeat them and gain information.
  • Strategic movements and decisions are made to confront the haunting threat, with players working together or independently based on their strengths and knowledge.
  • The game culminates in a tense and collaborative effort to overcome the haunting challenge, with players navigating the complex dynamics of the game's narrative and gameplay.

01:01:47

"Christian man confronts cultist, sets fire"

  • A strong Christian man confronts a cultist invoking the power of the Lord.
  • Three dice are rolled, with the occultist receiving a two.
  • The Christian man chooses to act as Jesus would, setting the cultist on fire.
  • One sanity is lost, and knowledge is gained by the Christian man.
  • Players take turns moving and placing tokens on the board.
  • Chanel decides to attack Kris, making a sanity roll.
  • A rune token is placed on Kris's tile due to the attack.
  • The traitor is revealed, taking control of all cultists.
  • The traitor moves monsters and manipulates the game.
  • Players continue to move, operate, and make rolls to progress in the game.

01:13:55

"Portal Closed, Spirits Linger: Haunted Inn"

  • Amanda cheers as the perfect roll closes the portal, but the group is warned to do more to prevent the return of a malevolent force.
  • The closure of the portal leads to a forever changed room with lingering impossible visions and a grim silence.
  • Restless spirits manage to seep through the closing portal, causing disturbances.
  • The asylum, now in shambles, sees arrests and patient relocations upon authorities' arrival.
  • The building transitions from an asylum to an inn, purchased by a couple post-war.
  • The group, previously mental patients, emerges victorious for the first time in a while.
  • A character, Beck Poppy, explores the inn as an investigator, facing challenges and eerie encounters.
  • Butch Bootles, a war veteran, navigates obstacles and interacts with the innkeeper, Saucy Beth.
  • Caroline, a housewife seeking revenge, encounters obstacles and the inn's eerie inhabitants.
  • Babe Ruth O'Brien, a hunter with limited time due to throat cancer, faces challenges and interacts with the inn's characters.

01:25:45

"Exploration and Encounters in Mysterious House"

  • Ability to attack on own or adjacent tile with additional die
  • Need to make way to house, confusion, knowledge roll
  • Encounter with Zelda Fitzgerald, loud talking, laughter
  • Interaction with Yankee doodle, knowledge roll
  • Exploration of well house, offering to gain sanity, scripture book discovery
  • Encounter with large rat, entry in 'Bleak Journal'
  • Movement away from big man, entrance hall interaction
  • Exploration of unfinished room, discovery of Beatles Bonus spoon
  • Encounter with stacked furniture, physical damage taken
  • Exploration of dining room, discovery of blood letting phlegm, decision to make it family heirloom

01:36:38

"Haunted house game leads to mutation battle"

  • The house is causing distress to the individuals present.
  • The wine is believed to be a factor in the situation.
  • Despite opinions, the house is identified as the root of the problem.
  • A staircase and gallery are mentioned as part of the house layout.
  • A game involving physical damage is being played.
  • An offering of meatloaf is presented with potential consequences.
  • A basement is mentioned with warnings against going down.
  • A nursery and an omen are introduced as part of the game.
  • A teleportation option is presented with potential risks.
  • A haunting scenario involving radiation and mutation is described, leading to a battle among the players.

01:47:21

"Dark runes, drauger, and helm: game dangers"

  • The warrior, known as the wolf, sought to extend his life using dark runes, becoming a drauger, an enemy of death.
  • A game mechanic involves gaining four might, allowing players to revisit an entry.
  • The completion of a helm signifies a significant advancement in the game.
  • A traitor was hanged, with precautions taken to prevent his return as a berserk or spirit, while his wife escaped with a source of his power, the flayed skin of a wolf.
  • Concerns arise about the helm falling into the wrong hands, potentially leading to dark consequences.
  • The defiled chalice poses a threat, creating a connection between the world and the drauger.
  • The act of worshiping the helm could inadvertently summon the drauger back, causing distress among the characters.
  • The addition of infernal gates allows exploration of other worlds, but circling runes results in penalties.
  • A combat scenario unfolds, with players strategizing and rolling dice to determine outcomes.
  • Various events and actions occur, including the discovery of haunted items, alliances forming, and confrontations between characters.

01:58:40

"Ghost types, traitor revealed in game"

  • There are three types of ghosts mentioned in the song.
  • A commercial for Calzones is desired, with a humorous comment about clogging arteries.
  • A physical altercation occurs, resulting in three damage.
  • The O'Brien family is discussed as potentially being the traitor.
  • The possibility of a hero's death leading to the traitor's victory is highlighted.
  • A character admits to likely being the traitor.
  • A character makes a strategic move in a game involving ghosts and attacks.
  • A character faces physical damage in a game scenario.
  • A character reveals themselves as the traitor.
  • The text transitions to a new scenario set in 1969, introducing new characters and a mysterious event involving meteors.

02:09:46

"Family Heirloom Sparks Haunting Exploration"

  • Mention of a gun being a family heirloom, with Secret Service not allowing guns.
  • Angela imitates a rocket launch and interacts with a computer.
  • Kurt, a character, introduces himself as a member of the Poppy family and a medical practitioner.
  • Wheatgrass Bootles, another character, shares a story about becoming a seer after eating scones.
  • Characters interact with various tiles and draw omens, affecting their traits.
  • A character named Saucy Beth is encountered in the nursery.
  • A wedding veil of demons is found as an omen.
  • Various characters explore different locations, draw omens, and make trait rolls.
  • A flintlock pistol is found in an armory but is buried for sanity.
  • Characters continue exploring, drawing omens, and making haunt rolls, leading to the start of the haunt.

02:21:22

Uncovering Aliens: The Roswell Conspiracy

  • The haunt revealer should draw the top card of the legacy deck, the meteorite, and name it The Incriminating Meteorite.
  • The player with the highest sanity is deemed the traitor.
  • The heroes and traitor should turn to Haunt 12, Roswell, in their respective books.
  • The group aims to find proof of the government cover-up and the existence of aliens.
  • The group plans to gather five pieces of evidence to reveal the truth about aliens.
  • A character named Wheat gains a mutation with five-foot arms due to a space rock.
  • Kurt discovers evidence proving the existence of aliens.
  • A character named Pastitcha, later named ET, is identified as an alien and must be kept away from others.
  • Government mind control rays are used to manipulate the movement of characters.
  • A character with enhanced speed and knowledge navigates through various obstacles and events to gather items and evidence.

02:32:48

"Alien-themed board game with mind control"

  • Burying cards is a favorite activity, with a mention of sacred American cultus robes containing small bones.
  • A talisman of Poltergeist is acquired, offering protection against ghost-related penalties.
  • Movement in the game is determined by obstacles, with large obstacles counting for two moves.
  • Players take turns, with actions like splorching evidence into fire and mind control being part of the gameplay.
  • Teleportation results in potential mental damage, with players engaging in combat through dice rolls.
  • Evidence is found, such as an alien footprint, leading to interactions like attacks and defense.
  • Various tools like a revolver and crucifix of banishing are used for attacks, with dice rolls determining outcomes.
  • Players navigate through the game, encountering mental and physical damage, as well as mind control situations.
  • The alien character becomes unstunned, engaging in combat and mind control against other players.
  • The game concludes with actions like running, attacks, and mind control, leading to the alien consuming evidence and immobilizing itself.

02:44:04

"Alien Escape: Betrayal Legacy Grand Finale"

  • The player rolls two additional dice and gets a five.
  • Caroline is praised for her good job.
  • Caroline is unsure about the situation and asks if they are vibing.
  • The player moves three spaces towards the car to drop off evidence but gets stuck.
  • Other players on the same tile with ghosts take mental damage.
  • The player rolls one die and gets a one.
  • The player fights an alien, rolls an eight in might, and wins.
  • The alien takes the evidence and escapes into the fire.
  • The alien watches the flames grow and the house burns down.
  • The game transitions to the modern day with new characters introduced for the grand finale of "Betrayal Legacy".

02:56:29

Uncover secrets, survive, and forge spearhead.

  • Special cards resembling the Helm reveal haunts, prompting interaction with the madman and girl for information.
  • Reading unchecked entries in the 'Bleak Journal' and corresponding cards is crucial for progress.
  • Instructions dictate blackening spaces on the helm or family crests, with consequences for failing to do so.
  • Loss occurs if all players die, emphasizing the importance of survival.
  • Conversing with the madman and girl yields essential guidance and details on tasks.
  • The madman's history and warnings about betrayal and tasks are significant for the game's progression.
  • Items like the Crucifix of Banishing and the hungry porcelain doll play key roles in the game.
  • Interactions with the girl symbol lead to knowledge and sanity gains.
  • The process of forging a spearhead from a meteorite becomes the main goal, requiring careful attention.
  • Events like delirium and finding a meteorite from the girl are pivotal for advancing the game.

03:08:20

"Forging Spear to Confront Wolf in Hell"

  • Chosen now has five foot arms.
  • Armory discovered, draw top item card until you get a weapon.
  • Found a revolver, not a fan of firearms.
  • Armory allows forging spearhead, add two to result of roll, predict roll.
  • Monsters haven't shown up yet, but time is ticking.
  • Failed to forge spear, arms return to normal size.
  • Successfully forge spear, gain reforge spear in purgatory deck.
  • Reforged spear allows targeting anyone on tile, re-roll dice for each omen carried.
  • Enchant elevator to explore other worlds, new main goal.
  • Study wolf's weakness on corner of hell, confront wolf using reforged spear.

03:19:55

"Heroes battle corrupted ancestors in haunted house"

  • The haunt revealer must place thralls, corrupted ancestors, who move towards heroes to attack them.
  • Thralls can pass between two gates in the house for one move, but there are no gates present.
  • Heroes can move at the number of tiles they deal damage to a thrall, ignoring obstacles.
  • The haunt revealer controls the thralls, but heroes can also attack corrupted family members.
  • An intense battle ensues, with heroes fighting corrupted family members to defeat them.
  • The final strike against the wolf is crucial, requiring the heroes to harness the strength of their ancestors.
  • The spear pierces the wolf's breastbone, causing blackness to flow out and the heroes to return to the house.
  • The heroes begin to disintegrate, turning to ash as they struggle for one last breath of humanity.
  • The house remains forever rotten, despite the heroes' victory over the wolf.
  • The heroes ultimately become ghosts, joining the others in the house as the story concludes.

03:31:56

"Final Entry: Fenrir's Story Concludes"

  • Final entry, 206. The story is complete, Fenrir's story is over. The house is now yours with its own history, ghosts, and tales. A game is available for replay, but some cards must be destroyed. The ghost sheet should be destroyed, as the wolf is gone and the story has concluded.
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