-
No insult intended; it's just that my family (4 of us) had no clue what the rules were trying to say at some points, so I am asking for a translation (or a creation) of the rules. This is roughly the 12th haunt we've done, and although quite a few of them have had holes and problems, this one was completely undecipherable.
Haunt 34 is known as "Guillotine"
Issue 1
First point: Place pentagonal item tokens (representing item keys) in the following rooms, now or when they are discovered: Attic, Catacombs, Chasm, Collapsed Room, Crypt, Furnace Room, Gallery, Junk Room, Operating Laboratory, Pentagram Chamber, Tower, Vault.
Okay, this is fairly obvious. Took some random item tokens, and placed them in the rooms we discovered.
Second Point: Take pentagonal item tokens, numbered from 1 up to the number of players. Players keep these tokens face up (with number showing).
Seriously, what in the world? Okay, so we took back the tokens we had distributed out to the rooms, and we found item tokens 1, 2, 3, and 4. We set those face up.
Now here's where it gets really, really tricky. There's two possible translations for what you're supposed to do with these tokens ( item tokens = keys for this haunt):
1) Leave the tokens 1-4 out of play. The obvious choice. It was never mentioned that these tokens should be dispensed out to any of the players. It'd be hard to dispense them freely, given the fact that they have to remain face up. So why not just leave them out of play, and that leaves 6 "keys" remaining, which means that heroes can win.
That's all great, until you think "What about when 6 players are playing?" Well, tokens 1-6 would be taken out of play, which means only tokens 7-10 would remain. That's 4 "keys". Assuming it takes 2 keys to unlock a collar (and you dispose of one key), then the heroes lose automatically if the traitor unlocks his own collar. If the traitor unlocks his own collar, then only 3 keys are left, which means only 2 other people can unlock their collars, which is less than the number of heroes rounded up. Maybe that's how the traitor is supposed to win, but that seems horribly thought out. It's obvious that these item tokens were not meant to be left out of play.
Issue number two with this assumption: example on the opposite page of haunt 34 (haunt 34 takes up two pages in the book). The example states: In a four-player game, if professor Longfellow and Zoe Ingstrom have the item tokens numbered 1 and 2, then after two turns both players have to roll 3 dice. On a result of 0 or 1, that explorer dies.
What's the big deal? How could they have item tokens numbered 1 and 2, if item tokens 1-4 were out of play?
This leads to the only other possibility
2) Item tokens 1-4 are in play. What's the problem with this option? We are never told how item tokens 1-4 enter play. The last thing we are told is that we take these tokens and leave them face up. We are never told to distribute them. We are not told how to distribute them. Since we are not told to distribute them, that makes only possibility 1 seem logically correct.
But then why were item tokens 1 and 2 mentioned in the example as being in play, if they weren't in play?
So am I supposed to randomly distribute these keys out to each of the players even though I was never told to?
Issue 2 I only have to roll dice if I am carrying a key. What is preventing everyone from simply dropping the keys after they have finished everything else during their turn, thereby negating the need to roll dice?
Perhaps it is the threat of someone else taking the key, you might say. But all the heroes want to help each other, so whoever isn't trying to help each other must be the traitor. So there is no threat of real danger, for someone else to take the key, except in the case of having 6 players playing.
So, my biggest issues could be solved by answering these questions: "What do you do with item tokens 1-#, where # is the number of players after you've taken them" "Why is the order in which they list all the rules so horrible?" (Argh) "Are you supposed to be able to get around the die rolls, by dropping the keys that you have at the end of each of your turns? If not, then why not?" "Do you only discard one key, if you unlock your collar?" (50% of us thought yes, the others thought no. My view of it is based on the sentence "discard that token afterward", but discarding only one token makes this haunt easy for the heroes.)
Other than the poorly written rules, the game is very enjoyable!
Thanks for trying to help me (which I hope someone will...)
TL;DR: Please summarize the complete list of what you're supposed to do, in what order, for haunt 34, Guillotines.
-
Joe C
United States
California
-
Unfortunately I am no help at all, I just wanted to post my frustration as I ran into this haunt tonight with my family and had the SAME questions! The most depressing thing was that the plot was REALLY cool but we decided after about 10 minutes of trying to figure out the rules to just draw another omen card and do a different haunt. I love this game but I was kind of bummed to find out that some haunts seem to need more clarification. I hope someone can shed some light on this haunt or at least share some house rules that made it work....
-
-
We played this haunt two nights ago. It's a fun, "Hidden Traitor" haunt.
The item tokens (keys) that you put in the rooms stay in the rooms for you to claim - you have to endure the room’s rule to obtain it. When you get two key tokens you can immediately unlock your collar. The item tokens 1-4 are for timing. Put in front of each player, these tokens determine when that explorer’s collar timer goes off and he/she is decapitated. If the timer track number is equal or more than the number in front of you, you have to roll 3 dice and get a number equal or more than the track number or you're deader than Carrot Top's career.
The rooms listed with keys can still be discovered, if not already, and the keys in them found.
In this haunt we only had 3 players so the Traitor just waited until our collars went off. This strategy almost backfired on him as only a bad roll prevented me from getting my second key and instead I fell into the basement where I had to explore to find another key or the stairs. I didn't make it.
-
|
|