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Betrayal at House on the Hill» Forums » Rules

Subject: Haunt #35 "Small Change" (minor spoilers) rss

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Jeremy Lennert
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Just finished a game of the Haunt "Small Change". Several issues that came up...

#1: There are special rules regarding going up and down the Collapsed Room and Gallery, but nothing about the Coal Chute. It seems, at a minimum, that the airplane should probably be able to fly up the Coal Chute, just as it can the other rooms, particularly since otherwise, it's quite possible to be trapped in the basement for a very long time. It's unclear whether the restriction on falling down the Gallery and Collapsed Room when small should apply to the Coal Chute as well. Thoughts?

#2: The rules say it takes a turn to start the toy airplane, and that during that turn any heroes inside it are still on the ground and can be attacked normally, but do not state what happens to the plane if the hero who started it is captured during that turn. We ruled that if any hero (not necessarily the hero who started the plane) is in the plane when it is scheduled to take off, they can fly it, but that if all heroes in the plane are captured, killed, or otherwise incapacitated, the plane stalls and must be re-started. Note that if removing the hero who started it is sufficient to crash the plane, then it is almost impossible to start the plane while a cat is in the room unless you can stun it (also very hard).

#3: There are rules for picking up a hero using the airplane once it is flying, but the rules do not specify whether you can pick up an explorer that a cat is currently playing with. Since there are no rules for voluntarily stopping or leaving the plane, if you can't rescue a hero being played with in this way, then it is apparently impossible to render aid, unless you have one of a small number of specific items, which could make it very difficult to win the Haunt, since a certain number of heroes need to survive. We ruled that you could pick up a captured hero, and the cat can always try to catch the plane, but the Traitor was rather unhappy about this ruling.

#4: There are no rules specifying whether the airplane's movement is slowed by opponents, or whether heroes in the airplane can slow the movement of opponents. It seems to make a certain degree of logical sense that the plane should not slow or be slowed, but whether it is slowed or not can make a VERY big difference in how many turns it takes to escape when opponents are chasing you (around a factor of 2, which is easily enough to change the game's outcome).

#5: There are no rules indicating whether the airplane can explore new rooms, whether it draws cards, or whether it is forced to end its turn or movement after discovering a room with a symbol in it. As there are no rules for voluntarily stopping or leaving the plane, the Haunt could become almost impossible if it could not explore, and we ruled that the plane should follow the same rules as the heroes.

#6: There are no rules prohibiting heroes from using the Larder, Library, or Chapel while in the plane, though it seems like maybe this should be disallowed.

#7: The rules state that explorers entering a new room with an event, item, or omen symbol must end their turn; normal rules state that an explorer required to draw a card must halt his movement, but permit other actions (such as the use of items) after this. It seems like the Haunt rules should probably only require explorers to stop moving.


Any thoughts?
 
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John W
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bump.

Anyone else that's played this scenario have any feedback?
 
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Peter Schott
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We played it yesterday It was fun, though we also had some quirks.
I think most of the issues in the original post can be houseruled quite easily.
We had a problem with the win conditions:
heroes win, when at least half of them (rounded up) leave the house in the plane. We had 3 heroes (playing with 4), so 2 of them had to leave.
traitor wins, when at least half of teh heroes (again 2) are killed BY CATS.
One of us got killed by a bottle she drank, one by a cat, one escaped.
So what?
We called it a draw...
 
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Robert Reay
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Just played our first three sessions of this and Small Change was one of them.

Your #2 was a real problem. We ruled that the original starter had to be the one who took off in the plane which got the heroes killed the first time a cat knocked the plane down. Your ruling seems fair and what we'll probably use if it comes up again.

#3 we ruled you could attack from the plane normally and that seemed to work OK.

#4 we ruled that it was slowed. I think either is valid, but a ruling has to be made one way or the other.

The other two haunts we did ran great and we're really close both times. This one had way to many unanswered questions and just didn't run very well.


 
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Dean Palmer
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Played this one last night, played many more before this one. Some are frustrating and rules a bit ambiguous but this one was just boring. I spent 7 turns watching, pilot moves the plane passengers sit there. Get swatted by the cat, get picked up by the cat, get freed jump in plane and again do nothing. it was a 4 player game and I felt I was a spectator.
 
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