During 4th of July, our friends Arnie and Twilley, and Aryn, and I played
Betrayal at House on the Hill.
Each person plays a character that has unique traits (speed, might, sanity, intelligence), and are playing together to discover the haunted house. Depending on your speed, you can move X spaces through the house. The house is dynamic, so as you walk through a door, you pull a tile for the floor you're on (basement, ground, upper). As you enter a room for the first time, there may be one or more things that can happen. You can have an omen, trigger an event, discover an item, or nothing may happen. Sometimes there are special rules for exiting the room. When an omen is discovered, the player must roll 6 dice (The dice for the game are 6 sided, but the sides are 0,1 or 2)
to see if a haunt is triggered. A haunt is triggered if the player rolls less than the number of omen cards in play. Once the haunt is triggered, depending on rules defined in a table, one player becomes the enemy (possessed, or something, I don't remember the term). That player controls a monster that spawns during the haunt, and works to complete the prophecy, making them the winner. All the other players work to end the haunt by completing specific tasks, which making them the winners. The objective for the enemy is only known to him (separate rule book). The objective of the good guys is only known to the good guys (separate rule book).
The items you discover may increase, decrease, or do a mix to your attributes. Or some of the items can give you other perks (like roll more dice to meet a challenge). If an omen or event is triggered when you enter a room, that ends your turn. If not, you can continue moving until you've used all your speed (1 tile = 1 speed).
Events can be any number of things, which can move your character to another room, or cause you to take damage if you don't meet a roll challenge, etc. For a roll challenge, you roll X number of dice, where X = the trait stated for the challenge. So if you have to do a might challenge, and you have 5 might, you roll 5 dice. Then the card would state things based on the roll. E.g.: 4 or more, take no damage; 1-3: take 2 physical damage; 0: take 3 physical damage. If you take physical damage, you have to decrease either your might or speed, or a combination. If you take mental damage, you decrease sanity, intelligence, or a combination.
When the haunt is triggered, if any of your traits are at 0, you die.
There's some other elements, like rules for attacking other players, but that's pretty much it. It's a lot of rule reading, and sometimes the rules are vague, or unclear, so you have to just agree upon it.
The first time we played, Arnie ended up being the enemy. During the haunt, a mummy was spawned, and arnie had to find a girl (which is a special item/character in the game), find a ring, and take her to the mummy's sarcophagus, and marry her with the ring. We had to find a book to discover the mummy's name, and use that to cast a spell to then attack and kill the mummy.
Unfortunately for Arnie, Twilley's character became really powerful early on (due to the omens he triggered, and items he discovered). So on Twilley's first turn after the haunt triggered, twilley killed Arnie's character. That made it very difficult for arnie to fulfill his objectives, because monsters have certain restrictions (like not be able to enter undiscovered rooms). So we were able to find the book, learn the mummy's name, cast a spell, and then kill the mummy.
We played for about 3 hours with 4 players. The game was definitely interesting, and it will be fairly unique every play through. The rule reading can become a little tedious, and because the rules for each haunt is different, the game will always take a long time to play through. However, things started moving a little quicker once we all understood the mechanics of the game.
I give the game a 4/5 magic elevator to escape mummies!