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Betrayal Legacymarries the concept ofBetrayal at House on the Hill— exploring a haunted mansion — with the permanency and multi-game storytelling exhibited by Daviau'sRisk Legacyand other legacy games that followed.Betrayal Legacyconsists of a prologue and a thirteen-chapter story that takes place over decades. Players represent families, with specific members of a family participating in one story, then perhaps an older version of those characters (assuming they lived) or their descendants showing up in later stories.
Why would people keep exploring a haunted mansion for decade after decade, especially when horrible things happen there? Curiosity, I suppose, or perhaps an ignorant boldness that comes from the belief that we know better than those who have come before. Look at all that we've learned, marvel at the tools we have at hand! Surely we'll all exit safely this time...