
It was originally published in 2004 by Avalon Hill, the board gaming imprint of Wizards of the Coast, and has a 2010 reprint.Īs the name (and cover art) suggests, players are a group of people moving through a haunted house, uncovering new rooms and experiencing strange encounters with the spooky environment. Playtime is about an hour or so (with some wide upper-end variability, I’d say, depending on the group’s focus), for 3-6 players, with a recommended ages guideline of 10+. It was Betrayal at House on the Hill ( Amazon) that dispelled that illusion, showing me what board gaming had become while I hadn’t been paying attention.Īmong other things, Betrayal at House on the Hill was probably the first cooperative game I ever played. Board games, after all, were for kids, right? In the age of roleplaying games and video games, including an array of online roleplaying games, surely there was no way a board game could be nearly as engaging, nearly worth the time commitment to play it. Advanced Dungeons & Dragons (2nd edition) at first, but eventually I became engrossed in the World of Darkness system from White Wolf Games (now published by Onyx Path Publishing).īoard games had completely fallen off my radar by the time I got out of college and began actively adulting.

So I was a gamer from an early age, but not a board gamer.įrom high school and through college, I pretty much abandoned board games in favor of roleplaying games. And we had an Atari, of course, then a Nintendo. I became an avid Solitaire player early on. She and my grandmother both tended more toward word games like Scrabble and card games, particularly Rummy variants.

I was the only gamer geek in my family growing up. We played Monopoly, Clue, Risk, and so on, the staple games of the twentieth-century American experience, brought to you by Milton-Bradley, but my mother wasn’t a fan.
