Games:Party cards

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In December 2005 I ran a costumed cocktail party where the theme was board games. In preparation, I had a mock set-up of Betrayal at House on the Hill on the living room table, designed to model my flat's layout as closely as possible. Then within the flat I had a few giant fake Betrayal at House on the Hill game cards, some of which were hidden.

Card type Name Description Effect
Event ANCIENT BOX Curious, you open the box to see what's inside. But as you pull open the lid, something jumps out... You must attempt a Knowledge roll:
4+ You are the snake: gain 1 Speed.
2-3 You are the mouse: gain 1 Speed, lose 1 Might.
0-1 You get bitten! Lose 1 Might.
Omen ZEBRA A green-maned zebra stands smiling at you, incongruously.
Unnervingly it follows you.
Gain 1 Speed and 1 Might now.
Lose 1 Speed and 1 Might if you lose custody of the Zebra.
This omen can’t be dropped, traded, or stolen.
Event FORBIDDEN TEXTS You open the boxes to find a vast array of books with strange titles. You pull one out at random and try to read the foreign characters.
Slowly strange words form in your head.
You must attempt a Sanity roll:
4+ Enlightenment: gain 1 Knowledge.
2-3 Truth: gain 1 Knowledge, lose 1 Sanity.
0-1 Fear: lose 1 Sanity.
Event MEDICINE CABINET You open a cupboard to find a collection of assorted toiletries and medication. You hope that the labels are accurate. Once during your turn, you can attempt a Knowledge roll to heal yourself or another explorer in this room:
5+ Gain 2 dice of physical traits.
3-4 Gain 1 die of physical traits.
0-2 No effect.

You can't raise a trait above its starting value with the Medicine Cabinet.

Item FENCING KIT A sword would be useful in a fight. But surely there's nothing here to fight.
Is there?
You roll 1 additional die (maximum of 8 dice) when making a Might attack with this weapon.
You can't use another weapon while you're using this one.
Event IRON NINJA In a flash of steam, a mysterious figure in black appears and challenges you to a battle of endurance. You must attempt a Might roll:
4+ Work flat out: you defeat the ninja and gain 1 Might.
3 Work up a sweat: you match the ninja.
1-2 Burn out: take 1 die of physical damage.
0 Burn yourself! Take 2 dice of physical damage.
Event SPICE CUPBOARD The smell is wonderful. Maybe you should taste some to find out what they are. Once during your turn you can roll 2 dice:
4 Sporty Spice: fit as a fiddle, gain 1 Speed.
3 Nice 'n' Spicy: calms you down, gain 1 Sanity.
2 Variety is the Spice of Life: lose 1 from up to three attributes then gain an equal amount in another attribute.
1 Scary Spice: freaks you out, lose 1 Sanity.
0 Old Spice: age prematurely, lose 1 Might.
Item INVISIBLE CABBAGE You know the cabbage is invisible, because you can't see it. Lose 1 Sanity now. Gain 1 Sanity if you lose the Cabbage.
This item can't be dropped.
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