goosarino wrote:
Betrayal at House on the Hill is not without its problems. Putting aside the fact that the nuts and bolts gameplay is wafer thin and highly dependent on the roll of a die or six, there is a high degree of, for want of a better word, fiddliness. Many of the room tiles will require you to go hunting through a bag of tokens for various bits and pieces, be they secret doors, grisly remains or feelgood aurae. And then the haunt begins and you’ll have to dig out more tokens representing various beasts and villains, most of which will be involved in only two percent of the games you play. Of course this is, I suppose, the inevitable downside of the broad and varied scope offered within the haunts.
Dave41fan wrote:
I cannot recommend enough implementing one of the counter organization files found in the Files section. It takes a lot of the fiddly stuff out of the way.
My group does fine with about 10 tiny plastic zipper bags from Mayday Games, give or take (http://maydaygames.com/zip-top-bags-68mm.html). I hate their card sleeves, but those baggies sort most of my games now, except for the rare behemoth that requires a Plano box like Arkham Horror. Use one tiny bag for each color baddie, one for the big baddies, and three for the black status chits (triangles, squares, pentagons). You'll find there's almost no fiddliness left to the game.
I think the only time we've encountered fiddliness anymore is a couple of random haunts that required us to find [specific monster color] chits #1-X and divvy them out among the players. But even that just took about a minute.