Thought it might be nice to list available board games that can still be purchased that are great and thematic for October. I'll kick off the list. Some descriptions taken or revised from Boardgamegeek.com.
- Betrayal Legacy (players 3-5, age 12+, 45-90 minutes): marries the concept of Betrayal at House on the Hill — exploring a haunted mansion — with the permanency and multi-game storytelling exhibited by Daviau's Risk Legacy and other legacy games that followed. Betrayal Legacy consists 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...
As with other Betrayal titles, the game is narratively-driven, with elements that record the history of your specific games. The tools mentioned earlier, for example, become attached to specific families. This isn't just a bucket; it's my bucket, the one my grandpappy used to feed his family's pigs when he was a boy, and while you can certainly use that bucket, I know how to wield it best from the time he spent teaching me how to slop. Yes, it's an heirloom bucket, and when kept in the family, I get a bonus for using it. After playing the 13 episodes, you have way more haunts than were in the structured game still to explore and your own customized game!
- Betrayal at House on the Hill (players 3-6, age 12+, 60 minutes): As above, but not episodic/customized and no heirlooms. Layout of house is different every time as you build it as you explore and 50 possible Haunts can be triggered, many where one of you is revealed to be a traitor working against the others. Think of the game as the ultimate scary (or campy) movie story generator! Widow's Walk expansion adds 50 more haunts for a total of 100 possible every time you play! Be aware, many in the expansion might drift from the classic horror movie narrative as were written by many different people.
- Horrified (1-5 players, age 10+, 60 minutes): The stakes have been raised. Imagine living in a place so wretched that it's not plagued by one, two, or even three monsters — but seven of the most horrifying fiends! In this game, you'll come face to face with them all as you work together to rid the town of the maniacal or misunderstood creatures…before it's too late.
Horrified includes high-quality sculpted miniatures (Frankenstein, The Bride of Frankenstein, The Wolf Man, Dracula, The Mummy, The Invisible Man, Creature from the Black Lagoon). Its innovative, easy-to-learn, cooperative gameplay has players working together against the monsters with varying levels of difficulty. Just as each monster is unique, they require different strategies and tactics to be defeated.
- Fury of Dracula fourth edition (2-5 players, 14+, 120-180 minutes): This is a hidden movement game where the vampire hunters are trying to locate and kill Dracula as he moves across Europe. Rounds are broken into day and night, with hunters taking actions during both, while Dracula can act only at night. Combat is streamlined and decisive, and rumor tokens allow Dracula to mislead hunters and extend the terrible reach of his influence. Count Dracula triumphs if he advances his influence track to thirteen; if the hunters can defeat him before then, they save the continent of Europe and win the game.
- One Night Ultimate Werewolf (3-10 players, age 8+, 10 minutes): No moderator, no elimination, ten-minute games. A fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!
Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.
This game can be combined with One Night Ultimate Werewolf Daybreak.
- Mansions of Madness Second Edition (1-5 players, age 14+, 120-180 minutes): A fully co-operative, app-driven board game of horror and mystery that takes place in the same universe as Eldritch Horror and Elder Sign. Let the immersive app guide you through the veiled streets of Innsmouth and the haunted corridors of Arkham's cursed mansions as you search for answers and respite. Eight brave investigators stand ready to confront four scenarios of fear and mystery, collecting weapons, tools, and information, solving complex puzzles, and fighting monsters, insanity, and death. Open the door and step inside these hair-raising Mansions of Madness: Second Edition. It will take more than just survival to conquer the evils terrorizing this town. Numerous expansions add new locations, investigators, monsters, and mysteries.
- Disney Hocus Pocus: The Game (2-6 players, age 8+, 30 minutes): Based on the 1993 movie "Hocus Pocus", players must work together to ruin the Sanderson Witches’ potion three times before the sun rises. Players hold a hand of ingredients of different types and colors and attempt to match all ingredient types or colors in the cauldron.
Each turn, players ask a question about other players’ hands, referring to the ingredient type or color (but not both). (For example, “Who has blue ingredients?” or “Who has newt saliva?”) They then play a card from their hand into the cauldron and draw back up to three cards, ending their turn.
Some ingredient cards have Binx the cat or a spell book on them. When an ingredient with Binx is played into the cauldron, the active player puts the Binx mover in front of any player. That player then lays their cards down so everyone can see them and keeps them there until Binx is moved. If a spell book is played, the active player draws a card from the Spell deck and resolves the card. Spells generally do something to ruin players’ plans.
If you have cards showing all of one color or all of one object in the cauldron, then you've stunned one of the witches — and you need to stun the witches three times before time runs out! When stunned, a witch cannot cast spells from the deck.
Players also have four “Tricks” to use based on scenes from the movie; each Trick can be used once per game. For example, "Burning Rain of Death" allows you to discard three potion ingredients and draw three new potion ingredients.
- Eldritch Horror (1-8 players, age 14+, 120-240 minutes):
Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldy mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction?
Eldritch Horror is a co-operative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One – that is, an elder being intent on destroying our world. Numerous expansions available.
- Mysterium (2-7 players, age 10+, 42 minutes): In the 1920s, Mr. MacDowell, a gifted astrologer, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to make contact with the ghost and investigate any clues that it can provide to unlock an old mystery.
Unable to talk, the amnesiac ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit. Expansions add new visions, suspects, places, and murder weapons. Co-operative with one person taking the ghost role.