Actually, we should play Betrayal at House on the Hill. Just played it and it fucking rules.
Really simple and easy to play so we won't be sitting on fifteen decks of cards and a fifty page rulebook to teach people. Released in 2004 but by the aesthetic I thought it was a TSR game from the AD&D era, old school as hell, total Lord of the Flies anarchy. Maybe I got an abnormal impression though, just cause of the unique situation we drew.
You play as a group of friends who go into a haunted house (built as you go by drawing room tiles whenever you enter unexplored territory) and quickly stop being friends. Rooms will either have an item, an event, or an omen. Items are items obviously, events can do various things, omens are usually items as well but occasionally other things. When you draw an omen the omen counter increases and then you roll your dice, trying to get over the omen counter. If you do nothing happens, but the first time somebody fails you take the room he was in and the omen he triggered and compare them to a chart to determine the game's Haunt.
Early on you're mostly trying to gather items and fill out the map, but once the Haunt is drawn all hell breaks loose. Apparently the typical result is one of the players goes crazy or betrays the group or becomes a werewolf or something, and then the rest of the group has some kind of goal to accomplish while the betrayer has to kill them. Ours was Airborne, where a giant bird picks up the house and carries it off to feed to its babies. There's no betrayer in that one, instead you have to find a parachute (by rolling in an omen room) and then reach one of the house's exits and do another roll to escape.
The catch: There were five players and only three parachutes.
Me (Purple), blue, and orange all got parachutes early on cause we were in Omen rooms when the Haunt struck, and then it turned into total anarchy as everyone starts beating the shit out of each other trying to steal the chutes. Eventually there were four of us in the entry hall while blue headed upstairs to look for a balcony instead. Red and white dogpiled on orange while my middle-of-the-road stat distribution made me an unattractive target for opportunistic specialists.
So while orange, red, and white are spending their turns punching each other and grabbing the parachute,
blue and I just left and jumped out. Eventually they turned to trying to kill each other instead of just stealing the parachute, since stealing doesn't do damage and they just ended up losing it again, and after two lucky misses orange got away. Ironically the two guys who knew how to play ended up losing, while us nubs got out.
Not exactly a standard match (there's 54 haunt cards and most of them involve a betrayer) but hella fun and quick to play, way quicker than the other betrayal games. BSG especially looks like a nightmare to learn.
Also Neonivek, there's your answer to that question about jacks of all trades. I won because none of my stats were low enough for the specialists to attack. The two strong dumb guys jumped on smart, weak orange (while orange attacked them on the knowledge end to steal it back) and I got away with my 4 in every stat.