The settlement of Roanoke in colonial America, 1587. Troubling rumors are creeping through Roanoke, whispers about dark charms are heard here and there, and a black ritual is feared. It seems a Witch has appeared in the settlement. However, there...
is good news - a Witch Hunter has been summoned to the town. He is to conduct a challenging investigation to find among the 9 suspected residents the one who wishes to destroy Roanoke.
“Roanoke. Witch Hunt” is a dueling asymmetrical card game in which one player takes on the role of the witch and the other the witch hunter. The witch's goal is to completely subjugate one of the residents and perform a magical ritual to return the land seized by the settlers to Mother Nature. The hunter's goal is, with the support of local residents, to exonerate the innocent and deliver justice upon the witch before her scheme comes to fruition. The witch also wins if the hunter executes 3 innocent residents.
The hunter has nine residents under suspicion, and only the player controlling the witch knows who she hides behind. Each turn, players interact with the residents of the settlement to accumulate influence, spread rumors, gain and play cards to achieve their goals. Additionally, the witch can brew powerful potions, use her servant, cast charms and spells, while the hunter can enlist allies, occupy strategically important locations, and ruthlessly interrogate the residents of the settlement. What will prove to be more effective, you will find out in the struggle for the fate of the town of Roanoke!
Game process:
Players choose roles, take corresponding boards, action tokens, influence discs, and decks of their character's cards. A settlement board is assembled on the table, where resident cards are placed. Next to it, the charm board is placed. 9 suspect cards, corresponding to residents on the settlement board, are shuffled and placed face down. The witch takes the top card without showing it to the hunter. This suspect designates the true face of the witch until the end of the game.
The witch and the hunter take actions, trying to achieve their personal goals. The witch will win if she places 3 or more submission tokens on the resident behind whose guise she is hiding, and then performs the action “conduct a ritual.” The witch can also win if the hunter executes 3 innocent residents. The hunter will win if he executes the resident behind whose guise the witch is hiding or exonerates 8 innocent residents.
Starting with the witch, players take turns, passing the turn after placing all available action tokens. Each turn consists of two successive phases:
- rest phase, when players return their action tokens to their personal supply and, if necessary, apply the effects of cards and/or pay their costs.
- action phase, during which players sequentially perform 3 actions using their available action tokens. The effects of actions allow players to accumulate resources, interact with residents, create difficulties for their opponent, weaken his advantages, and move closer to accomplishing their personal goal.
The game immediately ends when one of the players has fulfilled their character's goal.
Included:
— Settlement boards;
— Charm board;
— Hunter board;
— Witch board;
— 50 hunter cards;
— 50 witch cards;
— 9 resident cards;
— 9 suspect cards;
— 3 reminders of residents' abilities;
— 30 evidence tokens;
— 9 proof tokens;
— 3 hunter action tokens;
— 30 secret tokens;
— 20 submission tokens;
— 3 witch and servant action tokens;
— 2 influence discs;
— 2 player reminders;
— 2 scenario cards;
— game rules.
Number of players: 2
Game time: from 60 minutes
Author: Каспер Кьер Кристиансен, Коре Вернер Сторгор
Brand: Эврикус
Age restrictions: 14+
ISBN: 4630082492163
Size: 260х260х45 mm
Weight: 1000 g
ID: 1729828
from € 38.94