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Gamehelppaganfateofroanoke
Game Overview
Two players take on the roles of Witch and Witch Hunter in this asymmetrical card game. The Witch collects secrets to perform a ritual so Mother Nature reclaims the colony. The Witch Hunter gathers allies to bring the Witch to justice.
Game Setup
Shuffle the nine Suspects. The Witch draws the top of the Suspect Deck and secretly looks at it to find out their true identity. Both players shuffle their decks and draw three cards to start. Set each Influence Disc to 2.
Winning The Game
The Witch wins by placing 3 or more Favor Tokens on the villager who represents their true identity and then using the Perform Ritual action. The Witch also wins if the Hunter eliminates 3 innocent villagers.
The Hunter wins by Eliminating the true Witch or by Exonerating the other 8 villagers.
Game Turns
Players take turns as the active player. Witch goes first.
Upkeep Phase
- Return your Action Pawns to your supply.
- Perform any "Start of Upkeep" effects on cards in play.
- Perform any obligatory (must) "during Upkeep" effects as well as any voluntary (may) "during Upkeep" effects in any order you wish.
- HUNTER ONLY: Pay Upkeep for your Allies in play, by paying Influence equal to total Upkeep of all Allies. Discard any Ally you don't pay for.
- Perform any "at end of Upkeep" effects on cards in play.
- If you have more than 7 cards in your hand, discard down to 7.
Action Phase
Perform 3 Actions by placing your Action Pawns, one at a time, on available action spots. There are two main types of actions: (A) Villager Action and (B) Player Board Action.
NOTE: In the first turn of the game the Witch only has 2 regular Action Pawns (bird foot icon) which they must use to visit villagers of the same Faction. In the second turn the Witch can use all 3 Action Pawns.
(A) Visit A Villager: Place an Action Pawn on a ready villager. A villager is only ready if they have no Action Pawns on them.
(B) Player Board Action: Place an Action Pawn on one of the action spots on your player board (same spot can be used more than once) or on a ready Location.
Visiting a Villager
Place an Action Pawn on a ready villager to distribute Secrets for the Witch or Clues for the Hunter and use the villager's skill.
- Trigger Investigation Card if present on your side of the visited villager.
- Convert Secrets (Witch) or Gain Evidence Tokens (Hunter). If you have 3 or more Secrets on the visited villager, you may convert 3 Secrets to 1 Favor up to 2 times. If the villager has at least 3 Clues on it, you gain exactly 1 Evidence. Important: Clues remain on the villager.
- Distribute Assets equal to the value shown on the visited villager, to villagers matching the color shown. The Assets are Clues (Hunter) or Secrets (Witch). If you distribute more than 1 token, you may split them between legal targets as you wish. Brews count as targets for the Witch.
- Use Villager Skill. These are usually to gain Influence, draw card(s) or play card(s). Witch: If villager has at least 2 Favors on it, you may use the villager skill one additional time.
- Familiar Action (Witch). The Witch has 2 regular (bird foot icon) and 1 Familiar (bird head icon) Action Pawns. The Familiar Action Pawn works like the other except that the action may be augmented by a Familiar. You may select one Familiar in play and use its effect to augment the action. You may only use one Familiar during your turn. You may use the Empowered version of the Familiar by paying the resources listed (in the red section).
Common Board Actions
Gain 2 Influence: Add 2 Influence to your Influence disc.
Draw 1 Card: Draw the top card of your deck.
Play 1 Card: Play a card by paying its Influence cost from your Influence Wheel. If you don't have adequate Influence, you may not play the card.
Witch Board Actions
Consume Brew: This is a free action.
Perform Ritual: Place an Action Pawn on a ready villager who is the true Witch has at least 3 Favors on it. You win the game.
Hunter Board Actions
Activate Location: You may activate any ready Location on your player board with an Action Pawn. Some Locations require you play a cost for activation to take effect. If you cannot pay, you may not perform the action.
Lift Enchantment: If Enchantments are in play on the Enchantment board, you may place an Action Pawn on this spot and pay the cost listed next to the action symbol on the Enchantment card. Then discard the Enchantment and slide any remaining Enchantments to the left if possible.
Exonerate Villager: Place Action Pawn and pay 3 Evidence to draw top card of the Suspect Deck. Keep the card secret from the Witch. You win if you have Exonerated all 8 Suspect Cards.
Raid Villager: Place an Action Pawn on a ready villager and pay 3 Clues from villagers of the same color as that villager to remove 1 Favor OR all Secrets from that villager. If you don't have at least 3 Clues on like-colored villagers, you may not perform this action.
Eliminate Villager: Place an Action Pawn on this spot to eliminate a ready villager. The target villager must have at least 3 Clues on it and every other living villager must have at least 1 Clue on them. When a villager is Eliminated, the Witch must announce if it was the true Witch. If it was the Witch, the Hunter wins the game. If the villager was innocent, turn the Eliminated village face down and return all tokens on it and well as all Clues from all villagers to the supply. If 3 innocent villages have been Eliminated, the Witch wins the game.
Cards
You may play cards by visiting a villager with a "play" action or by using a "play" effect of another card or board item.
Cards with a one-time effect (ie: Charms or Events) apply the card effect immediately and then are placed in your discard pile.
When you play a card with a lasting effect, place it on an appropriate spot on your player board. If the spots are full, you must remove a card of the same type to make room for the new card. You cannot voluntarily remove a card of your origin to make room for another card.
Brews and Familiars are placed on the Witch player board.
Allies and Locations go on the Hunter player board.
Enchantments are placed on the Enchantment board.
Investigations are placed on the village board.
The card type (Ally, Event, Investigation, Location, Brew, Charm, Enchantment, Familiar) is shown by the icon in the upper left corner.
The Influence Cost to play the card is shown by number in the upper right corner of the card.
The Card Effect is shown in the lower half of the card.
There are 3 blue, 3 red and 3 green villagers. A villager is either ready, occupied by an Action Pawn (and thus blocked) or eliminated. The Suspect Deck corresponds to each villager on the village board.
Hunter Cards
Ally: Played to one of the 3 Ally spots on the Hunter board. Assists you while they are alive. Costs Influence every turn. If you cannot afford to pay each turn, you must discard the Ally.
Location: Played to one of the 3 Location spots on the Hunter board. Offers a new Action spot. Place an Action Pawn to trigger the Location's effect.
Event: An unexpected and sudden change. Played and handled instantly and then discarded.
Investigation: Place it on the a target villager on the village board. If it affects the Witch (bird head or foot icon), place it on the Witch's side of the board. There can only be on Investigation on any given villager at a time.
Witch Cards
Brew: Played to one of the 3 Brew spots on the Witch board. Brews require a number of Secrets added to them (shown in upper left under the icon). Brews can be saved for opportune moments and are discarded once the Brew has been used.
Familiar: Played to one of the 3 Familiar spots on the Witch board. Can help you activate powerful effects. Can be further Empowered by discarding a certain amount of hand cards or Influence.
Enchantment: Powerful effects that help the Witch or hinder the Hunter. Once cast can only be removed by Hunter action and paying cost shown on middle right of card. Play Enchantment on the leftmost space of Enchantment board. Enchantments cost 1 additional Influence for each other Enchantment in play. If there are already 3 Enchantments, you can discard one to make space for the new Enchantment. Slide remaining Enchantments to the left if possible.
Charm: Can manipulate the village board. Played and handled instantly.