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== Game Overview ==
== 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.
This is a two-player game where each player takes a different role. One is the Witch and the other is the Hunter of the Witch. The Witch's goal is to perform a ritual so Mother Nature reclaims the colony of Roanoke. The Hunter's goal is to find the Witch and bring her to justice.  


=== Game Setup ===
Both players accomplish their goals by visiting villagers, playing tokens on them to gather power, and hindering the other player. Each role has the same basic core actions, but the game mechanics are a little different between them.
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 ===
== Objective ==
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.<br />
'''The Witch''' can win in two ways.  
The Hunter wins by Eliminating the true Witch or by Exonerating the other 8 villagers.


=== Game Turns ===
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
Players take turns as the active player. Witch goes first.
  <li>Performing the ritual. To do this, she must put her Action Pawn on the villager who represents her true identity '''and''' has 3 or more Favor tokens on it.</li>
  <li>The Hunter eliminates 3 innocent villagers.</li>
</ol>
 
'''The Hunter''' can win in two ways.
 
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>Eliminating the villager who represents the Witch's true identity</li>
  <li>Gathering all 8 villager cards (i.e., Eliminating all villagers who are not the Witch's true identity.)</li>
</ol>
 
== Game Turns ==
Each turn consists of 2 phases--Upkeep and Action.  


==== Upkeep Phase ====
==== Upkeep Phase ====
# Return your '''Action Pawns''' to your supply.
 
# Perform any "Start of Upkeep" effects on cards in play.
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
# Perform any obligatory (must) "during Upkeep" effects as well as any voluntary (may) "during Upkeep" effects in any order you wish.
  <li>'''Action Pawns''' are returned to your supply.</li>
# '''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.
  <li>Perform any "Start of Upkeep" effects on cards in play.</li>
# Perform any "at end of Upkeep" effects on cards in play.
  <li>Perform any "during Upkeep" effects on cards in play. Some use the keyword "must", which means they are required or are discarded. Some have the keyword "may", which means they are optional.</li>
# If you have more than 7 cards in your hand, discard down to 7.
  <li>'''HUNTER ONLY:''' Pay an amount of Influence for Allies in play. Discard any Ally not paid for.</li>
  <li>Perform any "End of Upkeep" effects on cards in play.</li>
  <li>Discard down to 7 cards.</li>
</ol>


==== Action Phase ====
==== 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.
Perform actions by placing an Action Pawn on the appropriate space. There are two main types.
 
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>'''Villager:''' Place an Action Pawn on a villager who does not already have an Action Pawn on it. (A Villager with no Action Pawn on it is considered "ready").</li>
  <ul class="bulletlist" style="padding-inline-start:40px;">
    <li>''Trigger Investigation Card'': If an Investigation card is present on your side of the board for the Villager, activate it.</li>
    <li>''Convert Secrets/Clues'' (optional)</li>
      <ul class="bulletlist" style="padding-inline-start:40px;">
        <li>Witch: You may convert 3 Secrets to 1 Favor. The Witch can do this only 2 times.</li>
        <li>Hunter: If the Villager has at least 3 Clues on it, you gain 1 Evidence. (Clues remain on the villager. They don't convert like the Witch's favors.)</li>
      </ul>
    <li>''Distribute Assets'': Place assets (Secret tokens for the Witch, Clue tokens for the Hunter) as indicated by the icon in the upper left of the Villager's text box. The color indicates which Villager group the player can assign assets to. The number of coins show how many can be distributed. More than one may be split between Villagers of the same color.</li>
    <li>''Use Villager Skill:'' These usually are either gain Influence, draw card(s), or play card(s). For the Witch, if the Villager has at least 2 Favor tokens, the skill may be used twice.</li>
    <li>''Familiar Action (Witch only):'' The Witch may use the effect of one Familiar card on her player board. The action may be augmented by Empowering the skill (paying an additional cost), as shown in the card's red section. Only 1 may be used per turn.</li>
  </ul>
  <li> '''Player Board:''' Place an Action Pawn on an action spots or ready location. Action spots can be used more than once.
</ol>


''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.''
==== Common Actions ====
Each player has access to any of the following actions.


'''(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.
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>'''Gain 2 Influence:''' Add 2 Influence. (Influence is like currency.)</li>
  <li>'''Draw 1 Card:''' Draw the top card of your deck.</li>
  <li>'''Play 1 Card:''' Play a card by paying its Influence cost. You may not play the card if you cannot pay its cost.</li>
  <li>'''Ready a Villager:''' Remove 1 Secret (if you are the Witch) or Clue (if you are the Hunter) from a Villager to remove the other player's Action Pawns from it.</li>
</ul>


'''(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.
==== Witch Specific Actions ====


<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>'''Consume Brew:''' If a Brew has the required number of Secret tokens on it, it may be Consumed as a free action.</li>
  <li>'''Perform Ritual:''' Place your Action Pawn on the Villager who is the true Witch. The Villager must have at least 3 Favors on it and be ready (no other Action Pawn on it).</li>
</ul>


===== Visiting a Villager =====
==== Hunter Specific Actions ====
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.
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
# 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.'''
  <li>'''Activate Location:''' Place a Hunter Action Pawn on any ready Location on your player board and execute its effect. Some Locations require a cost. You cannot perform this action if you cannot pay the cost.</li>
# 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.
  <li>'''Lift Enchantment:''' If at least one Enchantment is in play on the Enchantment board, you may place an Action Pawn on this spot. Pay the cost next to the action symbol on the Enchantment card, then discard the Enchantment. Slide any remaining Enchantments to the left.</li>
# 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.
  <li>'''Exonerate Villager:''' Place a Hunter Action Pawn on this spot. Pay 3 Evidence tokens to draw the top card of the Suspect Deck. Do not show the Witch. You win if you have all 8 Suspect cards.</li>
# 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).
  <li>'''Raid Villager:''' Place a Hunter Action Pawn on a ready Villager. Pay 3 Clues from Villagers of the same color to remove 1 Favor token OR all Secret tokens from that Villager. You cannot perform this action if there are less than 3 Clues on Villagers of that color.</li>
  <li>'''Eliminate Villager:''' Place a Hunter Action Pawn on this spot. The target Villager must be ready and have at least 3 Clue tokens. Also, every other living Villager must have at least 1 Clue token. When a Villager is Eliminated, the Witch must announce whether it was or was not her secret identity. If it was, the Hunter wins the game. If not, turn the Eliminated Villager face down and return all tokens on it to the supply. Also return all Clues from all Villagers to the supply. If the Hunter Eliminates 3 Villagers who were not the Witch, the Witch wins the game.</li>
</ul>


===== Common Board Actions =====
==== Cards ====
'''Gain 2 Influence:''' Add 2 Influence to your Influence disc.<br />
Cards can be played by visiting a Villager with a "Play" action, using the "Play" effect of another card, or using the common "Play a Card" action.
'''Draw 1 Card:''' Draw the top card of your deck.<br />
'''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 =====
'''Charms''' (Witch) and '''Events''' (Hunter) have a one-time effect. Discard the card after the effect is applied.  
'''Consume Brew:''' This is a free action.<br />
'''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 =====
All other types of cards have a lasting effect and are placed somewhere on a board. If no spot is available (because all are occupied), you must remove a card of the same type to make room. You cannot voluntarily remove a card of your origin to make room for another card. The card type is shown in the upper left corner. The cost (in Influence) is the number in the upper right of the card. '''Brews''' and '''Familiars''' are placed on the Witch's player board. '''Allies''' and '''Locations''' are placed on the Hunter player board.
'''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.<br />
'''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.<br />
'''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.<br />
'''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.<br />
'''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 ===
'''''Hunter 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.
'''Location:''' Played to one of the 3 Location spots on the upper half of the Hunter board. Place an Action Pawn on the card to trigger the Location's effect.


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.
'''Ally:''' Played to one of the 3 Ally spots on the lower half of the Hunter board. Allies cost Influence during the Upkeep phase. The Ally must be discarded if the Influence cannot be paid.


Brews and Familiars are placed on the Witch player board.<br />
'''Event:''' Get the ability to play a card through a Villager or an Action spot on your board. Pay the Influence cost, carry out the effect, and then discard the card.
Allies and Locations go on the Hunter player board.<br />
Enchantments are placed on the Enchantment board. <br />
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.
'''Investigation:''' Played on a Villager on the village board. If it affects the Witch (bird head/bird foot), place it on the Witch's side of the board. If it affects the Hunter, place it on the Hunter's side. A Villager can only have one Investigation card at a time.


The Influence Cost to play the card is shown by number in the upper right corner of the card.
'''''Witch Cards'''''


The Card Effect is shown in the lower half of the card.
'''Brew:''' Played to one of the 3 Brew spots on the upper half of the Witch board. Brews require Secrets to be added (shown in upper left under the icon), which are gained by visiting Villagers or playing cards. When a Brew has the required number of Secret tokens, it can be played any time as a free action, then discarded.


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.
'''Familiar:''' Played to one of the 3 Familiar spots on the lower half of the Witch board. Familiar effects can be activated with the placement of the Familiar Action Pawn. The power of the effects can be increased by paying its Empowered cost (noted on the card).


===== Hunter Cards =====
'''Enchantment:''' Played to the Enchantment board next to the Villager board. These are constant effects that help the Witch or hinder the Hunter. Once cast, they can only be removed by a Hunter action and cost payment. Enchantments cost 1 additional Influence for each other Enchantment in play. If there are already 3 Enchantments, one can be discarded to make space. Slide remaining Enchantments to the left.
'''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.<br />
'''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.<br />
'''Event:''' An unexpected and sudden change. Played and handled instantly and then discarded.<br />
'''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 =====
'''Charm:''' Get the ability to play a card through a Villager or an Action spot on your board. Pay the Influence cost, carry out the effect, and then discard the card.
'''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.<br />
'''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.<br />
'''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.<br />
'''Charm:''' Can manipulate the village board. Played and handled instantly.

Latest revision as of 21:13, 15 November 2025

Game Overview

This is a two-player game where each player takes a different role. One is the Witch and the other is the Hunter of the Witch. The Witch's goal is to perform a ritual so Mother Nature reclaims the colony of Roanoke. The Hunter's goal is to find the Witch and bring her to justice.

Both players accomplish their goals by visiting villagers, playing tokens on them to gather power, and hindering the other player. Each role has the same basic core actions, but the game mechanics are a little different between them.

Objective

The Witch can win in two ways.

  1. Performing the ritual. To do this, she must put her Action Pawn on the villager who represents her true identity and has 3 or more Favor tokens on it.
  2. The Hunter eliminates 3 innocent villagers.

The Hunter can win in two ways.

  1. Eliminating the villager who represents the Witch's true identity
  2. Gathering all 8 villager cards (i.e., Eliminating all villagers who are not the Witch's true identity.)

Game Turns

Each turn consists of 2 phases--Upkeep and Action.

Upkeep Phase

  1. Action Pawns are returned to your supply.
  2. Perform any "Start of Upkeep" effects on cards in play.
  3. Perform any "during Upkeep" effects on cards in play. Some use the keyword "must", which means they are required or are discarded. Some have the keyword "may", which means they are optional.
  4. HUNTER ONLY: Pay an amount of Influence for Allies in play. Discard any Ally not paid for.
  5. Perform any "End of Upkeep" effects on cards in play.
  6. Discard down to 7 cards.

Action Phase

Perform actions by placing an Action Pawn on the appropriate space. There are two main types.

  1. Villager: Place an Action Pawn on a villager who does not already have an Action Pawn on it. (A Villager with no Action Pawn on it is considered "ready").
    • Trigger Investigation Card: If an Investigation card is present on your side of the board for the Villager, activate it.
    • Convert Secrets/Clues (optional)
      • Witch: You may convert 3 Secrets to 1 Favor. The Witch can do this only 2 times.
      • Hunter: If the Villager has at least 3 Clues on it, you gain 1 Evidence. (Clues remain on the villager. They don't convert like the Witch's favors.)
    • Distribute Assets: Place assets (Secret tokens for the Witch, Clue tokens for the Hunter) as indicated by the icon in the upper left of the Villager's text box. The color indicates which Villager group the player can assign assets to. The number of coins show how many can be distributed. More than one may be split between Villagers of the same color.
    • Use Villager Skill: These usually are either gain Influence, draw card(s), or play card(s). For the Witch, if the Villager has at least 2 Favor tokens, the skill may be used twice.
    • Familiar Action (Witch only): The Witch may use the effect of one Familiar card on her player board. The action may be augmented by Empowering the skill (paying an additional cost), as shown in the card's red section. Only 1 may be used per turn.
  2. Player Board: Place an Action Pawn on an action spots or ready location. Action spots can be used more than once.

Common Actions

Each player has access to any of the following actions.

  • Gain 2 Influence: Add 2 Influence. (Influence is like currency.)
  • Draw 1 Card: Draw the top card of your deck.
  • Play 1 Card: Play a card by paying its Influence cost. You may not play the card if you cannot pay its cost.
  • Ready a Villager: Remove 1 Secret (if you are the Witch) or Clue (if you are the Hunter) from a Villager to remove the other player's Action Pawns from it.

Witch Specific Actions

  • Consume Brew: If a Brew has the required number of Secret tokens on it, it may be Consumed as a free action.
  • Perform Ritual: Place your Action Pawn on the Villager who is the true Witch. The Villager must have at least 3 Favors on it and be ready (no other Action Pawn on it).

Hunter Specific Actions

  • Activate Location: Place a Hunter Action Pawn on any ready Location on your player board and execute its effect. Some Locations require a cost. You cannot perform this action if you cannot pay the cost.
  • Lift Enchantment: If at least one Enchantment is in play on the Enchantment board, you may place an Action Pawn on this spot. Pay the cost next to the action symbol on the Enchantment card, then discard the Enchantment. Slide any remaining Enchantments to the left.
  • Exonerate Villager: Place a Hunter Action Pawn on this spot. Pay 3 Evidence tokens to draw the top card of the Suspect Deck. Do not show the Witch. You win if you have all 8 Suspect cards.
  • Raid Villager: Place a Hunter Action Pawn on a ready Villager. Pay 3 Clues from Villagers of the same color to remove 1 Favor token OR all Secret tokens from that Villager. You cannot perform this action if there are less than 3 Clues on Villagers of that color.
  • Eliminate Villager: Place a Hunter Action Pawn on this spot. The target Villager must be ready and have at least 3 Clue tokens. Also, every other living Villager must have at least 1 Clue token. When a Villager is Eliminated, the Witch must announce whether it was or was not her secret identity. If it was, the Hunter wins the game. If not, turn the Eliminated Villager face down and return all tokens on it to the supply. Also return all Clues from all Villagers to the supply. If the Hunter Eliminates 3 Villagers who were not the Witch, the Witch wins the game.

Cards

Cards can be played by visiting a Villager with a "Play" action, using the "Play" effect of another card, or using the common "Play a Card" action.

Charms (Witch) and Events (Hunter) have a one-time effect. Discard the card after the effect is applied.

All other types of cards have a lasting effect and are placed somewhere on a board. If no spot is available (because all are occupied), you must remove a card of the same type to make room. You cannot voluntarily remove a card of your origin to make room for another card. The card type is shown in the upper left corner. The cost (in Influence) is the number in the upper right of the card. Brews and Familiars are placed on the Witch's player board. Allies and Locations are placed on the Hunter player board.

Hunter Cards

Location: Played to one of the 3 Location spots on the upper half of the Hunter board. Place an Action Pawn on the card to trigger the Location's effect.

Ally: Played to one of the 3 Ally spots on the lower half of the Hunter board. Allies cost Influence during the Upkeep phase. The Ally must be discarded if the Influence cannot be paid.

Event: Get the ability to play a card through a Villager or an Action spot on your board. Pay the Influence cost, carry out the effect, and then discard the card.

Investigation: Played on a Villager on the village board. If it affects the Witch (bird head/bird foot), place it on the Witch's side of the board. If it affects the Hunter, place it on the Hunter's side. A Villager can only have one Investigation card at a time.

Witch Cards

Brew: Played to one of the 3 Brew spots on the upper half of the Witch board. Brews require Secrets to be added (shown in upper left under the icon), which are gained by visiting Villagers or playing cards. When a Brew has the required number of Secret tokens, it can be played any time as a free action, then discarded.

Familiar: Played to one of the 3 Familiar spots on the lower half of the Witch board. Familiar effects can be activated with the placement of the Familiar Action Pawn. The power of the effects can be increased by paying its Empowered cost (noted on the card).

Enchantment: Played to the Enchantment board next to the Villager board. These are constant effects that help the Witch or hinder the Hunter. Once cast, they can only be removed by a Hunter action and cost payment. Enchantments cost 1 additional Influence for each other Enchantment in play. If there are already 3 Enchantments, one can be discarded to make space. Slide remaining Enchantments to the left.

Charm: Get the ability to play a card through a Villager or an Action spot on your board. Pay the Influence cost, carry out the effect, and then discard the card.