On the Matter of Breaking Curses, Hexes, and Other Maledictions

2027 · Real-time

On the Matter of Breaking Curses, Hexes, and Other Maledictions

Players work together to break a curse by counting in turn, replacing certain numbers with specified words or gestures. Each round adds instructions for the count; three mistakes cause the ritual to fail. Ten chapters introduce increasingly difficult maledictions.

Players
3–10 best 10
Age
8+
Party GamePattern RecognitionReal-Time

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Game facts (players, playing time, age, credits) from BoardGameGeek.