
2022 · Fantasie
Pagan: Fate of Roanoke
An asymmetrical deduction card game set in colonial America where a witch and a witch hunter vie over the fate of a small settlement. Players take distinct roles with separate fifty-card decks: the witch brews potions, upgrades a familiar, and casts enchantments to gather secrets toward a ritual, while the hunter recruits allies, secures locations, and interrogates villagers to uncover the witch’s identity among nine suspects. Each turn players place action pawns on active villagers to draw and play cards, gain influence, and advance their agendas until the witch completes the ritual or the hunter exposes her.
- Spelers
- 2
- Speeltijd
- 30–60 min
- Leeftijd
- 12+
- Complexiteit
- 3 / 5
Over het spel
- Illustraties
- Uitgever
Uitbreidingen
Bekijk ze in LudoyaFoto's van Ludoya-tafels
Alle foto's in LudoyaWaar te koop
Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.
Aan de tafels van Ludoya
Alle statistieken in Ludoya- 330
- Vastgelegde speelsessies
- 280
- Spelers
- 1h 20m
- Gemiddeld potje
- 184
- In collecties
- 22
- Op verlanglijsten
- 2
- Voorbesteld
8,1/10
uit 55 Ludoya-recensies
Garfield10,0 #45 Matte im Dachstock A really entertaining asymmetric 2 player game. I played the witch and I felt the pressure to do the ritual because the hunter is gaining speed. [c] Theme: ★★★★★ <!-- size 7]Very strong --> Gameplay: ★★★★☆ <!-- size 7]Very good amount of choices --> Interaction: ★★★★★ <!-- size 7]Tense 2 player game --> Artwork: ★★★★☆ <!-- size 7]Very nice --> Luck: ★★★☆☆ <!-- size 7]Random card drawing, lucky shot of the hunter? --> Strategy: ★★★☆☆ <!-- size 7]Some possibilities --> Components: ★★★★★ <!-- size 7]Perfect with Kickstarter stuff --> Play duration: ★★★☆☆ <!-- size 7]Good --> Easy to teach: ★★★☆☆ <!-- size 7]Ok (25min) --> Rules quality: <!-- size 7]not read --> Setup time: ★★★☆☆ <!-- size 7]Fast --> No downtime: ★★★★★ <!-- size 7]Almost no downtime --> Replay value: ★★★★☆ <!-- size 7]2 roles, adapt your strategy --> [/c]
beqs the 1st7,5 A fun asymmetrical 2 player game. One player has a social deduction and the other one a bluffing game. Works out really well. Can be a bit tedious.
Regelvragen
Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.
When I Visit a villager, how do Favors, Clues, and Secrets convert or give effects?
When you Visit a villager the Witch converts 3 SECRETS into 1 FAVOR (maximum 2 Favors on a villager), while the Hunter gains 1 EVIDENCE if the villager has ≥3 CLUES; assets from the visit are placed as instructed by the card. (page 18)
Can I remove my own Secrets or Clues when I Ready a villager?
No — Ready a Villager clears action pawns and removes a Secret or Clue, but you cannot remove a Secret/Clue that you yourself placed. (page 20)
How do Enchantments work and how can the Hunter lift them?
Enchantments are played to give extra INFLUENCE and remain until removed; the Hunter can Lift an Enchantment by paying its cost, discarding it, and sliding it off as a removal action. (pages 15, 22)
What exactly does the Witch need to do to win with the Ritual?
To win by Ritual the Witch must Perform Ritual on the true witch token by placing a pawn on a villager with 3 Favors (the Ritual action wins immediately); alternatively the Witch also wins if a third innocent villager is killed. (pages 21, 26)
What's the difference between Exonerate, Raid, and Eliminate for the Hunter, and when can I use each?
Exonerate lets the Hunter pay 3 EVIDENCE to draw a Suspect, Raid costs 3 of the same CLUE to remove a Favor or Secret from a villager, and Eliminate requires targeting a villager with 3 CLUES (other players must have ≥1 CLUE) to kill them — each is performed using the Hunter's actions and paying the listed costs. (pages 22–23)
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