Curses & Covens PBF #1

Up to six players. Rules are on BGG and Roger’s Rules. Please sign up below and say whether you’d be willing to play the witch hunter.

Happy to witch or hunt

Likewise, happy to witch or hunt.

Happy to play, either role

I’ll throw my hat in the ring. Witch’s or otherwise.

That’s the minimum player count. Room for two more.

I’ll go Rita go

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By which I mean: I’ll give it a go. Happy for either role.

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Right, five players it is.

Randomised table order:

There will be PMs in a moment.

Witch hunter: you know what is hidden in the woods
Townsfolk players: you have a hand of two cards.

All spell tiles are face up:

leaf + heart = Nature
Perform the Travel phase twice.

crystal + leaf = Passage
This Travel phase, Town players may give more than 1 card.

heart + crystal = Growth
Perform the Arrival phase twice.

Turn 1

Census Phase

All town players reveal their hands.

RossM
Townsfolk 4
Ritual 1

Lordof1
Townsfolk 1
Fake Witch

DJCT
Townsfolk 10
Townsfolk 5

COMaestro
Townsfolk 13
Townsfolk 8

No town player has the witches to cast a spell.

Town players may communicate freely about what they’re going to do, but the Witch Hunter is listening. This stage ends when you collectively designate a first town player for this round.

I see no witches and I have no plan, but I have the fakery fakey witcheroo that the witch Hunter probs wants to get out of the way sooner rather than later… or do we get it back once it’s done its stuff?

OK ultra-quick summary of a round, ignoring setup:

  • Census phase (where we are now)
    • every Town player with no cards gets one from the deck
    • all Town players reveal cards (and may win)
    • Town players with the right witches may cast spells
    • Town players discuss
  • Arrival phase
    • In rotation, Witch Hunter draws a card from the deck, looks at it, and gives it to a player. (If they have a Ritual, they draw all cards and give them out as they see fit.)
  • Travel phase
    • Starting from the designated first player, each town player may do one of these things, without ever leaving anyone without any cards:
      • Give a card face down to another town player
      • Ask another town player for a card, which they give you
      • Swap a card from your hand with the card hidden in the woods.
  • Hunt phase
    • Witch Hunter picks one town player and reveals one random card.
      • Townsfolk: give the card to a different town player
      • Witch: captured, that town player discards their cards, hunter may win
      • Ritual: two Rituals and the town players win
      • Fake witch: counts as a captured witch, but all previously captured witches go to the bottom of the deck
    • Then the Witch Hunter deos this a second time.
  • Used spell tiles flip.

I see witches everywhere, including in the form of scarecrows. After all, they do float on water even when their appendages are bound, a sure sign of witchcraft.

Luckily my delusions are so strong that apparently I’m content to count this as one of the five witches that I’ve set out to capture?!

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So I guess we want to try to keep the fake witch for now, which means we will have to do a complex switch and/or put her in the woods?

(Moderator note: I think the ideal time for the Fake WItch to be caught is when four real witches have already been caught. It’s a once per game effect.)

So I could put a villager in the forest and you could swap it for the fake witch?

Nifty moderator colour! Yes, as long as you come before DJCT in the turn order, i.e. you or COMaestro gets the Hat, which is what you’re deciding now.

Yes that makes sense to me. I’m the one with the fake witch so I’ll pop her in the woods when it gets going.

At the moment, it may be worthwhile to at least put a known quantity into the woods, say the Fake Witch where it will be safe. Since don’t know what is currently in there, let’s just assume it’s a real witch.

I like Ross’ idea of putting a villager there, and then Lordof1 can swap the Fake Witch for it, meaning Lordof1 will have at least two villagers in hand. Just have to worry that the initial player who put the villager in will have a witch and then get another from the Hunter. Guess the remaining players can either pass them a card to bloat their hand a bit, or request a card to pass witches around.

Why don’t we have Ross go first, so he can do the initial villager into the woods swap?

Do we choose the first player every round?