Sorcellerie! (French)
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106 boul. René-Lévesque Ouest, Quebec City
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INFORMATIONS
| Designer : | Trevor Benjamin, Roger Tankersley, David Thompson |
| Artist : | Albert Monteys |
| Publisher : | Nuts! Publishing |
| Number of players: | 1 |
| Age : | 10 years and + |
| Playing Time : | 20 to 40 minutes |
| More Info : |
Boardgamegeek (English) |
DESCRIPTION
In this solo game, mechanically close to resistance!, You embody witches during the historic period of Salem.
You will face a double threat: you will have to unleash your powers to repel the occult powers that decimate the village, and you will also have to defend yourself during a trial, facing the people ignorant that you protect, but who is afraid.
Good luck to come out unscathed.
HISTORY
The midnight bell rings in the streets of Wildegrens while the villagers close their windows to escape the darkness. Something moves in the night, in the forest, through the fields, on the old battlefield.
The isolated village is in danger. The harvests are bad, the animals die and the villagers disappear. Residents are afraid. Some women defend themselves, but the villagers suspect that they treat with the devil in person. Behind the old school, a shadow spans the city's well. A weak light reveals two witches that make a head sign, turn off their lantern and go to dark woods.
MECHANICAL
Lead a group of witches in their fight against evils threatening Wildegrens. During a series of towers, you will undertake increasingly difficult missions. If you succeed, you will get the level of persuasion you will need to convince the village that magic can be a force of good.
If you fail, you may lose the game. At the end of each round, you must choose either to try another mission or to go to the trial, hoping that your persuasion on the jurors will be sufficient
A part is made up of a series of towers. Each round is divided into 6 phases. Perform each phase in the order indicated below:
- Play witches
- Chose a mission
- Play the remaining witches
- Resolve the mission
- Trial
- Recovery
The part continues until you go to the trial or set out the defeat conditions:
- You fail at 2 missions.
- The total number of villagers on the cards in the pile of lost souls is 5 or more.
- You must undergo a curse when the curses are empty.
- You draw a new hand without a witch during the recovery phase.
- A card effect tells you that you have lost.
Will the Moon testify to your fall or the victory of witches over the evil forces that base on your home?
Spoiler: it will probably be more often witness to your fall.