Curses & Covens (Pre-Order Deposit Required) Pre-order by: 14/02/2025

R250.00

Available on backorder

SKU: GGP024-1 Categories: , , Tags: ,

Description

Pre-Order Notice

Pre-order by:
14/02/2025

Estimate RRP:
R499.99

PLEASE NOTE:

A pre-order deposit of 50% of the estimated retail price will be asked at check out to book your pre-order, with the balance being invoiced manually once final pricing comes in when it arrives in stock.

The estimated retail price is equivalent to the MSRP of the pre-order product. Pre-order shipping fee will also be applied at checkout. Balance to be paid before items are shipped to customers. Total deposit will be applied to balance invoice (Including the shipping amount), and shipping will then be allocated again.

Estimated waiting time for pre-orders to come into stock is normally between 6 to 12 weeks after pre-orders close*.

*Our suppliers use pre-orders to gauge interest in certain product lines, but as they have their own ordering schedules to make shipping as cost effective as possible, this will sometimes lead to products only being procured from the wholesale distributors months after pre-orders close when they have enough to ship in bulk. This can lead to longer wait times on some pre-orders.

Curses & Covens is an all vs one game where one player takes on the role as the witch hunter, while all other players are towns trying to protect the friendly witches! The aim of the witch hunter is to capture 5 witches, while the towns want to form a coven of three witches of the same suit in one player’s hand to win.

The game plays through four main phases.

Census, where all the towns’ cards are revealed. These will be a mix of witches, innocent villagers, rituals or a fake witch (scarecrow). Players win if they have 3 cards of 1 witch suit in 1 player’s hand, or may cast a spell on the witch hunter if they have 2 witches in hand. Then they discuss their plans for the round, but with the witch hunter listening!

Arrival, where the witch hunter observes then deals 1 new card to each town player. The witch hunter now knows what everyone has in hand, but the players get new information which they cannot communicate to their team.

Travel, where town players consider the new card they’ve received, then each give or request a hidden card to or from other town players. They may also protect or later access a key card by swapping it into the woods, safe from the witch hunter. The witch hunter observes the cards moving, but not exactly what goes where.

Hunt, where the witch hunter picks 2 cards in total from the towns, trying to capture witches while avoiding innocent villagers, dangerous ritual cards, or the fake witch which frees previously captured witches.

These repeat until one side has won.

The town players need to communicate carefully to consider their options, how to manage risks and protect key cards, and understand when to make decisive moves, all while the witch hunter listens. Both roles require players to weigh up probabilities and consider previously discussed plans against new imperatives that might signal necessary changes in strategy as the round progresses.

Board Game Geek Link

Additional information

Age Group

8+

Difficulty

2/5

Number of players

4-6

Playing Time

5–20 Min

Game Category

Bluffing, Card Game

Mechanisms

Hand Management, Push Your Luck, Team-Based Game