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Pagan: The Fate of Roanoke

Description

 

Pagan: The Fate of Roanoke is an expandable and asymmetrical card game with one player taking on the role of the Witch and the other the Witch Hunter. The Witch attempts to carry out a ritual before being exposed and eliminated by the Witch Hunter.

As the Witch strives to complete a ritual, the Hunter tries to track the Witch down and find out its true identity. Both players access variable card decks with 50 cards each and use different resources to defeat the other side. Many tactics and strategies are possible and necessary to survive in this fight between the two powers. Embedded in the dark graphics of illustrator Maren Gutt, the fictional story of the lost colony of Roanoke comes to life.

Nine villagers are under suspicion and only the Witch knows who the real witch is. Each turn, the two players use their action pawns on active villagers to draw cards, play cards, and gain influence. Moreover, the Witch can brew powerful potions, improve their familiar, and cast enchantments and charms. Meanwhile, the Hunter will be enlisting allies, claiming strategic locations, and ruthlessly investigating the villagers.

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$44.95$38.21

    • Free Shipping over $99 (Contiguous US)
    • Same Day Shipping if Purchased Before 12:00 PM (MT)
    • Shipped today? Order within: Nov 17, 2024 12:00:00 -0700

    Description

     

    Pagan: The Fate of Roanoke is an expandable and asymmetrical card game with one player taking on the role of the Witch and the other the Witch Hunter. The Witch attempts to carry out a ritual before being exposed and eliminated by the Witch Hunter.

    As the Witch strives to complete a ritual, the Hunter tries to track the Witch down and find out its true identity. Both players access variable card decks with 50 cards each and use different resources to defeat the other side. Many tactics and strategies are possible and necessary to survive in this fight between the two powers. Embedded in the dark graphics of illustrator Maren Gutt, the fictional story of the lost colony of Roanoke comes to life.

    Nine villagers are under suspicion and only the Witch knows who the real witch is. Each turn, the two players use their action pawns on active villagers to draw cards, play cards, and gain influence. Moreover, the Witch can brew powerful potions, improve their familiar, and cast enchantments and charms. Meanwhile, the Hunter will be enlisting allies, claiming strategic locations, and ruthlessly investigating the villagers.

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