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Witchcraft!
20m - 40m
Solo Play
Ages 0+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Horror
26.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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jlove_nz
Like a lot of 1 player only games, the mechanics of Witchcraft! are designed to push the gamer to choose what to lose vs what to keep each round - making hard decisions to find a path through a lot of bad stuff to meet the win condition. Randomness e.g. through dice rolls (in One Deck Galaxy & Pulp Detective/Pulp Invasion) and random card draws (e.g in Witchcraft! and Set a Watch) make these games individual for each playthrough. Often challenge difficult increases throughout the game. Witchcraft! has three tiers of challenges. One Deck Galaxy (for example) has tiered alien race cards that need to be bet. Player power often increases to help in overcoming more difficult challenges. In Witchcraft you're effectively deckbuilding by aggressively curating your deck in the early game, allowing you to handle late game challenges. In these games, often you need to take damage (in witchcraft it is losing witches, and villagers, and taking curse cards, and losing challenges) carefully to get to a win condition just before you lose. Witchcraft! is a lovely production, and the gameplay loop is interesting, offers difficult decisions which feel meaningful, and doesn't outstay it's welcome. It is a punchy game. The deckbuilding in the way Witchcraft! does it is not a solo mechanic I've seen done before. It works well, and I like it. Thematically the game is very good, and offers an engaging gameplay experience. There are different degrees of winning, which means that outside a complete loss there is the sense of progression as you get better at the game. I have two con's. The first is that familiars seem to be extremely rare, and there are witches that play off them, making those witches much less valuable than other witches. The second con (for me) is that the randomness of the game is pretty in-your-face, and the pretty wild swings in challenge difficulty leads often to frustration rather than fun. Overall, I've written a lot about this game because I think it is a really good solo game, however I would still consider, for my personal taste, Set a Watch to be marginally more fun.
Alfdis
Improved version of Resist! with a more interesting theme and nice additions to the gameplay. Essen 2023 loot.
Cinodon
It gets provisionally a 7/10. I need more plays to write a proper review. So far the game is interesting, but I am afraid that it could quickly become a routine of comparing numbers.