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Enter a brand-new world of witches and demons. In Approaching Dawn: The Witching Hour, players are coven members who are blood bound, meaning that what one witch does affects another member of the coven. Black magic begets corruption, which is given to other members; conversely, White magic can heal your own corruption. But both types of magic are used to bind and banish the demons, imps, fey, possessed animals, and warlocks entering our world.
Each witch starts with spells that they know, but throughout the game can gain corruption to learn new spells and get familiars and artifacts. But how they choose to use these new cards each hour — whether as Black or White magic — will determine the successful completion of the scene (mission).
In this cooperative card game, each scene (mission) determines the goal of the game. If the scenes are played in order, they form a story arc, but you can play any scene in any order.
—description from the publisher
Ages | 12+ |
---|---|
Players | 2 Players, 3 Players, 4 Players, 5 Players, 6 Players |
Play Time | 120m – 120m |
Designer | Kenneth C. Shannon, III |
Mechanics | Cooperative Game |
Theme | Card Game, Fantasy |
Publisher | WizKids |
Pozman
It's clearly not that easy to win this game (we lost big time during our first game on easy :s), but still there was no click with this game. The rules are hard to master (but however after you now what every different term means, they are not ambigious) and there is a lot of upkeep/administration during the game as the corruptions and sigals you chose have to go on the board of your left neighbour.
Jerrymadapaka
One of the most interesting games. I just hope the rulebook was a bit easier to understand with more examples.
fullhouse751
White and black magic mechanic. Uses the “don’t talk” mechanism to make the game more challenging, but you can talk generally about what you want to do. Somewhat of a deck builder where you have to cast spells to kill demons that get assigned to you.