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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 |
captainraffi
It's got a few really interesting twists on co-op and deck building that I really enjoy. Full review [url=https://boardgamegeek.com/thread/1867266/fight-darkness-your-friends-just-beware-hurting-th]here on BGG[/url]
El-ahrairah
Played once. My opinion is mixed on this one -- on one hand, the card flipping mechanic is interesting, and choosing whether to help yourself and hurt your fellow players or help heal yourself and do less is interesting. On the other hand, I wish there was more deckbuilding, and the game seems a little long.
GundarcD20
I got to sit and play a game with Ken (the designer) at Dice Tower Convention. Everything was great, the artwork, the component quality, the flavor text. All the stuff we've been spoiled and come to expect from a quality game and publisher! The gameplay though! That's what we really care about right?! Let me start by saying that Ken foiled my attempts to complete my secret objective at every turn while flaunting his own! I still wanted to make him sit for another round after we lost on our first playthrough! Even around the daggers me eyes were shooting at him, I could see the great game that this was. All the witches and their tropes were humorous and well thought out adding to the immersion rather than being an add-on. The difficulty was great for a co-op game, as no one (or at least not me) wants to stroll through without any effort, I want to earn my victory! The dual sided cards added strategy and variability, while the periods of communication and silence made you really work to try to enact it! The unique abilities were fun and useful without making it seem like we needed this witch to be played every time, so in other words - well balanced. Well done!