Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Outwit an opponent as the hidden Witch or relentless Hunter in an asymmetric card duel of deduction, influence, and deception.
Core mechanisms
Key systems that shape the decisions players make.
Deck Construction
Build a deck before play by selecting cards under defined construction rules.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Action Points
Spend a limited allowance of points across several possible actions each turn.
Area Majority
Compete to have the strongest presence in areas that award control or points.
Deduction
Combine clues and exclusions to identify hidden information.
Turn Order: Claim Action
Determine or change the order in which players take their turns.
Read the full game description
Nine villagers stand under suspicion in the lost colony of Roanoke, and only the Witch knows which one hides their true identity. Place action pawns on villagers to draw cards, build influence, and trigger their abilities: the Witch advances a secret ritual with potions and enchantments, while the Hunter recruits allies, investigates suspects, and closes in. Distinct 50-card decks, sharp positional play, and optional deck construction make every duel a tense contest of information and misdirection.