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Curses & Covens

Game ID: GID0452296
Game Info
Year
2023
Players
4-6
Age
8+
Playtime
15 min
Complexity
1.6/5
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

All-vs-one bluffing game where towns work together to hide witches and thwart the witch hunter

Description

All-vs-one bluffing game where towns work together to hide witches and thwart the witch hunter

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 2 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–2 of 2
Video BDpweSN-9rE Review at 0:04 sentiment: positive
video_pk 66193 · mention_pk 160893
Curses & Covens video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Supports 4-6 players with a tense town-vs-witch dynamic
  • Deep strategic potential through census, travel, and hunting phases
  • Elegant production with gold foiling on the cards
Cons
  • Limited communication can constrain coordination in some groups
  • Deduction-heavy play may require a skilled group to run smoothly
  • Risk of punishment for drawing fake witch cards can be impactful
Thematic elements
  • witchcraft, curses, hunter vs. townsfolk
  • A small town setting with witches and a witch hunter, exploring forested areas and spell interactions over four rounds.
  • asymmetric, deduction-driven, hidden-information social deduction
Comparison games
  • Sheriff of Nottingham
  • Werewolf
Mechanics (from transcript analysis)
  • exchange / swap — Travel phase lets players give, request, or swap cards, introducing strategic tension.
  • hand management — Players hold and manage a hand of witch and town cards to pursue their win conditions.
  • hidden roles — Players have explicit win conditions tied to their roles, and information is revealed or inferred across phases.
  • hidden roles / deduction — Players have explicit win conditions tied to their roles, and information is revealed or inferred across phases.
  • hunt / deduction phase — The witch hunter hunts cards from players to fulfill their five-witch objective, revealing information over time.
  • limited communication — Communication is restricted to specific phases, shaping strategy and bluffing opportunities.
  • round-based progression — Gameplay unfolds across four rounds with census, arrival, travel, and hunt phases.
  • set collection — Town players aim to collect three witches of the same type; the witch hunter aims for five.
  • set collection / pattern matching — Town players aim to collect three witches of the same type; the witch hunter aims for five.
  • Trading — Travel phase lets players give, request, or swap cards, introducing strategic tension.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So this is a very interesting and strategic one versus many game.
  • And there is beautiful gold foiling on the cards.
  • So this is a game that is great if you have that group size of four to six and want to try and figure out and have that tugofwar between the two sides to see who will win.
References (from this video)
No references stored for this video.
Video PlWsNupuOok Let's Table It Review at 0:04 sentiment: positive
video_pk 66135 · mention_pk 160750
Let's Table It - Curses & Covens video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Gorgeous card art and diverse representation
  • Rules are fairly simple while allowing strategic depth
  • Spells introduce variety to avoid stagnation
  • Accessible for families; even an 8-year-old can participate
  • Replays: multiple sessions with friends/family
Cons
  • Some luck involved for the Witch Hunter side
  • Wish for more spell sets to vary play from game to game
  • Social deduction can be divisive among players
Thematic elements
  • witchcraft, magic, suspicion, and social deduction within a community under threat
  • A witch-hunting town in a fantasy-inspired setting where citizens must cooperate to uncover witches while a Witch Hunter watches for missteps and deception.
  • Array
  • expository analytical review
Comparison games
none
Mechanics (from transcript analysis)
  • card exchange and hand management — Town players exchange cards; Witch Hunter can draw and distribute during phases.
  • hand management — Town players exchange cards; Witch Hunter can draw and distribute during phases.
  • hidden roles — One Witch Hunter against the Town.
  • phase-based rounds — Census, Arrival, Travel, Hunt.
  • Variable Phase Order — Census, Arrival, Travel, Hunt.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • absolutely gorgeous literally took my breath away when I first opened the box
  • we all loved it
  • everyone including our 8-year-old was able to play independently
  • if you love social deduction with a hint of magic this one's worth checking out
  • three times in a row which is always the sign that we were all having a good time
References (from this video)
No references stored for this video.
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