Game Info
Year
2025
Players
1-2
Age
10+
Playtime
30 min
Collection
Your Tier
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Mechanic profile
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Description
An asymmetric duel where a cursed wizard tries to break his werewolf curse while the werewolf tries to make it permanent, playable head-to-head or solo.
Featured Videos
Rules Teach
So You've Been Cursed - Kickstarter Playthrough
Ask a Rules Question
Images
GID0452958.jpg
GID0452958_thumb.jpg
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 3 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video p7JXpz3eJU4
Hunger Gamers Discussion at 0:51 sentiment: positive
video_pk 75883 · mention_pk 183989
Click to watch at 0:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Deluxe prototype looks very nice
- Strong theme with monster-curing vs controlling forever
- Asymmetric two-player design with two distinct experiences
- Power cards add variety and replayability
- Two solo modes are clever and provide puzzle-like challenges
- Urgency and pacing ramp nicely throughout the game
- Simple core loop with a satisfying shared-mechanic of the same meeple
Cons
- Two-player emphasis means solos may feel repetitive over time
- No catch-up mechanism; skill edge can widen with play experience
- Solo puzzle modes might not appeal to all players
Thematic elements
- Array
- Fantasy
- dueling_asymmetric_puzzle
Comparison games
- So You've Been Eaten
Mechanics (from transcript analysis)
- Asymmetric Dual-Role / Shape-Shifting — Meeple flips between wizard and werewolf; the end of one side becomes start of the other
- Card Play / Power Cards — Wizard and Werewolf use spell cards to gain powers that can help themselves or hinder the other
- Movement / Region Crossing — Move around regions; wizard pays a tax to move to a different colored region
- Resource Management — Wizard buys ingredients with money and uses these ingredients to mix potions
- Set Collection — Werewolf aims to eat villagers to collect villager sets and increase the curse
- solo modes — Two solo modes provide puzzle-like challenges
- Steal / Take-That — Players may perform thievery to steal coins
- Take That — Players may perform thievery to steal coins
- Two-Player Focus / Skill-Based — Two-player, highly skill-based dueling with no catch-up; victory often favors the practiced player
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I spent more time playing as the wizard than as the werewolf but just the way you're flipping out cards and even then it becomes a little puzzle of okay I'm going to use these cards and this speaking as playing the the Wizard I'm going to use these cards but by using these cards that's going to give the werewolf access to these powers and this is what it's going to do
- two different solo modes I think are very clever
- this is very clearly a skill game ... you're going to win unless they're being really nice to you
- the deluxe version ... looks really really nice
- it's a riff on so you've been eatting from a few years ago
References (from this video)
No references stored for this video.
Video 3jue7u2vGYE
Before You Play Rules Teach
video_pk 70210 · mention_pk 167110
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- So You've Been Cursed.
- this is an asymmetric game for zero to two players
- And whoever gets to the top of their tracks first immediately wins the game.
- And as soon as the wizard player has taken three actions then they end their turn by drawing back up to a hand of four spell cards.
- And again the monster's goal is to progress all the way up the curse track and they'll be doing this by moving around the village and eating villagers.
- And when moving you must stop at a location if it does contain a villager.
- And each time they are eaten they will go into the leftmost space of the monster's stomach.
- And depending on the threshold that the marker is in, the wizard player will start to have benefits because it represents the panic that is ensuing amongst the village.
- And if at any point the marker is in the red zone, then the wizard now gains one additional action on their turn.
- So a fourth action.
- And as you can see, in order for the monster to progress their curse track, they will also be raising panic.
- So, this is why I brought the yellow out because I cannot get off the block unless I have yellow going.
- Now again, if you did not join us for the teach, we are playing with some upgraded components.
- I'm going to take a quiet night turn.
- So, the village will be And it will be able to rest a little easier.
- Well, as the wizard, we definitely need purple.
- So, I'm going to go ahead and flip you over cuz it's my turn.
- So, the monster has turned into a legendary creature.
- So, you've been fully cursed, wizard.
References (from this video)
No references stored for this video.
Video 3jue7u2vGYE
Before You Play Rules Teach at 0:05 sentiment: positive
video_pk 70210 · mention_pk 228176
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Close game that came down to the last action
- Asymmetric gameplay offers distinct experiences
Cons
none
Thematic elements
- A wizard is cursed and trying to find a cure while a monster tries to strengthen the curse and become a legendary creature.
- a village
Comparison games
- So You've Been Eaten
Mechanics (from transcript analysis)
- Action Point Allowance — The wizard takes up to three actions per turn, choosing from a set of four types, with the ability to repeat actions.
- Area Movement — Players move around distinct districts on the game board.
- Asymmetric Player Powers — The wizard and monster have different goals, actions, and ways to progress, creating distinct gameplay experiences for each player.
- card drafting/hand management — Both players have hands of cards (spells for the wizard, power cards for the monster) that provide special abilities or benefits.
- Dice Rolling — Used for stealing attempts by the wizard and for placing new villagers on the board.
- Movement — Both players move tokens around the board to reach locations, with different costs or restrictions for crossing districts or specific pathways.
- push-your-luck — The wizard's stealing action involves rolling a die to determine success.
- Set Collection — The wizard collects ingredients to mix a cure, and the monster benefits from collecting villagers of the same type.
- Track progression — Players advance markers on their respective tracks (cure or curse) to win the game.
- Variable player powers — The spells and power cards introduce variations and special abilities for each player.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- So You've Been Cursed.
- this is an asymmetric game for zero to two players
- And whoever gets to the top of their tracks first immediately wins the game.
- And as soon as the wizard player has taken three actions then they end their turn by drawing back up to a hand of four spell cards.
- And again the monster's goal is to progress all the way up the curse track and they'll be doing this by moving around the village and eating villagers.
- And when moving you must stop at a location if it does contain a villager.
- And each time they are eaten they will go into the leftmost space of the monster's stomach.
- And depending on the threshold that the marker is in, the wizard player will start to have benefits because it represents the panic that is ensuing amongst the village.
- And if at any point the marker is in the red zone, then the wizard now gains one additional action on their turn.
- So a fourth action.
- And as you can see, in order for the monster to progress their curse track, they will also be raising panic.
- So, this is why I brought the yellow out because I cannot get off the block unless I have yellow going.
- Now again, if you did not join us for the teach, we are playing with some upgraded components.
- I'm going to take a quiet night turn.
- So, the village will be And it will be able to rest a little easier.
- Well, as the wizard, we definitely need purple.
- So, I'm going to go ahead and flip you over cuz it's my turn.
- So, the monster has turned into a legendary creature.
- So, you've been fully cursed, wizard.
References (from this video)
No references stored for this video.
Video gmDiBM-oFis
The Board Game Garden Discussion at 1:30 sentiment: positive
video_pk 41128 · mention_pk 124764
Click to watch at 1:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong two-player asymmetry with Wizard vs Monster, plus a solo mode
- Player can watch or engage with AI vs AI configurations, which is entertaining
- flavorful potion-brewing theme with clear villager-ingredient mechanics
- Rich components potential (collector's edition) and flexible platform (retail edition likely)
- Promising pacing with dual tracks (Cure vs Curse) creating tension and strategy
Cons
- Components shown are prototyped and subject to change
- Release details and final balance are not confirmed in this preview
- As a new title in a series, players may want familiarity with So You've Been Eaten
Thematic elements
- curse, potion brewing, villagers, monster hunt
- A fantasy town where a wizard wakes up cursed and must outpace a monster to lift the curse across a night of peril.
- folklore fantasy with a darkly whimsical tone
Comparison games
- So You've Been Eaten
Mechanics (from transcript analysis)
- asymmetric two-player design — Players control a Wizard or a Monster with distinct objectives and mechanics, racing on separate tracks (Cure vs Curse).
- Digestion and stomach mechanic — The Monster digestes villagers and sheep into stomachs; digestion outcomes influence curse progression and panic, creating a push-pull dynamic.
- Duel-mode and solo variants — Game supports solo play where one side is AI-controlled, and head-to-head or solo modes allow AI-vs-AI scenarios.
- Energy token economy — Energy tokens power key actions (move, discard spells, reduce Panic, etc.) and can be spent to gain advantages.
- Race — The Wizard aims to climb the Cure track; the Monster aims to climb the Curse track, with victory determined by who reaches the top first.
- Race to a track top — The Wizard aims to climb the Cure track; the Monster aims to climb the Curse track, with victory determined by who reaches the top first.
- Spell and Power Cards — Both sides manage hands of spells/power cards that require ingredients or locations to play, offering instant or ongoing effects.
- Villager and ingredient management — The Wizard collects ingredients from villagers to brew potions; ingredients go into bags with a hard cap of three, driving resource planning.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is a zero to two-player game
- you can actually play this game like the game can play itself pretty much because you can have the AI going against the AI
- I do love a good game with potion making ingredient collecting
- the game can also be played solo
- wizard versus monster
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4