Pagan: Fate of Roanoke

2022 · Fantasy

Pagan: Fate of Roanoke

An asymmetrical deduction card game set in colonial America where a witch and a witch hunter vie over the fate of a small settlement. Players take distinct roles with separate fifty-card decks: the witch brews potions, upgrades a familiar, and casts enchantments to gather secrets toward a ritual, while the hunter recruits allies, secures locations, and interrogates villagers to uncover the witch’s identity among nine suspects. Each turn players place action pawns on active villagers to draw and play cards, gain influence, and advance their agendas until the witch completes the ritual or the hunter exposes her.

Players
2
Playing time
30–60 min
Age
12+
Complexity
3 / 5
8.1 on Ludoyafrom $27.28Card GameBluffingAction PointsVariable Player PowersWorker Placement

On Ludoya's tables

Full stats in Ludoya
330
Plays logged
280
Players
1h 20m
Average play
183
In collections
22
On wishlists
2
Pre-ordered

8.1/10

from 55 Ludoya reviews

  • Fun6.6
  • Interaction7.9
  • Replayability5.9
  • Uniqueness8.0
  • Looks8.7
  • Accessibility6.6
  • Garfield10.0

    #45 Matte im Dachstock A really entertaining asymmetric 2 player game. I played the witch and I felt the pressure to do the ritual because the hunter is gaining speed. [c] Theme: ★★★★★ <!-- size 7]Very strong --> Gameplay: ★★★★☆ <!-- size 7]Very good amount of choices --> Interaction: ★★★★★ <!-- size 7]Tense 2 player game --> Artwork: ★★★★☆ <!-- size 7]Very nice --> Luck: ★★★☆☆ <!-- size 7]Random card drawing, lucky shot of the hunter? --> Strategy: ★★★☆☆ <!-- size 7]Some possibilities --> Components: ★★★★★ <!-- size 7]Perfect with Kickstarter stuff --> Play duration: ★★★☆☆ <!-- size 7]Good --> Easy to teach: ★★★☆☆ <!-- size 7]Ok (25min) --> Rules quality: <!-- size 7]not read --> Setup time: ★★★☆☆ <!-- size 7]Fast --> No downtime: ★★★★★ <!-- size 7]Almost no downtime --> Replay value: ★★★★☆ <!-- size 7]2 roles, adapt your strategy --> [/c]

  • beqs the 1st7.5

    A fun asymmetrical 2 player game. One player has a social deduction and the other one a bluffing game. Works out really well. Can be a bit tedious.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When I Visit a villager, how do Favors, Clues, and Secrets convert or give effects?

When you Visit a villager the Witch converts 3 SECRETS into 1 FAVOR (maximum 2 Favors on a villager), while the Hunter gains 1 EVIDENCE if the villager has ≥3 CLUES; assets from the visit are placed as instructed by the card. (page 18)

Can I remove my own Secrets or Clues when I Ready a villager?

No — Ready a Villager clears action pawns and removes a Secret or Clue, but you cannot remove a Secret/Clue that you yourself placed. (page 20)

How do Enchantments work and how can the Hunter lift them?

Enchantments are played to give extra INFLUENCE and remain until removed; the Hunter can Lift an Enchantment by paying its cost, discarding it, and sliding it off as a removal action. (pages 15, 22)

What exactly does the Witch need to do to win with the Ritual?

To win by Ritual the Witch must Perform Ritual on the true witch token by placing a pawn on a villager with 3 Favors (the Ritual action wins immediately); alternatively the Witch also wins if a third innocent villager is killed. (pages 21, 26)

What's the difference between Exonerate, Raid, and Eliminate for the Hunter, and when can I use each?

Exonerate lets the Hunter pay 3 EVIDENCE to draw a Suspect, Raid costs 3 of the same CLUE to remove a Favor or Secret from a villager, and Eliminate requires targeting a villager with 3 CLUES (other players must have ≥1 CLUE) to kill them — each is performed using the Hunter's actions and paying the listed costs. (pages 22–23)

Opens Ludoya's rules assistant, which reads this game's rulebook.

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Game facts (players, playing time, age, credits) from BoardGameGeek.