Board game, Maleficium: Fall of the Witch Hunters

Maleficium

Fall of the Witch Hunters


  A board game by Jon Manker, Björn Ekenberg

 1-4 Players   60-150 minutes   Unknown 

  Hand Management, Set Collection, Variable Player Powers, Action Points, Area Majority / Influence, Area Movement, Cooperative Game, Solo / Solitaire Game, Events, Market, Semi-Cooperative Game, Action/Event, Multi-Use Cards

  Economic, Political, Age of Reason

  View onBoardGameGeek

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Description

In Pax Maleficium: Fall of the Witch Hunters, you take on the role of a leader fighting against the 17th century English witch hunts, driven by reason and a desire to bring an end to this dark practice. As one of the visionaries who saw beyond the hysteria surrounding witchcraft, you'll promote enlightened thought, religious tolerance, and legal skepticism to succeed. Your goal is to gather evidence, confront witch hunters, dispel hysteria, and champion justice, ultimately securing your legacy as the one who brought the witch hunts to an end. You'll achieve this by buying cards from the market to acquire allies and evidence, which will give you actions and influence in the game. By positioning yourself on the map, you'll take actions and challenge witch hunters, calming hysteria and thwarting your opponents' plans. With simple rules that can be explained quickly, Pax Maleficium is accessible to players of all experience levels, and can be enjoyed by 1 to 4 players in 60 to 150 minutes. Whether you play competitively or as a solo game, you'll be immersed in a world of economic and political strategy, using mechanics like action points, area majority, and worker placement to outmaneuver your opponents and bring about a new era of justice and reason.

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