How to Play

Pagan: Fate of Roanoke

2-2 players 30-60 min 7.9 Board Game Geek Rating

In this asymmetrical deduction game set in 1587 colonial America, a witch battles a hunter across nine turns. The witch secretly hides among villagers while collecting secrets to complete a devastating ritual that will restore nature's dominance. Meanwhile, the hunter investigates villagers and gathers allies to expose the witch's identity before the ritual succeeds.

Published 2022

Pagan: Fate of Roanoke

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Choose sides
Players decide who plays as the Witch and who plays as the Hunter
2
Witch player setup
Witch receives 2 action pawns, 1 familiar action pawn, the witch board, and influence disc set to 2
3
Hunter player setup
Hunter receives 3 action pawns, the hunter board, and influence disc set to 2
4
Build the village
Assemble the 3-part village board in the designated order
5
Place enchantment board
Put the enchantment board to the left of the village
6
Position villagers
Place the 9 villagers on the village according to their color and number shown on the back of each card
7
Prepare suspect deck
Shuffle the 9 suspects (white back) deck and place it face down to the right of the village
8
Determine witch identity
The Witch draws the top card of the suspect deck and keeps it secret - this is the true identity of the witch
9
Prepare token supply
Put the remaining tokens (clues, evidence, secrets, and favors) in the general supply
10
Prepare player decks
Both players shuffle their 50-card deck and draw an initial hand of 3 cards

On Your Turn

What you can do during your turn.

1
Recover pawns
Return all your action pawns to your supply
2
Start of upkeep effects
Perform "at the Start of the Upkeep" effects of cards in play
3
During upkeep effects
Perform all obligatory (and any voluntary) "During Upkeep" effects of cards in play, in any order
4
Hunter ally upkeep
(Hunter only) Use influence points to pay the upkeep of allies you want to keep, discard the rest
5
End of upkeep effects
Perform any "at the end of Upkeep" effects on cards in play
6
Hand limit
Discard your hand down to 7 cards
7
Limited actions
Cannot use familiar action pawn and can only visit villagers
8
Place pawn on villager
Place one action pawn on a ready villager (one without an action pawn already)
9
Apply investigation
If there is an investigation card on your side of the villager, apply its effect
10
Witch: Convert secrets to favors
You may replace 3 secrets on the villager with 1 favor (up to two times)
11
Hunter: Gain evidence
If the villager has at least 3 clues, gain 1 evidence from the supply to your collection (villager keeps its clues)
12
Distribute tokens
Distribute secrets (Witch) or clues (Hunter) from this villager to other villagers as shown on the card's white box
13
Use villager skill
Activate the villager's skill ability
14
Use skill again
Use villager skill again if the villager has 2 or more favors on it
15
Familiar bonus
(Witch only) If using the Familiar Action Pawn, use the effect of one familiar card in play or pay to play its empowered effect
16
Gain resources
Place 1 action pawn on the Common Board slot to gain 2 influence OR draw 1 card
17
Play a card
Place 1 action pawn on the Common Board slot to play 1 card, paying the influence cost shown on the top right corner
18
Play brew or familiar
You can discard one card of the same type if there are already 3 cards of that type; put the card on an empty slot of that type
19
Play enchantment
Pay 1 additional influence for each other enchantment in play; you can discard one enchantment if there are 3 already; place on empty slot in enchantments board
20
Play charm
Use the effect of the card and discard it
21
Play ally or location
You can discard one card of the same type if there are already 3 cards of that type; put the card on an empty slot of that type
22
Play investigation
Place it next to a target villager; on the witch side if its effect affects the witch, or on the hunter side otherwise
23
Play event
Use the effect of the card and discard it
24
Ready with token removal
Place 1 action pawn on the Ready a Villager slot; if you have 1 secret/clue on a villager occupied by your opponent's action pawn, you can ready it by returning their pawn and removing your token
25
Activate brew
If you have a brew in play with enough secrets on it, discard the brew along with its secrets to play the effect of the brew
26
Perform ritual
Place 1 action pawn on the Perform Ritual space to attempt to win
27
Lift enchantment
Place action pawn on Lift Enchantment and pay the cost listed next to the action symbol of the enchantment
28
Activate location
Place action pawn on a location card in play and activate location effect (if you can pay the cost)
29
Raid villager
Place action pawn on a ready villager and discard 3 clues from villagers of that villager's color; then remove one favor OR remove all secrets from the villager
30
Eliminate villager
If all villagers have a clue, choose a villager with at least 3 clues; place action pawn on Eliminate Villager action and remove that villager from the game
31
Exonerate villager
Place action pawn on the Exonerate Villager spot and pay 3 evidence to draw the top card of the Suspect deck; keep the drawn card secret from the Witch

Winning

How to claim victory.

1
Witch wins by ritual
If the villager that is the witch's true identity has 3 favors on it when performing the ritual, the Witch wins the game
2
Witch wins by elimination
If three villagers have been eliminated without eliminating the witch's true identity, the Witch wins
3
Hunter wins by elimination
If the Hunter eliminates the villager that matches the witch's true identity, the Hunter wins
4
Hunter wins by exoneration
If the Hunter has drawn all 8 suspect cards through the Exonerate action, the Hunter wins (having identified the witch by process of elimination)

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