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(1 edit)

I love the aesthetic of this game and the idea feels very polished.  I appreciate the art assets used, and feel they contribute well to marrying mechanics to theme.  This entry feels like a single player option to a polished multiplayer version of the game.

The core gameplay loop is very clear and the rulebook does a good job of walking the player through setup to get to the meat of the game. In fact, the rulebook for this entry was a gorgeous addition. There is a good balance of simplicity and complexity to keep the player's attention without making them bored or frustrated.

I am not sure if misfortunes are needed to add difficulty as opposed to the inherent difficulty in using probabilities for card drawing.  Maybe nitpicky... I would also appreciate a little more clarity on how/when the misfortunes are supposed to be played/discarded/etc.  I was a little unsure if they were "on-draw" or "as played" -- and I wasn't sure how/when/if they were supposed to be discarded and/or reshuffled.  To be fair... the misfortunes almost felt like they were a re-used interaction mechanic from a multiplayer version.

I feel you would gain better player impression if players don't "lose the game" for not completing everyone's dish.  I would recommend:

  • "Winning the game" - completing your starting witches dish before the end
  • "Losing the game" - Not completing your starting witches dish before the end
  • Completing a Guest's Dish - Bonus Points