Witch Hunt 1649 Game Review
Witch Hunt 1649 is a bit of an unusual subject for Meeple Mountain. It is more of an educational game than anything else, which makes sense coming from Central Michigan University Press. This is not a game most are going to sit down and play with their families, nor is it likely to come up at a hobbyist night. Like Dan Bullock’s The Gods Will Have Blood, Witch Hunt 1649 is more concerned with creating a specific and rich emotion than it is with creating opportunities for decision making or laughs.
Martha McGill’s design is set during an outbreak of witchcraft accusations that plagued Scotland in the mid 17th century. Each player is a member of the community, and on every turn, some variety of misfortune befalls you. Your life is unpleasant, difficult, and neither McGill nor the event deck wants you to forget it. Even when things go well, they don’t. Your livestock have fared unusually well during a recent disease outbreak? Congratulations, people now suspect you of witchcraft. This is a game in which a lucky turn is one where it’s raining out and you decide to stay home.
After resolving an…
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