Witch Hunt: Ravenwicke
Witch Hunt: Ravenwicke
WitchHUNT is a Tabletop card game for 1-8 players; Summoning the SPOOKY SPIRIT of the Halloween Season!
WitchHUNT is a Tabletop card game for 1-8 players; Summoning the SPOOKY SPIRIT of the Halloween Season! Read more
About this project
Introduction (scroll down for gameplay video)
As a witch hunter, you make your way through the village of Ravenwicke discovering items, artifacts, and assistance in the most unexpected places. However, time is short. As ingredients are added to her cauldron, the witch gains power and tightens her grip on the village. Once all five of the ingredients have been added to the cauldron, the witch wins the game! So, it is of the utmost urgency that you find her before the last ingredient is added to her brew. Oh, and did we mention that one of you is actually the witch?
Set in the backdrop of the small village of Ravenwicke, WitchHUNT is a closed-deck(72+ cards) card game that features 3 modes of play. The Angry Mob mode for 3-8 players, a Player versus Player mode, and HERO mode for only the bravest of souls.
Just as there are multiple modes of play, there are also multiple ways to get the most out of the game. The Travel Deck, The Premium Deck, and the Family Edition are available for players to get as serious about fighting witches as you desire.
The WitchHUNT First Edition Deck
The First Edition Deck is delivered in a sealed 3.5"x5" Telescoping Box and is our core deck of 72+ cards for playing WitchHUNT. The box also contains 8 oversized character cards, 2 six-sided dice, and 100 resource tokens.
The Family Edition
The Family Edition brings a new dimension to hunting witches. In addition to all the benefits of the WitchHUNT First Edition Deck, the Family Edition comes with a beautiful 18"x18" Village Game Board, delivered in a sealed 10"x10" Game Box. The Family Edition also includes all of the core cards, 8 oversized character cards, 2 six-sided dice, and 100 resource tokens.
At the very core of the game are the Character cards. Each of the cards portray the different paths of the fearless Witchhunters. The core character classes are the Gypsy, the WitchHunter, the Villager and the Priest. These classes each have their strengths and weaknesses; and special abilities that capitalize on these aspects to further their chance of tracking down the witch. Just in case you have a favorite class you enjoy playing, each of the classes are represented by 2 characters allowing more than one player to play each class at a time.
Action cards are vital in capturing or defeating the Witch. These action cards include trapping creatures, accusing a Witch, offering up an alibi and asking for help from another player in combat against the Witch or a foul creature terrorizing the town. Hold on to these cards and use them wisely, they're the key to finding the Witch and surviving!
Equipment cards sport bonuses to aid the WitchHunter who wields them. Look for items that benefit your class specifically as they provide bonuses specially tailored to benefit your character class. You may also collect full items sets and unlock additional bonuses as well. Be careful, however; if you are accused of being a witch and caught holding a witch item, you will be brought to justice and condemned under the suspicion of being a witch.
The village itself is made up of Location cards that offer players the ability to generate resource tokens as well as other benefits during the rounds of gameplay. You can assemble the village by constructing the Blacksmith, the Town Hall, the Gallows, the Burnin' Stake, the Church, the Gypsy Camp and the Haunted House.
The village becomes a hotbed of action because Creature Cards can be strategically played on village locations to cancel the location's benefits to other WitchHunters. These Creatures also have their own abilities that may change the outcome of a single battle and the overall game. If you manage to defeat these creatures dwelling in the village, you can either cash them in for resources, or trap them for use in later combats.
Voodoo Dolls are special item cards that allow you to control another player; adding their abilities to yours to help you conquer Creatures in the village or even taking on the witch.
During each round of gameplay, Cauldron Ingredient Cards are played face up; and the effect on the card comes into play immediately and affects both non-Witch and non-exposed Witches. Once the five Cauldron Ingredients are exposed, the game ends and the Witch wins, whether or not she has revealed herself.
And finally.. we have the Witch Card itself. Simply put, holding the Witch card means you are the Witch. All players are hunting you so be careful and keep your identity hidden. Once you have amassed enough power, you may opt to wait and remain in hiding until the last Cauldron Ingredient is added to the cauldron, or reveal your identity and try to tackle each villager yourself. The Witch is very powerful in her own right, but a skilled Witch knows whether to fight or keep hidden.
22 Minute "Rough" Overview of Gameplay
To gain more interest in the KICKSTARTER, we offer multiple rewards available only to our KICKSTARTER supporters. These rewards include: Special Edition Cards, complimentary T-shirts, and invitations to the WitchHUNT2 closed beta(online 2014).
This wouldn't be a KICKSTARTER without stretch goals. Our philosophy is that as stretch goals are reached, the game itself should expand; without adding additional cost to its supporters.
Our stretch goals and rewards are as follows:
For those of you who are showing incredible enthusiasm for the game, we'd like to offer up these avatars. Your support is truly inspiring.
Risks and challenges
Why do we need your HELP?
Fundamentally, as with any product, success is based on number of units sold. Our efforts to increase our sales is to make the game as inexpensive as possible for anyone wanting to play.
While the game design & illustration work we have put into the game over the last two years has been completely out-of-pocket, the reality is that printing, marketing & distribution costs takes our financial commitment to a whole new level; a level that cannot be achieved without your help. As with every printed product, in order to achieve our goal of lower pricing, we have to do larger print runs.
HALLOWEEN DELIVERY CHALLENGE
What better way to spend Halloween night than playing WitchHUNT with a group of friends or the kiddos after Trick-or-Treating is over? A big push for us is to get the game in your hands before Halloween 2013. In order to achieve this for as many supporters as possible, THE VERY SECOND THAT OUR INITIAL GOAL IS MET, WE WILL SEND OUR FIRST EDITION TO PRESS; even if the actual KICKSTARTER still has time left. This means that the faster we can meet our goal, the faster you will receive your game. While there are no guarantees, we will do everything we can to deliver your copy before halloween.
In a nutshell, the printers we deal with are standing by with art in hand. Rush jobs in the print world are not a miracle, but really a daily occurrence. However, the good news is, the turnaround time for quantities such as ours doesn't even fall into rush status.
The only catch here is that if we do not hit our goal before October 17th, October delivery cannot happen without incurring rush charges; which would change all of our production numbers...and make our current goal an unrealistic estimate. That's why we can't guarantee October, but we will do our best.
The day that we would enter into rush charges is Thursday, October 17th, 2013. So, as long as we are funded by the 16th, we will take our existing supporters and go to press. Unfortunately, anyone pledging after the 16th may not receive their rewards within the month of October. This is not absolute...we will do whatever we can, but every day that passes beyond the 16th lessens your odds of having your copy for Halloween 2013.
For trust and accountability, I see no names or creator backgrounds listed. The creator is listed as having 0 created and 0 backed games on Kickstarter.
This is our first Kickstarter. Our small team is comprised of the core game designers, industry & usability advisors, and playtesters.
Here is a rough overview of Goblin Rocket Games:
CORE GAME DESIGNERS
Currently a Student at Full Sail University, Al is making games his career. He spear-headed an incredible amount of brainpower to Witch Hunt; and has a tremendous amount of LORE for Ravenwicke in upcoming projects. While digital games are still his primary focus, games in general are truly his passion.
As a High School senior, Chris is into all things gaming. However, a true renaissance artist in the making, Chris has excelled at his academics; but especially music & (digital) fine arts. His plan is to join his brother at Full Sail after graduation...unless he opts for one of the Art Institutes. Either way, art is his passion.
Over the last 10 years, Rebecca has focused on Design & Production; as well as keeping the team on task & ensuring that deadlines are met. We completely owe the completion of our game engine to her; because she stabs obstacles with a 2-handed sword.
Since the early 1970's, Peyton has been addicted to games. Eventually, that addiction led to creation. His love of viral Interactive games, conceptual game design, & game production have fueled his addiction relentlessly. Over the last 21 years, he has worked for several different agencies/design studios focusing on bringing conceptual advertising art direction & design to his interactive work. He primarily focuses on Multimedia Design & Programming, 3D Animation, Video Production & Direction, and Flash/Web/eCommerce Design & Programming.
KICKSTARTER & RULES EDITING
ILLUSTRATION & ART DIRECTION
Christopher Joseph Suico
INDUSTRY & USABILITY ADVISERS
Joseph Phelps (WBKI & Fantasy Flight Games)
Rick Newman (Pet Shop Comics)
Mark Metzner (consulting)
Michael Daniels (consulting)
Dean Sipe (Plow Studios)
Jeremy Workman (Kinetic)
Nate Richards (gamer extraordinaire)
Riley Smothers (gamer extraordinaire)
Jacob Smothers (gamer extraordinaire)
Eve Aldridge (gamer extraordinaire)
Adael Lugo, Jr (gamer extraordinaire)
Tory Ciarlante (gamer extraordinaire)
Brandon Pierce-Carlton (gamer extraordinaire)
Max Berger (gamer extraordinaire)
Ben Johnsrude (gamer extraordinaire)
Liam Terry (gamer extraordinaire)
Colvin Atchison (Elders of The Apocalypse)
Darryl Veigel (Elders of The Apocalypse)
Joe Phelps (Elders of The Apocalypse)
George Fischer (Elders of The Apocalypse)
Shirt styles have been posted online. You can view them at: http://ravenwicke.com/shop/home.php…
When the kickstarter ends, all who pledged at the Master Huntsman level will receive a coupon code that can be redeemed at the online store. This code will pay for your shirt; as well as standard shipping. If you what a faster shipping method, you will have the opportunity to purchase it. If you have a request for a specific character, creature, item or card on your shirt, JUST ASK!
Kickstarter only offers "outside the US" as an option. So, in essence, the same pricing to send the game to Russia, China, or Korea would apply to Canada...so what can you do but aim for a worst case scenario? Our solution to this issue is to ship to anyone outside the US with the best method that their $25 can buy; whether it's 3 hr, overnight, 2-day, etc.
Both stretch goals will be shipped to you at only a $5 flat rate shipping charge.
(standard USPS delivery)
Obviously, you can request faster delivery if you prefer.
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