Sleepy Hollow Game Summary
In the town of Sleepy Hollow, Katrina Van Tassel, daughter of wealthy landowner Baltus Van Tassel, has two suitors vying for her hand in marriage: Brohm Van Brunt, a local burly townsman looking to improve his livelihood, and Ichabod Crane, a refined outsider whose intellect is rivaled only by his penchant for belief in the supernatural. Curiously, the inception of this love triangle also marks the genesis of much paranormal activity in Sleepy Hollow. Tales of a mysterious "Headless Horseman" have rattled the community, and the whispers imply that he seeks to head off any engagement to Katrina,,, literally. The object of the game is to successfully marry Katrina to one of her suitors, or to thwart the impending marriage by reuniting the Horseman to his Head.
Shuffle cards and deal 2-4 players one card each. After each turn player keeps only 1 card in-hand. During a turn, player draws a card and does one of the following:
Makes no play and discards one of their two cards face-down in the discard pile.
Plays a Character Card by placing it in front of them. (Players are only allowed 2 Character Cards in front of them unless they have an Innkeeper played, see Special Situations.*)
Plays a Townsfolk Card by reading it aloud and following the instructions.
A player wins the round when they have Katrina and either Brom or Ichabod played in front of them, and the minister card is played (barring the subsequent play of the Bishop). Alternately, any player who holds both the Head and the Horseman in their hand may play them at any time for an instant win (barring the subsequent play of the Blacksmith). First Player to win 2 rounds wins Sleepy Hollow!
For ages 8 and up.
Play time: 10-30 minutes.
Cards in Deck:
Character Cards: Katrina Van Tassel (3) Brom Van Brunt (2) Ichabod Crane (2) Sister (3)
Specialty Cards: Horseman (1) The Head (2) Innkeeper (1)
Townsfolk Cards: Father (2) Solicitor (2) Tradesman (2) Matchmaker (2) Bookbinder (2) Minister (2) Farmer (2) Weaver (2) Butcher (2) Blacksmith (1) Bishop (1) Stable boy (1) Barmaid (1)
Townsfolk Cards Actions:
Father: Force Katrina or Sister into the discard pile.
Solicitor: Force any playedcharacter card into the discard pile.
Tradesman: Trade hands with another player.
Matchmaker: Trade one of your played character cards with that of another player.
Bookbinder: Look at thetop three cards in the discard pile and exchange one for the card in your hand.
Minister: Must be played on any pairing of Katrina & Brom or Ichabod-or- May be played on a Sister paired with Brom or Ichabod to force them both into the discard pile.
Farmer: Look at another players hand.
Weaver: Force any two players to switch hands.
Butcher: Force any player to discard there hand and redraw a new card.
Blacksmith: Force a played horseman into the discard pile. This card may be played at any time. (Head is returned to hand of player)
Bishop: Forcea played minister into the discard pile. This card may be played at any time.
Stable Boy: Any player holding the Horseman must trade hands with you.
Barmaid: Force any player to miss their next turn.
Reviews from Seattle Indies Expo jurors:
>> "I've played a number of games in the style, and this one is competent and fun. It's something I'd like to bring along on board game night to my local shop and play a few rounds with. I'm looking forward to seeing the final polished version of this game."
>> "The basic mechanics of the game are fun, and I'm intrigued by the concept of a Sleepy Hollow Card Game. Once we got the hang of it and got going, we had fun playing the game. I had the opinion in the beginning that it was going to be too easy to win, but there were plenty of ways to block people, which ended up being rather satisfying."
>> "The quickness and interesting premise of the card game is the main strength of this game. Figuring out why certain cards did what they did led to laughs, like "Why does the farmer get to see your hand? Oh cause they're always out in the field, able to peek on their neighbors."
>> "Interesting card dynamics, the way they worked didn't seem arbitrary, they were well integrated into the theme. Enjoyed interacting with other's hands, peeking, swapping hands, negating cards in play, etc."
Reviews from boardgamegeek.com for The Check Deck:
>> "A solid design. I thought this was going to be an uninspired knock-off of Knightmare chess, but it is actually an interesting and strategic knock-off. Judging when to use your 7 cards is interesting and tough, and having only 7 prevents the card powers from overwhelming the ability to plan ahead and set up classic checkers-style traps. Well done.
Risks and challenges
The game is finished and tested. This is a re-release of the game.Learn about accountability on Kickstarter
- (17 days)