In underground societies, cultists perform strange rituals to call upon monsters from myth and legend. Call upon aid to ensure your monsters survive, while slaying your opponent's.
Occult: The Card Game is a compact, fast-paced, chaotic card game for 2-5 players. Players are tasked with keeping their mythological monsters in play for three turns, or by slaying three of their opponent's monsters, to win the game.
Players can slay monsters using rare Banish cards, or by combining other basic cards to have even greater effects. In the base game, the Slayer, the Dancer, the Thief and the Merchant are all used as basic cards to have various effects: one when a single card of that type is discarded, and one when three cards of that type are discarded.
Each monster has their own effect as well when they enter play, causing chaos that may or may not benefit their controller.
With no additional tokens or dice, everything is tracked on the cards themselves by rotating them and therefore, Occult is the perfect pick-up-and-play card game!
- Featuring creatures, monsters and Gods from around the world. Listening to feedback from the board game and tabletop community, we moved away from the Eurocentric standard of monsters to provide something new and exciting - you'll find no dragons or griffins here!
- Monster effects add an exciting layer of chaos. Not every monster you summon will aid you, but as players must play any monster that ends up in their hand, chaos ultimately reigns.
- Easy to pick up, play and take anywhere. With no dice, tokens or additional items, everything is recorded in one deck of cards - meaning this is the perfect game for on-the-go gaming!
- Easy to learn, hard to master. With each card having multiple effects, learning optimal strategy and reacting on the fly to monster effects leads to rewarding gameplay and progression.
- 5 monster cards
- 4 banish cards
- 12 dancer cards (4 cultist)
- 12 merchant cards (4 cultist)
- 12 thief cards (4 cultist)
- 12 slayer cards (4 cultist)
- 5 score cards
- Instruction booklet
Occult is incredibly quick to set up, and just as quick and easy to learn! Check out the basic rules below:
To start the game, give each player a score card, set with 0 facing the rest of the players.
Shuffle the deck, place it in the centre of the table and deal 5 cards to each player.
Choose a player to go first. In Occult, each turn is split into two phases, with all players ensuring that they have 5 cards in hand at the each phase.
- Phase One
If the player has any monster cards in their hand, they must play them. They do this by placing the monster on the table in front of them, next to their score card, with the '1' facing the rest of the players. The player then follows any instructions on the card. Once this is done, if the player has any other monsters in their hand, they repeat this process. Players may only repeat this process with monsters that were in their hand at the start of the turn.
If the player already has a monster card on the table, they rotate the card to the next stage:
Once a monster reaches stage 3, that player wins the game!
If the player has no monsters in their hand, or on the table, they proceed straight to Phase Two.
- Phase Two
The player may now play any of the other basic cards; slayer, dancer, thief, merchant, banish. Each card, excluding banish, has a single card effect and a triple card effect. The effect chosen is dependent on the number of cards discarded:
As seen above, playing a single dancer card will skip the next player's turn, but playing three dancer cards will skip the next two player's turns. Triple card effects are always more powerful than single card effects.
Some cards have special 'Cultist' symbols on them. Playing three cultist cards, of any type and combination, lets you treat this as if it were a monster - just minus an effect:
Phase two will then end, and the next player takes their turn. Turns commence as normal until a player has successfully had their monster survive three turns, or if they've managed to slay three of their opponent's monsters!
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*Once this Stretch Goal is reached, a submissions box for ideas will be created. Make sure to keep yourself updated for the chance to have your submission chosen for the additional monster!
Risks and challenges
Despite this being Spirit House Society's first Kickstarter, we have taken all appropriate steps to alleviate any potential issues. Adrian, our artist, has worked alongside many successful Kickstarter projects previously (The Drowned Earth, Strata) and seen them through to completion. We have also received words of encouragement, support and advice from other successful individuals and companies such as Decking Awesome Games (Dice Summoner's) and Goblin King Games (Moonstone).
Unfortunately, we are unable offer refunds to backers, however, if you pledge and the campaign is not successful, no money will be taken from your account. If the campaign is successful, your money will go directly to manufacturers for production.
Occult is 100% complete, so there won't be any delays caused by creating more artwork or designing additional components. At present, we have our printing partners ready and standing by and although production times can be effected by the number of units that they need to be produced, and other projects they're involved with, we believe there will be no issues putting Occult into your hands. We'll keep in constant contact with the manufacturers/suppliers and pass all relevant updates onto you via Kickstarter notifications.Learn about accountability on Kickstarter
- (21 days)