Basic Concepts
A turn-based hex strategy game set in cursed colonial Salem.
Two asymmetric factions clash across a procedurally-generated map:
| ⚔ Hero | Explores buildings, recruits survivors, and fortifies positions. Survivors grant extra actions each round. |
| ✦ Witch | Summons undead minions and golems, and seizes Power Nodes. Minions grant extra actions each round. |
The game follows an 8-round day/night cycle that shifts the balance between factions — daytime favors the Hero, nighttime favors the Witch.
Each round uses simultaneous planning: both sides independently queue their actions, then all plans are resolved together. You never wait for a turn — both factions act at once.
Win Conditions
⚔ Hero wins by:
- Slaying the Witch
- Holding more Power Nodes at 4 scoring checkpoints
✦ Witch wins by:
- Slaying the Hero
- Seizing all Power Nodes
- Accumulating 4 scoring points
Day / Night Cycle (8 rounds per cycle)
| 🌅 Dawn |
Hero +1 bonus action. Scoring checkpoint. Attrition damage increases each cycle. |
| ☀ Day (×3) |
Hero +1 bonus action. Witch undead caught in the open take attrition damage. |
| 🌇 Dusk |
Scoring checkpoint. |
| 🌙 Night (×3) |
Witch +1 bonus action. All witch units +2 ATK. Hero survivors caught in the open take attrition damage. |
Scoring
At each Dawn and Dusk, whichever faction controls more Power Nodes scores +1 point. Ties score nothing. The first faction to reach 4 cumulative points wins.
If a faction controls every Power Node at a scoring checkpoint, they win instantly — regardless of the point total.
Attrition
Attrition damage starts at zero and rises each cycle, making exposed units increasingly vulnerable. Keep your forces sheltered during hostile phases.
Power Nodes ⛧
Cursed power nodes are scattered across the map. They serve two purposes:
| Scoring | The faction holding more nodes scores a point at each Dawn and Dusk. |
| Bonus Actions | Each node your faction controls grants +1 bonus action during planning. Controlling multiple nodes dramatically increases your tempo. |
Actions
| Move | Step to an adjacent hex (2 hexes with a horse). |
| Explore | Uncover loot, weapons, or survivors in buildings. |
| Attack Hex | Attack any adjacent hex. Works through fog of war — hits a random enemy if multiple occupy the hex, skips if empty. |
| Guard | Take a defensive stance. Each use adds a charge. When an enemy acts nearby, a charge is consumed for an automatic reactive strike. |
| Fortify | Hero only. Spend 🪵 Wood (+1 DEF) or ⚙ Metal (+2 DEF) to fortify your hex, up to +4 DEF. |
| Summon | Witch only. Spend resources to summon a minion or golem. |
| Use Item | Herbs (+2 HP) · Food (+1 action) · Silver (+1 ATK) · Scripture (ward). |
| Equip | Free. Equip a found weapon for permanent stat bonuses. |
Combat
Both sides roll dice, add their stats and any modifiers, then compare totals:
| Hit | Attack > Defense → 1 damage |
| Crush | Attack ≥ 2× Defense → 2 damage |
| Counter | Defense ≥ 2× Attack → 1 damage to the attacker |
Modifiers
| Night Bonus | All witch units +2 ATK during Night |
| Gang-up | Each adjacent ally adds a bonus die (max 3) |
| Fortification | Up to +4 DEF from fortified terrain |
| Fatigue | -1 DEF per 2 defenses this round (hero-side only) |
| Silver | +1 ATK (consumable, one use) |
| Inspire | +1 ATK (survivor ability) |
Weapons
| Sword | +2 ATK |
| Axe | +1 ATK, +1 DEF |
| Shield | +2 DEF |
| Bow | +1 ATK |
| Dagger | +1 ATK |
| Staff | +1 ATK, +2 bonus ATK vs undead |
Fortification level decreases by 1 when the defender takes damage.
Fog of War
Active when any AI is present. Enemies outside your sight range are hidden.
| Day | Sight range 3 |
| Dawn / Dusk | Sight range 2 |
| Night | Sight range 1 |
SCOUT survivors extend sight by 1.