Affliction: Salem
1692- The
hysteria over witches among the people of Salem swept the region like a disease
in 1692. As is the case in any tragic event, there are those who will use the
circumstances to their advantage. Under the veil of the witch-hunt lie other
motivations; power, greed, revenge and righteousness. AFFLICTION:
Salem 1692 is a game set in the hysteria of a witch-hunt. Use your influence to whisper in
the ear of the Magistrate, Judge, Governor or Minister to protect some and have
others arrested. Affliction is your chance to gain property, exact revenge and
prove your righteousness. The characters in the game were actual residents of
the Salem region. This is a more authentic experience of actual events. The characters in the game were actual residents of the
Salem region. This is the closest possible simulation of actual events in a
game to date. GAMEPLAY: Players will take turns placing
a "messenger" (worker) to select actions. After all workers are
placed, actions will be resolved in the order they appear on the main board. EXONERATE - Take 2 Accusation Tokens off
of any Colonist. FIRST PLAYER TOKEN/PROTECTION - Use a letter from the Governor to
prevent one Colonist from being arrested and take the First turn, next turn. GAIN INFLUENCE/USE COLONIST ABILITY - Generate Influence and use the
abilities of Colonists that you have in your Circle. ARREST - Spend Influence equal to a Colonist's adjusted Reputation to
Arrest. SPECTRAL EVIDENCE - Use this token to prevent a Colonist from Generating
Influence and using their Colonist ability. ACCUSE - Place accusation tokens to reduce Colonist's Reputations to
make them easier to arrest. GAIN/REMOVE FEAR - Gain Fear Tokens or remove a fear token from another
player (used to weaken Colonists) BRING COLONIST INTO CIRCLE - Spend Influence equal to a Colonists Base
Reputation and bring them into your Circle. Play will
cycle between accusing, arresting and protecting your interests. Fear provides
an alternative way to function when necessary. END GAME: Increase Mather and Mary Spencer
Hill are shuffled in with the bottom 6 cards of the Colonist deck. When either
of them appears in the play area, the game immediately ends. VICTORY
CONDITIONS: All
players will receive victory points for the Reputation value of each Colonist
that have arrested or brought into their circle, victory points for the
property of those they have had arrested and for the number of influence tokens
they have at the end of the game. Each player will also receive points for having specific families arrested or protected;
depending on the player tile they are given. Bonus: The Tactics Expansion deck was included in the Kickstarter version only. With these cards, you will be able to customize the abilities of the colonists
each time you play. Promo: The Susannah Martin promotional card included Terms: · EBay
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