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AFFLICTION: Salem 1692

AFFLICTION: Salem 1692

2017·Dan Hundycz

2 - 4 players
30 - 60 min
Medium weight: Teach it in one sitting

From BoardGameGeek

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 whom 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. Salem was a chance to gain property, exact revenge and prove one's righteousness. 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.

AFFLICTION: Salem 1692

Watch first

Learn to play

Affliction: Salem 1692 Board Game | Overview8:56

Affliction: Salem 1692 Board Game | Overview

fenirob

fenirob

Review

Affliction: Salem 1692 Review with Graeme Anderson17:55

Affliction: Salem 1692 Review with Graeme Anderson

The Dice Tower

The Dice Tower

Which AFFLICTION: Salem 1692 video should I watch?

AFFLICTION: Salem 1692 has 4 videos from 3 creators: 1 review, 1 how-to-play guide and 2 unboxings. They date from 2017 to September 2024.

To learn the rules, start with "Affliction: Salem 1692 Board Game | Overview" by fenirob, which runs 9 min.

For an opinion before you buy, start with "Affliction: Salem 1692 Review with Graeme Anderson" by The Dice Tower.

If you like it, try Madoshi, Usurp the King, Legacy at Sea and Rising Storm: The Starborne, also by Dan Hundycz.

All videos

Affliction: Salem 1692 Board Game | OverviewHow to play8:56

Affliction: Salem 1692 Board Game | Overview

fenirob

fenirob

Affliction: Salem 1692 Board Game (2nd Ed.) | Unboxing (No Talking)Unboxing3:11

Affliction: Salem 1692 Board Game (2nd Ed.) | Unboxing (No Talking)

fenirob

fenirob

Affliction: Salem 1692 Review with Graeme AndersonReview17:55

Affliction: Salem 1692 Review with Graeme Anderson

The Dice Tower

The Dice Tower

Meeple Mentor Unboxes Affliction: Salem 1692Unboxing7:53

Meeple Mentor Unboxes Affliction: Salem 1692

Meeple Mentor

Meeple Mentor

Creators who cover this

All channels
fenirob
fenirob
2 videos of this game
Meeple Mentor
Meeple Mentor
1 video of this game
The Dice Tower
The Dice Tower
1 video of this game

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About AFFLICTION: Salem 1692

From BoardGameGeek:

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 whom 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. Salem was a chance to gain property, exact revenge and prove one's righteousness. 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.

Designer

Dan Hundycz

Artist

Lissanne Lake

Publisher

DPH Games Inc

Categories

Political

Mechanics

DraftingSimulationTake ThatVariable Player Powers
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