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GROWL: Curses + Spells
GROWL: Curses + Spells
by Vigour, Inc. (2019)
Player Count
4 to 10

Player Ages
10+

Playing Time
20 minutes to 30 minutes
Categories
  • Card Game
  • Bluffing
  • Party Game
  • Expansion for Base-game
  • Designers
  • Joey Vigour
  • Mechanisms
  • Hand Management
  • Player Elimination
  • Take That
  • Artists
  • Grzegorz Pedrycz
  • Rob Joseph
  • Angelina Chernyak
  • Family
  • Werewolf / Mafia
  • Crowdfunding: Kickstarter
  • Rating: 0/10 from 0 users

    Description

    GROWL: Curses + Spells is a double-expansion in one box, and the expansions may be played individually or combined with each other or other expansions.


    CURSES allows for a more complex, longer game experience. It is recommended for 5+ players. After players have been dealt their initial card (Gold or Bite), shuffle all 14 Curses cards into the main deck. Deal the additional 3 cards to each player, prepare the Night cards, and proceed as usual.

    Icons only negate other icons, not the entire card. For example, if you have a Cursed Charm (adds 1 wound icon and 1 charm icon) and a Hex (negates all your charm icons), the Hex cancels the charm icon but not the wound icon. If you have a Super Salve (adds 2 salve icons) and a Cursed Gold (adds 2 gold icons and a wound icon), then one of the salve icons negates the wound icon, but you still have your gold icons and an extra unused salve icon.

    Holy Water symbol: (Holy Water is bad for werewolves, so if you “turn” while holding this, you might also find yourself dead!)

    Infinity symbol: (While in your hand, this negates ALL of a specific type of icon. Infection negates salve icons, Hex negates charm icons.)


    SPELLS adds static (ongoing) abilities, plus effects you can trigger by discarding Gold cards. Recommended for 5+ players.

    SETUP: After all players have been dealt their starting hands (but before preparing the Night cards), shuffle 3-5 of these expansion cards into the deck. Then prepare the Night cards, and proceed as usual.

    Cards with a [SPELL] icon in the upper right are called “spells” and never go to a hand; instead, they are placed face-up in front of the player they are given to. Their effects are either ongoing (like Wolfsbane or Tanglevine), or else may be triggered as described in the text of the card. When a player with one or more cards in front of them takes their turn, they must FIRST review and resolve their spells in any order, then proceed to draw and give a card as usual for their turn.

    Some spells are triggered at unusual moments, such as after a Night Phase, or at the moment a player dies. If need be, pause the game by calling out “Spell!” and resolve its effects before proceeding.

    The main text on a spell card is not directed at the player who draws it on their turn, but to the player they give the card to.
    Icons in the upper left of your spell cards are considered part of your hand, and may negate (or be negated by) icons on cards in hand.
    Some other cards (for example, “Silver Bullet” and “Séance”) are played as spell cards, and there are some card effects that can move or discard them. If a card effect lets you discard a card with a certain icon, you may discard any card of yours with the icon, including a spell card. If a spell is discarded, publicly remove it from play, just as you would discard a resolved Night card.

    TIMING: If a card says “once per turn” then it should be interpreted to mean “on your turn only.” Spells usually remain active unless the player dies. If the spells (or the players!) move positions, the spells affect new players instead. If multiple players’ cards conflict, resolve them logically and thematically. In the rare case of complex timing issues, resolve the cards clockwise from the Start Player (1). Finally, if a single player has conflicting cards, they may resolve them in the order they wish.
    ©2019 Joey Vigour

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