Исторический детектив: Ведьма (Historical Mystery: The Witch) (2024)
Temps de jeu: 90
Age min.: 18
Joueurs: 1 - 4
Editeur: Hobby World
Concepteurs: Ksenia Targulian
Artistes: Vladimir Lubin, Anna Orlova, Oksana Potapova, Ekaterina Zharova
Mécaniques: Storytelling, Cooperative Game, Deduction, Scenario / Mission / Campaign Game, Action Timer
Age min.: 18
Joueurs: 1 - 4
Editeur: Hobby World
Concepteurs: Ksenia Targulian
Artistes: Vladimir Lubin, Anna Orlova, Oksana Potapova, Ekaterina Zharova
Mécaniques: Storytelling, Cooperative Game, Deduction, Scenario / Mission / Campaign Game, Action Timer
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Исторический детектив: Ведьма ("Historical Mystery: The Witch") is a fourth game in the detective series Historical Mystery.
Erfurt, 1630. Europe is gripped by a witch hunt, and in Thuringia, a young widow, Anna Wirtz, is accused of murdering a noble young man. A stake has been prepared in the town square, and there is not much time left to prove her innocence - if you believe in it yourself.
Players prepare 13 decks without shuffling or flipping cards. Starting from the first card they begin to follow the instructions. As they read through the story, they will encounter icons with numbers of decks: new places and people they unlock.
Players will have 24 Moves: chances to flip one of the available cards. They will either examine places or objects, or interrogate suspects.
During the game it is important to pay close attention to the details and people’s expressions in the pictures – it will help you solve the crime!
When players are out of the Moves, they need to scan the “Question” QR-Code and give answers to a series of questions concerning the case. Then they can check right answers and the whole story description.
—description from the publisher (translated)
Erfurt, 1630. Europe is gripped by a witch hunt, and in Thuringia, a young widow, Anna Wirtz, is accused of murdering a noble young man. A stake has been prepared in the town square, and there is not much time left to prove her innocence - if you believe in it yourself.
Players prepare 13 decks without shuffling or flipping cards. Starting from the first card they begin to follow the instructions. As they read through the story, they will encounter icons with numbers of decks: new places and people they unlock.
Players will have 24 Moves: chances to flip one of the available cards. They will either examine places or objects, or interrogate suspects.
During the game it is important to pay close attention to the details and people’s expressions in the pictures – it will help you solve the crime!
When players are out of the Moves, they need to scan the “Question” QR-Code and give answers to a series of questions concerning the case. Then they can check right answers and the whole story description.
—description from the publisher (translated)
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ag.gameitem.lastUpdated: 2025-06-05 02:03:16.184