Pagan: Ancestors
Pagan: Ancestors Rulebook
Table of Contents
Table of Contents
Expansion Symbol
The cards in this expansion can be identified by the expansion symbol before each card's number on the bottom right of each card.
Villagers
The 21 new Villager cards in this expansion enhance the variety in the game. The rules for Villager placement can be found in the Pagan: Fate of Roanoke rulebook. These cards can be used with all Expansions and Content Packs for Pagan: Fate of Roanoke.
Scenarios
The following list provides a good overview of all the scenarios you can explore in the Ancestors Content Pack.
03 — Scenario: Powerful Ties
Villager Set: Wares & Wardens
- Witch: When retrieving your [icon]/[icon] during Upkeep, gain 1 Influence for each Favor on villagers they were retrieved from.
- Hunter: Gain 2 Influence during Upkeep.
- Both: When visiting a villager, you may spend 2 Influence to add 1 Clue/Secret to that villager during the distribute assets step. (Once per activation)
04 — Scenario: Knowledge is Power
Villager Set: Wares & Wardens
- Witch: When using the basic action on your player board to draw 1 card, draw 2 additional cards.
- Hunter: When using the basic action on your player board, gain all three effects.
- Both: You may play cards during Upkeep, by paying the cost(s) of the cards. You may only do so while you have more than 7 cards in hand.
05 — Scenario: Something in the Water
Villager Set: Officials
- Witch: Whenever you place a Brew on your player board, add 2 Secrets to all other Brews in play.
- Hunter: Whenever you play a [icon], you may immediately use its [icon] without spending a [icon].
06 — Scenario: Muster your Forces
Villager Set: Officials
- Witch: When you have 3 [icon] in play, [icon] is free.
- Hunter: When you have 3 [icon] in play, you no longer pay [icon] for [icon].
07 — Scenario: Unfortunate Necessities
Villager Set: The Troubled
- Witch: While no villager is eliminated, gain 1 Influence, draw 1 card and add 1 Secret to a villager without any Secrets during your Upkeep.
- Hunter: If at least 1 villager has been eliminated, double the amount of Clues you distribute when visiting villagers.
08 — Scenario: Better Safe Than Sorry
Villager Set: The Troubled
- Witch: When a villager is eliminated, place it face up next to your player board. During your turn, you may visit each eliminated villager without spending an [icon]/[icon].
- Hunter: When you eliminate an innocent villager, exonerate 2 villagers. You can only win by eliminating the true witch.
09 — Scenario: The Mysterious Chest
Villager Set: Caretakers
Place this card next to the Villager row.
- Witch: Gain Influence equal to twice the amount of Favors on Mysterious Chest when you visit it. You may open the chest using the regular rules for performing a ritual.
- Hunter: Gain 1 [icon], and draw 1 card when you exonerate Mysterious Chest. You may eliminate (open) the chest using the regular rules for eliminating a villager.
- Both: When the chest is opened, add 1 Favor to each villager with 1 or less Favors, the Hunter exonerates 3 villagers, and each player gains 10 Influence and draws 5 cards. Remove Mysterious Chest from the game after it has been opened.
Transcription Notes
- The sheet gives each scenario's Villager Set and Witch and Hunter effects only. Scenario set-up cards are not printed here.
- The 21 individual Villager cards are not listed on the sheet; their names and abilities are on the cards themselves.
- Glyphs shown as [icon] have no printed key on the sheet and were not identified; their meanings were not inferred.