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The Road to Canterbury
The Road to Canterbury
2011 | Humor, Medieval, Religious
I am not a sinless man. In fact, it’s been years since I’ve been to confession, and at this point I’m afraid I would be there for hours just spilling the beans. I know many pious people, but alas, I am not one. However, I do appreciate those that attempt to live that holy life. It takes a lot of guts and a lot of hard work. I guess I’m a little slothy when it comes to that, personally. Anyway, I know of the Seven Deadly Sins, Cardinal Sins, Capital Vices, or whatever you’d like to call them. In fact, I really like the movie Seven – I think it’s great! That said, let’s find out just “what’s in the box?”

The Road To Canterbury is a game of medieval hand management and area influence. In it players are false pardoners stalking the road to the city of Canterbury as pilgrims make their way there from London. As their companies run across these pardoners, they are offered the chance to purchase pardons – salvation and forgiveness for their sins. However, these pardoners are also keen to help the pilgrims along the path of sin, thus making their faux pardons worth even more money! The pardoner who ends the game with the most money will win along The Road to Canterbury.

DISCLAIMER: We were provided a copy of the Impoverished Pilgrim Edition (2nd edition) game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, follow the rulebook, as there are many components to track. The main areas are the Circle of Sin mat that holds the Parson pawn, the decks area that hold the various decks of cards from which players will be drawing, and each player’s personal area where players will hide their earnings and hand of cards behind the privacy screen. Once all is setup somewhat correctly, it should look similar to the photo below. Warning: When I set this up and took the photo, I neglected to realize the red company and the map tiles were translated to the wrong spaces, so just switch those.
The Road to Canterbury is a game of rounds, and each round players will be taking similar steps: Play One Card, Redraw, Perform a Reckoning of Sin. Players will have access to three different types of cards that can be played during the Play One Card phase: Sin cards (five of which are dealt at setup), Pardon cards, and Relic cards. During this phase, the active player can play a Sin card to one of the active Pilgrims to tempt them towards committing that sin. The first time the player adds a Sin card to a Pilgrim, they place one of their corruption cubes on the matching sin on the Circle of Sin. Alternatively, they may play a powerful Relic card that offers adjustments to the rules, or has some interesting results. When a player feels that enough Sin cards of a specific type have been played on a Pilgrim, they may opt to play a matching Pardon card in order to gain precious coin to their pockets. Each Pardon card essentially pardons ALL the sins of that type on the Pilgrim, and the player then collects coins exponentially for a larger total of matching Sin cards on that Pilgrim. If the Parson is currently sitting on the matching sin, the pardoner receives extra coin for it being an especially egregious sin in the eyes of the church. Each time the Pilgrim is pardoned, the pardoner places one of their corruption cubes upon the Pilgrim.

After the active player has played their card, they must Redraw their hand back to five cards, choosing to draw from the Sin, Pardon, or Relic offerings. Some Sin cards may be drawn that are Death Approaches cards. When these surface, they are immediately attached to the Pilgrim whose color matches that of the drawn card’s border color. This essentially eats up a slot on the Pilgrim that could be used for a Sin card to be pardoned.

Once the player has redrawn cards to their hand they must next Perform a Reckoning of Sin. The active player assesses each active Pilgrim to see if they have seven or more cards attached to them. If so, that Pilgrim will perish from the “deadly” sins. Whichever player has placed the most number of corruption cubes upon the Pilgrim is considered present at time of death and will receive credit for the sending to the heavens. They move one of the cubes upon the Pilgrim to the first space on the map tile, earning bonus points and a Last Rites token. Last Rites may be performed immediately to take another turn, or may be held until the end of the game for a 3 VP bonus per token. The most interesting aspect of a Pilgrim dying is the fact that their card now becomes a permanent placeholder underneath their company’s colored banner. So the next Pilgrim to enter play for that company will need only six additional cards to kick the bucket, and so on.


Play continues in this fashion of players taking turns through their three phases. The game ends when all the spaces on the map tile are filled with cubes. Bonus points are counted, coins are added, and the player with the most money/highest score is the winner! The best temptress and pardoner this side of Yorkshire!
Components. I have no experience with the first edition of The Road to Canterbury, so unfortunately I cannot compare and contrast components. However, I have seen many photos and even checked out a review video or two. What I can say about components is that this edition has refreshed the look of nearly everything, and so much for the better. Instead of boring plain cards, there’s just a little more decoration. Not so much to be invasive or distracting, but very tasteful. The component quality throughout is quite stellar. There’s a lot of cardboard in this box, and it all looks and feels great. I do quite like the art style, even though it’s all medievall-y and too artsy for my normal preference. All in all a great quality box of game.

So like I said, I have no experience with this game prior to receiving it and playing through it now. It certainly doesn’t feel like a 10-year-old game, nor does it really feel like many of the Alf Seegert games I have played in the past. Neither of these points are bad at all, just some thoughts I had.

It should be obvious by my ratings graphic that I dig this game a lot. I have nothing like it in my collection, and I am super excited to really bring this out with different types of gamers to see how it fares (once the COVID is no longer an issue, of course). I see this being a hit with my family, who enjoys a lot of take that style games. I see this being a hit with my more thinky gamer friends, because there are just so many juicy choices to be had every turn. I can see this even being a hit with my more gateway friends, because it isn’t terribly heavy, has some humor in it, and I can see the prospect of sowing sin and killing off innocent Pilgrims being attractive to some of my more morbid friends.

For me, I love the ability to take every turn and make important decisions. I try to make every turn meaningful to my agenda, but tactical with what may be at my disposal at the time. When should I play this Relic? Why is named something ridiculous? Should I wait a while longer to pardon this sin, or should I pile on another and then pardon next turn? Ooh, but what if my opponent has the same Pardon card. Am I truly happy that this poor Wife of Bath is about to kick it? GAAHHHHH!

Now it’s no secret that I am a big fan of Dr. Seegert’s games, as I have previously reviewed Fantastiqa and Haven with very high ratings. So, I was not at all surprised that I would love this one as well. It offers so many great choices, looks great on the table, fills a unique void that was present in my collection, and can be played with various types of gamers, even though it is designed for two or three players total. Purple Phoenix Games gives this one an unapologetic 5 / 6. I don’t think it will break into my Top 10, but I certainly won’t rule it out quite yet. More plays with different types of gamers may change my mind on that statement, and I eagerly await my plateful of crow. So if you are like me in your gaming preferences, check out this version of The Road to Canterbury. Let me know how often you tend to grab Relics too, because I feel like I need to utilize them more, but it is so hard to pass up a Sin or Pardon. I Lust after them so very badly.
  
Whirling Witchcraft
Whirling Witchcraft
2021 | Fantasy
What is the thing that first draws you into a game? Is it talk of the gameplay and mechanics? Maybe you’ve had a good experience with the designer? Or perhaps the artwork is what catches your eye? For me, I’ve gotta say it’s not only the artwork, but the components as well. Obviously, we’re no strangers to board games, so scrolling through our feeds we see countless pictures of cards, boards, meeples, etc. It’s when a game has an interesting new component that it really pops out to me. Enter Whirling Witchcraft and its 3D cardboard cauldrons! It certainly got my attention, but does the game itself deserve a place on my shelves? Spoiler – it does, but keep reading to find out why!

Whirling Witchcraft is a game of simultaneous action selection and variable powers in which players take on the roles of witches creating various ingredients to be used in future potions. The neighboring witches are always on the lookout for new recipes, so of course you’ll share those secrets and even some ingredients with them!…….BUT these ingredients can be volatile, and having too many on your workbench could cause an explosion! Which witch is sly enough to not only manage their ingredients wisely, but also overflow opponents with extra ingredients?

Disclaimer: We were provided with a copy of this game for the purposes of this review. This is a finalized retail copy of the game, and what is described and pictured below is what you will get when you purchase this game. -L

To setup for a game, each player receives a player board, cauldron, and Arcana tracker with corresponding tokens. Players are randomly dealt 2 Personality Cards, and choose one to use for the game. Personality Cards offer unique powers or recipes for use during the game. All recipe cards are shuffled, and 4 cards are dealt to each player. Players receive a number of starting ingredients (cubes) to their workbench (player board), as stated on their Personality card, and the remaining ingredients go into a general supply. Choose a starting player and the game is ready to begin! Pictured below is the setup for a 3-player game.

This game is played over a series of rounds, and the turns in each round are performed simultaneously. Each round is broken down into two phases: the Study Phase and the Brewing Phase. The first step of the Study Phase is to Play recipes. Players look at the 4 recipe cards in hand and select one to play this round. Cards are placed face-down below the player boards. The next step, Reveal recipes, is pretty straightforward – all players reveal their chosen recipe and add it to their other recipes already in play. The final step of this phase is to resolve Arcana. Certain recipe cards have Arcana icons on the top that are collected when the recipe is played. Arcana comes in three different types (Book, Potion, and Raven), and is tracked on your Arcana tracker. When you have reached a certain amount of Arcana, you have the opportunity to trigger a special effect for the current round. For example, triggering the Raven Arcana allows you to immediately remove up to 2 ingredients from your workbench. Arcana can play into your strategy, so keep an eye on which recipes offer certain types of Arcana! Players check to see if any Arcana has been triggered, and perform the effects if they so choose, and the round then continues to the next phase.

The second phase of the round, the Brewing Phase, is broken down into 4 steps: Produce ingredients, Pass cauldrons, Check for winners, and Pass recipe cards. The Produce ingredients step is performed by all players simultaneously. Players will choose which recipe cards they have in play to be used this round. To use a recipe, you place ingredients (cubes) from your workbench on the ‘input’ spaces of the recipe card – all input spaces on a recipe card must be filled for the recipe to be completed. When you complete a recipe, take the corresponding ingredients shown on the ‘output’ spaces of that recipe card from the general supply. Players can decide how many/few of their recipe cards to be used each round (one, a few, or all of them), and each recipe card can only be used once per round. When all players are finished using their recipe cards, the ingredients are distributed. Ingredients from the ‘input’ spaces of a recipe go back to the general supply, and ingredients left on the ‘output’ spaces go into your cauldron.


This leads us to the next step – Pass cauldrons. All players will pass their cauldron (and the ingredients on it) to the player on their right. The ingredients from your new cauldron are now added to your workbench. Each type of ingredient has a finite number of spaces on your workbench, though. If these new ingredients cause you to completely fill up a row, any excess ingredients of that type are given back to the player who passed you the cauldron. Any ingredients you get back from an opponent go at the top of your player board, into your Witch’s Circle. When all players have resolved their new ingredients, the next step is to check for winners. If any player has 5 or more ingredients in their Witch’s Circle, they are declared the winner and the game ends! If nobody has at least 5 ingredients in their Witch’s Circle, players will pass their hand of remaining recipe cards to the player on their left, draw back up to 4 cards, and a new round begins. The game continues in this fashion until a player has at least 5 ingredients in their Witch’s Circle by the end of the round.
As you can tell from my intro, as well as the rating graphic, I really love this game. I came into it expecting something light, cutesy, and fun, and what I got was so much more than that. Yes, the components (more on that later) and artwork are colorful and eye-catching, but the gameplay is what really surprised me. For a game that literally only has 2 mechanics listed on BGG (simultaneous action selection and variable player powers), the amount of strategy in this game blew me away. Is it the most strategic game I’ve ever played? No. But it was one that kept me engaged and thinking the whole time. There are 3 major elements that you have to consider: recipes, ingredients, and your opponents. For recipe cards, you have to strategize which recipe to add to your tableau, as well as which recipes to use each round. You are allowed to use as many recipes in a round as you wish, so which ones are the best use of your resources? The next element: ingredients. Aside from strategizing about your recipe cards, you have to figure out how to best manage your ingredients. Which recipes offer the output you want? Which ones eat up large numbers of ingredients? These are all things you have to be considering during the Brewing Phase. And finally, you have to keep an eye on your opponents. You ultimately win by causing your neighbor to have an ‘overflow’ of ingredients – so which recipes can produce ingredients that they don’t need more of? Everyone can see each others’ player boards, which gives you a little insight into perhaps which recipe cards you want to activate this round. Add the fact that pretty much all of this is happening simultaneously?! That just is another layer to the strategy you need for this game! Even just describing this gameplay and strategic implications has me psyched to play again! There is much more to Whirling Witchcraft than meets the eye, and that makes it an awesome game to me.


Ok, so the part we’ve all be waiting for – components! The player boards, cards, and Arcana tokens are all great quality, and vibrant in color. The artwork itself is a unique style that really catches the eye and fits the theme extremely well. The iconography/color-coded ingredients are clear to differentiate, and help streamline the gameplay. The ingredient cubes are your standard wooden cubes, and they are nice and sturdy for their small size. The 3D cauldrons are sooooo cool! Are they necessary to the gameplay? Wellllll not entirely – you could easily just use a simple cardboard circle on which to place ingredients. BUT they make the game feel more immersive, exciting, and fun to play! AEG could have as easily not gone with the 3D idea, but the inclusion of this unique component helps elevate the engagement and gameplay to me. Having physical 3D cauldrons adds so much to the overall table presence of this game, and it makes it feel like you’re playing a deluxe/upgraded game. Add in the fact that the box is made to house the assembled cauldrons, so you don’t have to be continually assembling/disassembling them every time you play. Great forethought and execution! So all in all, excellent production quality overall!
If you’re in the market for a game with ‘simple’ mechanics but elevated strategy, I highly recommend Whirling Witchcraft. This game truly is a gem, and it plays relatively quickly for a ‘heavier’ game. I’ll be the first to admit that I was drawn to this game by the components, but the stellar gameplay is what makes me keep playing it. Purple Phoenix Games gives this one a whirling 5 / 6. Check it out, you won’t be disappointed!