SKU: 35422711622

Village Crone

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Description

Village CroneBecome a witch and enter the medieval world of Wickersby in this worker placement, resource management game with spellcasting! Make villagers fall in love, turn them into frogs, or teleport them to different locations. Use your familiars to gather ingredients and cast spells on the villagers to achieve goals and score victory points as you vie to be named the village crone. All the players are witches who have come upon a medieval village without a

Become a witch and enter the medieval world of Wickersby in this worker placement, resource management game with spellcasting! Make villagers fall in love, turn them into frogs, or teleport them to different locations. Use your familiars to gather ingredients and cast spells on the villagers to achieve goals and score victory points as you vie to be named the village crone.

All the players are witches who have come upon a medieval village without a crone. They send out familiars to gather ingredients they can use in spells to complete Witch's Scheme cards. Each of the cards is worth 1, 2, or 3 points, which also indicates how difficult the scheme is to complete. The witch who scores 13 points wins.

The village consists of 6 location game boards: village green, lord's manor, farm, mill, forge, and tithe barn. The locations are modular and can be placed in any order or configuration as long as the gridlines line up. (The easiest way to play is with a 3x2 retangular configuration.)

The villagers, who are the most frequent targets of the Witch's Schemes, have starting locations. The peasant begins in the village green, the lord in the lord's manor, the farmer in the farm, the miller in the mill, the blacksmith in the forge, and the priest in the tithe barn.

The ingredients can be found at 4 of the 6 locations. Silver is in the lord's manor, soil in the farm, flour in the mill, and fire in the forge. There are also 3 eye of newt cards in each stack of ingredients and can be used as wild cards in spells.

At the beginning of the game, each player is dealt 1 of each of the 3 levels of Witch's Scheme cards. Consulting their Books of Spells (which are the same for each witch) to determine which ingredients will be needed to cast the spells on their Witch's Scheme cards, they put 1 familiar in the village green, take turns placing 2 additional familiars in other locations, and draw 2 ingredients from those locations.

The first step in the order of play is to tithe. As soon as each player knows which ingredient they will sacrifice, they place it facedown in the tithe barn. This seeds the tithe barn with ingredients that can be gleaned with the Fortune spell (which allows a player to draw any 3 ingredients from the tithe barn). However, any player who placed a familiar in the tithe barn does not have to tithe.

Then, in turn order, players may move their own familiars and/or villagers and cast spells. (Spells may be cast for strategic or tactical purposes as well as to complete Witch's Schemes.) The movement is limited to a total of 6 spaces, and the number of spells is limited only by the ingredients the player has. The movement and spellcasting can be in any order on a player's turn. A player can even intersperse movement and spellcasting. If a player completes a Witch's Scheme, the card is turned over so that the other players can clearly see how many points that player has. After he/she is finished moving and casting spells, he/she draws 1 of each of the 3 levels of cards, reads them, and decides which one(s) to add to his/her hand as replacements.

When all players have finished moving and casting spells, the players harvest 2 ingredients for each familiar in a location, and the broom (which indicates the first player) is moved clockwise.

The spells are Conjuring (to add up to 2 more familiars into play), Love (to join the fates of 2 villagers, meaning spells cast on one affect the other and movement of one moves the other), Transformation (to turn a villager into a frog or vice versa), Binding (to lock a location down and prevent anyone or anything from entering or leaving a location), Switching (to change the place of 2 familiars and/or villagers), Summoning (to cause a villager to move to a location containing one of the player's familiars), Fortune (to allow a player to draw any 3 ingredients from the tithe barn), and Protection (to block a spell cast by another player). 1 silver can also be used to complete a Scheme out of turn or to discard and draw a new Witch's Scheme card. Each spell requires not only ingredients but also an incantation, which is provided in the Book of Spells. Alternatively, players can make up their own incantations. If a player is caught trying to complete a spell without speaking the incantation, the spell does not work.

Each witch has access to the same number of starting familiars, the same ingredients, the same spells, and 3 Schemes of the same level. But the witch who most cleverly uses these resources to reach 13 points is named the village crone.

The Village Crone also includes rules for solitaire play.

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SKU: 35422711622

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4.9 ★★★★★
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K
Verified Purchase
KK
Pawtucket, US
★★★★★ 5
No taste
Size: 8 Ounce (Pack of 1)
Really good. I put it in my black coffee. There’s no taste or complaints. My second purchase.
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Reviewed in the United States on March 31, 2026
R
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Ryan Mease
Birmingham, US
★★★★★ 5
Excellent Tool for Approaching Homer via English
Format: Hardcover
I love the Loeb editions of Homer. I've already ready the Odyssey, now moving on to the Iliad. What I've especially started to enjoy with this volume of the Iliad is the editors decision to "call out" which lines were rejected by which ancient commentators (Aristarchus, etc.). This adds some fun to the reading because you get to review the line in Greek and try to surmise why they rejected it, or how the passage would work without the line. The translation is reasonably modern but still "lordly" and has the tone of a war epic. It was enjoyable to read aloud in both English and Greek.
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Reviewed in the United States on September 25, 2025
B
Verified Purchase
Bryan Kerr
Pawtucket, US
★★★★★ 5
2,800 years worth of people have heard/read Homer
Format: Hardcover
I just finished reading volume 1 of Homer's Iliad published by The LOEB Classical Library in conjunction with Harvard University Press. The translation is by A.T. Murray with revisions made by William F. Wyatt. The LOEB Classical Library is a academically trusted collection of Greek and Latin publications. The translations are normally more literal than those you might find at your local Barnes and Noble, therefore they read more like an archaic form of English. Homer's Iliad can be found on nearly every great works of literature list. Harold Bloom considered Homer to be in the same family with Cervantes, Dante, and Shakespeare. The Iliad has been read for thousands of years, and every reputable honors program includes his works in their required readings lists. His writings influenced Tolkien and George R.R. Martin. His descriptions of war are grotesque and inspiring. The pantheon of deities he created in his stories set the stage for the Greek mythology that followed him. This is the understanding I had when approaching the book. The bar was set rather high and unlike most expectations these ones were surpassed. As I finished reading volume 1, I asked myself, "how could a writer from the 8th century B.C. have achieved so much, when so many from our era have achieved so little?" Homer had no paper trail of literary criticism to follow. He had no classes in writing style and technique, and yet the Iliad is of such a high caliber that we still read him today. Wayne C. Booth brought to our attention Homer's "leave nothing up to the reader" style of reading. If Homer wants you to favor one group over another, he is going to come out and say it. He can tell you every thought and intent of each character. Homer doesn't care that it would be impossible for anyone to know the thoughts of Agamemnon or Hector. He knows what they thought and that's enough. Many writers today shy away from such literary techniques in favor of modes that demand "reader response." This is not necessarily bad, it's just a different approach but many of their works, if not all, will not demand the attention of 2,800 years worth of readers.
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Reviewed in the United States on August 4, 2012
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Verified Purchase
Tunc
Draper, US
★★★★★ 5
Excellent for learning Homeric Greek
Format: Hardcover
The book is bilingual Homeric Greek-English. It is a Word to word translation of the wonderful ancient text... Reading Iliad is a must for all modern man. With this book, with the help of the opposite page English translation, you can read it in its original too. Homeric Greek is not biblical Greek. It's even older and more beautiful.. So, It may not be the best book for biblical greek readers or learners. But if you are serious about learning ancient Greek and want to do it by reading it word by word with the help of English translation, this book is the right one to start with. Homeric Greek is a dead language, therefore people don't know how to pronounce it. There are many theories about it but there is an interesting guy on YouTube with the nickname "kleber kosta", and he is the best reader of Iliad when it comes to pronouncing it.
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Reviewed in the United States on April 28, 2012
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Patricia Spicer
New York, US
★★★★★ 5
Homer's Iliad, Books 1-12
Format: Hardcover
This is a wonderful adjunct to any text for anyone interested in Homeric Greek. It reads well in and of itself and seems to be highly accurate. Of course I recommend it.
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Reviewed in the United States on January 24, 2014

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