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Mindclash Games Septima

Mindclash Games Septima

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$69.99
Ages: 14 and Up
Online: No Stock 1 at our Burlington Location

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Product Details

SKU: MIDSE02

UPC Code: 793888726314

Shipping Weight: 5.650 lbs


What's in the Box?

  • 1 Main board
  • 1 Ritual board
  • 1 Potion board
  • 6 Patient tokens (2 blind patients, 2 infected patients, 2 paralyzed patients)
  • 12 Spell markers
  • 1 Trial bag
  • 1 Trial and Scoring Aid sheet
  • 1 Season marker
  • 1 Moon Phase marker
  • 1 Turn Step marker
  • 16 Angry Citizen meeples
  • 1 Hunter tile
  • 5 Hunter pawns
  • 24 Witch tiles
  • 6 Buildingtiles
  • 3 x 10 Spell cards
  • 9 Book of Divinations cards
  • 16 Crystals
  • 8 Prologue cards
  • 8 Good Luck Charm tokens
  • 5 Lunar Ingreident matkers
  • 9 Septima Action markers
  • 80 Ingredient tokens
  • 1 Starting Player token
  • 56 Potion tokens
  • 48 Wisom tokens
  • 1 Scoring pad
  • 1 Septim 2-player overlay tile
  • Rules

Description

Septima is a competitive, high-interaction strategy game of witchcraft. As the leader of a coven, you strive to overcome your rivals to become the worthy successor of Septima, the High Witch.

You play through four Seasons, each consisting of five rounds, to gather a powerful coven of Witches and gain enough Wisdom points to become the worthy successor of the High Witch.

You will accumulate Wisdom as you practice your craft in the superstitious town of Noctenburg: gather ingredients, brew powerful Potions, perform Rituals, heal the afflicted, and work in the shadows to turn suspicion and anger into support and acceptance.

1-4 players, ages 12 and up.

Setting:

The wanderer had been travelling for ages when he came upon a lush forest on the banks of a river in the mountains. Crystals emerged from the ground, his heart was at peace, he felt he had returned home. His cottage did not stand alone for long, as more travellers felt the need to settle in that land, and more and more people took the news of Noctenburg around the world.

The people did not know they had come to a special place, it was only as they walked through the woods that they noticed the breeze bringing songs, stepping on runes freshly drawn in the mud, and owls looking down on them as if they were not simple birds. But beside the respectable people, something seemed to attract the freaks, especially around October, when the locals dared not go out into the woods after dark because of the strange flames that haunted the passers-by.

Curiosity, of course, is a supernatural force, so there was always someone who would venture closer and talk to the mysterious folks, who would welcome them warmly, curing their long-standing illnesses by unusual methods.

Others, however, were more inclined to hate the strange folk, and it didn’t take much to send Hunters out into the woods and drive them from their land by force of law. They could not have known that the mighty Septima had been living here before the wanderer had first taken up his staff.

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