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GTM #211 - Approaching Dawn: The Witching Hour
by WizKids/NECA

One of your fellow Witches has dabbled in Black Magic, unleashing an onslaught of Demons, and now the entire Coven must survive until dawn in Approaching Dawn: The Witching Hour by WizKids/NECA.

“Overall it was a grueling battle, and while worn, all five Witches huddled together in the center of their now slimed and gross home. ‘Okay, so I should probably let you all know,’ Jemma smirked sheepishly, ‘I might have kind of strayed a bit from Gaia this last year and fed from the sun a bit too much.’  In unison, the other Witches shouted, ‘Ya think!?’”

Approaching Dawn: The Witching Hour by WizKids/NECA is a co-operative game for 3-6 players that tells the story of a Coven of Witches trying to survive a year of constant Demon attacks. One (or more) of the Witches used Black Magic, causing their personal demons to physically manifest each night at midnight and attack the Coven. Now, the entire Coven must survive until dawn; if even one Witch succumbs to the assault, the Coven is lost.

Each player has a unique deck of spell cards, individual abilities, and a secret. The secrets must be resolved by end of game to prevent further harm to the Coven and can chaotically impact play as players make choices that progress their secrets instead of helping their allies. During each round of the game (called an ‘Hour’), players also secretly choose whether to use White or Black Magic. White Magic heals the casting Witch and can only be used to help others. Black Magic can only be used for themselves and hurts the ally to their left by giving them Corruption.

Each Hour starts with players evolving their decks by choosing to take Corruption to acquire new spell cards.  These cards are placed on top of a player’s deck to be used that Hour. Demons then manifest in front of individual Witches based on how much corruption they have previously received.

Simultaneous play follows as Witches draw cards to prepare for battle. Individually, with limited communication, players must decide if each card in hand will be used for White or Black Magic, and then concurrently reveal their hands. After revealing, Corruption is dealt and players heal based on the Black/White Magic showing. Black Magic also has a unique mechanic where it not only gives Corruption to the left-hand ally, it also opens their Sigils. Sigils are like doorways; the more that are open, the more likely a powerful Demon will manifest. Thus, players not only determine the pain they inflict, but also the exposure to risk.

In turn order, players now battle, using their Black Magic to bind or banish their demons and their White Magic to help others.  During battle, players may also destroy their weak starter cards to fuel the most powerful spells in the game, making these cards a precious resource while evolving their decks.  Any remaining, unbound Demons then deal damage.  Finally, players check to see if they can progress their secrets, and by doing so enable new spells to be available for acquisition in the next round.

Much of the game is played simultaneously, which minimizes alpha gaming and increases game speed. However, once cards are revealed, players can talk openly, granting a wicked twist in that there are both independent and group decisions each round. Because of this dual dynamic, Approaching Dawn: The Witching Hour offers players who don’t typically like co-op games an opportunity for individual goals, play, and hurting their allies... a lot.  So, it’s a co-op game with a “take that” element. 

The base game comes with five distinct scenes, each with a different story, playtime, difficulty, and feel.  Each scene can be played independently or in an order that parallels a year in the lives of the Witches.  To enhance the immersive experience, disbursed throughout the rulebook is a short story about a previous Coven’s downfall, along with the backgrounds and descriptions of each included playable character.  In later scenes, players can rescue this “Lost Coven,” granting themselves extra abilities and building onto the ever-connected story.

Provided in Approaching Dawn: The Witching Hour is a quick set-up guide, reference cards, and an extra training scene, making entry into the game easier. Reminder tokens are used throughout play, allowing players to focus on the moment and not have to remember future effects.  Difficulty adjustments can be easily integrated to customize the game for player preferences.

Story, repeatable play, and unique mechanics aren’t the only exciting things found in the box.   Hundreds of pieces of beautiful art, humorous demon quotes, and wooden or heavy cardstock components take the experience to the next level.

So, everyone should gather their friends for the fight of their lives, in a game where everything they do to help themselves harms their allies, while complete selflessness will cause the Coven to fail. Be ready for exciting game play, tough decisions, and ever-growing tension! Pick up Approaching Dawn:  The Witching Hour at a FLGS this autumn.