This is the Kickstarter Deluxe Edition that comes with all gameplay content, upgraded components and all story unlocks.
- Core Game Content
- Shapeshift & Omens Expansion
- Solo Mode
- 100+ Silkscreened Wooden Meeples and Ingredients
- Gametrayz modular tray system (fits sleeved cards)
Gather your witch coven, enthrall the townsfolk, and rise to power as the new Septima in the most accessible Mindclash game yet.
Only in a few corners of the world is the memory of magic still alive, even though a few centuries ago its healing power permeated everything. Witches, its last remaining practitioners, have always been outcasts and could help human society only in strict secrecy. The leader of their people, the Septima, has always been the wisest, most knowledgeable witch. Now, as her time is coming to an end, witches from all over the world gather at Noctenburg to leave their mark on the hostile town and prove to the Septima that they are her worthy successor.
Septima is a competitive, highly interactive strategy game of witchcraft. As the leader of your coven, you must prove your worth in the town of Noctenburg to become the successor of Septima, the High Witch. Practice your craft and gain Wisdom by collecting herbs, brewing potions, healing the townsfolk, mastering charms and rescuing your fellow brothers and sisters from the trials. But beware: magic, even if used for good, invokes suspicion in the townsfolk...
Simultaneous action selection with positive player interaction: Septima’s central mechanism revolves around the simultaneous, secret selection of one of nine Action cards each turn: Move, Collect, Brew, Heal, Recruit, Plea, Chant, Rite and Remember. Each Action gets a powerful bonus if it is chosen by multiple players, but performing them together also raises suspicion in the townsfolk and attracts the attention of the Witch Hunters. Decisions of when to do a shared action (and who to do it with) adds a fresh, semi-cooperative touch to a competitive game, and lots of player interaction.
Rescue witches to build your Coven: Heal, enthrall or convince the townsfolk and amass enough support to sway the periodic Witch Trials in your favor. If the hostile witnesses are outvoted, the convicted witch is absolved and joins the coven that rescued them. You start small but you can grow your coven to up to four witches this way, each with their own personality and special ability to help your cause. Reckless Witches caught by Witch Hunters are also put to trial, so with enough support from the townsfolk, even witches from other, less careful players’ coven can end up in yours.
Accessible, intuitive and familiar: Septima is Mindclash Games’ most accessible title to date, with beautiful, hand-drawn art style by Villő Farkas and with the character art of Barbara Bernát, wooden components and intuitive, theme-inspired mechanisms. It is very quick to teach and set up, and takes less than 2 hours to play, even with four players.
In Septima, 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.
Septima uses a snappy card-driven action system where players plan their actions simultaneously each round. You may choose to play it safe on your own, or temporarily work with other players or even the Septima, choosing the same action as they do.
Acting together grants a powerful bonus effect, but such direct displays of witchcraft also raise suspicion and attract Witch Hunters. This creates a world that constantly reacts to you, where powerful moves are both tempting and dangerous. There are plenty of tools at your disposal to mitigate suspicion - how much you are willing to risk for the sake of power is entirely up to you.
As you use your magic to heal, recruit and charm the townsfolk, you will gain loyal supporters to swing the Witch Trials in your favor. Saving an accused Witch from exile is a great way to grow your Coven and gain new permanent abilities. Even members of rival players’ Covens can be put to trial by the Witch Hunters - and if you save them, they will join you instead!
The best way to mitigate the growing suspicion is to shapeshift into your Coven’s Animal Form to disguise yourself for a few rounds. While transfigured, you are limited to a smaller set of actions, but you perform one of those actions far more effectively than in your human form. You also lower your suspicion each round you spend in animal form, but the limited action set will eventually force you to shift back.