Beasts that Crawl, Fly, Slither, & Stalk
Each witch has their own set of Familiar tokens that represent their animal minions. The choices you have are cats, bats, rats, snakes, spiders, and crows. If you have a personal affinity towards a particular animal it may bring you luck!
You will get 5 tokens displaying your Familiar’s likeness, you will place 3 of them on the board at the beginning of the game. In order to put the other two in play, you must use the Conjuring Spell.
The Familiars are placed on the board in various locations around the Village for several strategic purposes.
A vital function of your Familiars is harvesting of Ingredients you need to cast Spells. During the Harvest Ingredients phase of a round, you will receive two Ingredient cards for each Familiar you have in a given location. For instance, if you have one Familiar at the Lord’s Manor, you will receive two Silver. If you have two Familiars at the Farm, you will receive four Soil (two for each Familiar).
You may also want to move your Familiars around using your Movement Phase if you need to change the Ingredients you have been gathering to cast different Spells. This strategy will depend upon the Spells required to complete your Witch’s Schemes.
There are spells that require a Familiar to be present in a location to affect that space, such as Summoning or Switching.
An overcrowding of Familiars can occur, triggering a Scatter effect and kicking Familiars out of a specific location. For more details on Scattering, check your rule book page 3.
Whether you prefer cat-like reflexes, a bird’s eye view, or the creepy-crawly vibe of an eight-legged friend, your Familiars will be a most valued resource as you vie to be The Village Crone!