Gemblo supports up to six players. In the two-player version of the game, each player uses two colors of pieces.
Salem incites the atmosphere of paranoia that held the village of Salem captive. Players act with the assumption that there are witches among them (and, in this case, there will be). Each player controls six residents of Salem, three of whom are witches. Game play is simple: try to rid the village of witches and keep the identities of your own residents secret.
The game plays over the course of four rounds representing the four months (June–September 1692) in which the hysteria was at its height. Each round has two parts: a Witch Hunt and a Witch Trial, followed by hangings (the dates of which correspond to the four actual hangings that took place in Salem that year). During the Witch Hunt, players send residents to jail and provide alibis for their own jailed citizens. At the end of each round all jailed citizens stand trial. Players then collectively decide who is hanged and who is spared. The player who is most successful at discerning witches from villagers wins!
While the story surrounding the Salem witch trials has become something of a legend, every character in this game is based on a real person whose life was directly touched and in some cases torn apart or taken away by the events surrounding the Salem witch trials. Extensive research has been done to craft the real-life stories of all 42 residents in the game.
While this game focuses on the people and events specific to Salem, Massachusetts, similar witch hunts were taking place as far north as Maine and as far West as Connecticut. Surely, the devil had come to New England.
You play an activist, a power broker, or the leader of a political party – in any case, someone who organizes campaigns, games the system and wins elections. Your job is to make compromises, yet always stand by your principles, form coalitions yet still achieve your agenda. To succeed you must herd cats, spin facts into a web of deception, and speak power to truth.
Enter a world of mudslinging, dirty tricks and the crooks and liars who manipulate the masses, juke the system and corrupt the true believers in order to throw out the tyrants, make the world a better place, and save us all from ourselves. A canny and calculating political operative, you are battling to take over a country in crisis. The old-line political parties are weak and divided, primed for being taken over from within or pushed out of the way. Your movement has captured the imagination of a small but loyal few and now it's your job to grow it into a national force. The goal is to put your handpicked candidate into high office, lead the country, and put your mark on history.
Democracy: Majority Rules is focused on the retail work of politics at every scale: making friends, forging alliances, outmaneuvering rivals, deceiving enemies, building consensus, selling your point of view, creating a coalition, hiding resentment, feigning weakness, blindsiding foes, and turning doubters into believers. It's all in the game.
Castle StormHaven is guarded vigilantly by brave defenders comprised of an alliance between Men, Elves, Halflings, and Dwarves. For over 300 years, these defenders have repelled numerous invasions from the Badlands, home to the subterranean Dark Elf marauders and the mysterious sect of arcane bending wizards, the Arcanists. StormHaven is the first and last line of defense from keeping the fertile farmlands and gold mines of Western Holmenstein from being overrun.
Years ago, a mysterious masked and exceptionally short villain appeared with the goal of uniting the Badlands and ruling over Holmenstein. Dubbed "the Boss" by his cohorts, he promised gold and power to those who would follow him. First the Dark Elves, then the Arcanists joined his Dark Forces. Soon after, the Orc pirate raiders joined the growing army and brought with them their crazed goblin allies and monstrous cousins, the giants. Knowing The Boss' army needed further strength to overwhelm Castle StormHaven's defenses, he revealed the last piece of strategy for domination, the Undead Horde of the BlackSoot Swamps.
Now the four dark force armies – Dark Elves, Arcanists, Orc and Goblins of the Green Tide, and the innumerable Undead host – begin their long march east. Breaching Castle StormHaven's thick walls is no easy feat. It takes a desire for loot, hordes of your minions willing to be led to certain death (err, victory), cunning strategy, and a touch of treachery. The first player whose Dark Force unit enters the keep first, by the end of turn eight, is truly the mightiest champion and claims total victory for his army.
And Robert Groller from Grumpy Owl Gamery has rebooted on KS for the game storage system dubbed "The Keep", with the funding goal cut in a third to $250k, which is still a chunk of change but far more approachable than on the first funding attempt. Why could the goal be cut so much? Probably because the fishing tackle-style hard plastic case is not one of the rewards for project backers. Instead The Keep consists of a mix-and-match combination of messenger bags, plastic card holders, plastic "bit pits" and "a waterproof, padded sleeve with a series of mesh pockets". (KS link) Personally I'm going to stick with my $1 supermarket bag created from recycled bottles, but if you're more upscale than me, you have a few more options...