Full manual text

The colony has been troubled from the get-go. Even without the disconcerting witchery within the village, settling new frontiers has proven remarkably difficult. Even so, the colony must turn its attention to the wild lands beyond the palisades. Its resources are key to survival.

Though teeming with wildlife and rich in resources, the surrounding swampland is covered in a constant mist.

Attempts to expand the husbandry have met with failure. The cattle grow weak, their milk sour, while eggs are laid in various shades of green.

Is the witchcraft going on within the small community only a symptom of a grander, unnatural phenomenon?

Can the countryside be cleansed to turn the colony into a thriving colonial foothold?

In Pagan, two players compete to be the first to complete their individual objective. As the Witch, your objective is to collect enough secrets to perform a ritual so potent, that the entire region will fall under your spell and Mother Nature will reclaim the colony. As the Hunter, you gather all the allies and support you can muster, to bring the Witch to justice before its fatal ritual comes to fruition.

Pagan: Beyond the Palisades is the first expansion for Pagan: Fate of Roanoke. Pagan is an asymmetrical card game for two players taking on the roles of Witch or Witch hunter. The Witch tries to carry out a ritual of renaturation before being exposed and eliminated by the Witch hunter.

Nine villagers are under suspicion and only the Witch player knows who the real Witch is. Each turn, the players use their action pawns on active villagers to draw cards, play cards, gain influence and manage the Gloom.

Moreover, the Witch can brew powerful potions, improve their familiar, and cast enchantments and charms, while the Witch hunter enlists allies, claims strategic locations, and ruthlessly investigates the villagers.

Object Of The Game
Game Overview
Introduction

Wyrmgold wants to make it abundantly clear that we as a company and as persons do not condone violence against people, witches or animals of any kind. This is a work of fiction and not meant to be disrespectful of any historical figure, ethical or religious group. DISCLAIMER

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◆ Scenario: Beyond the Palisades ◆
Hunter:
During your ø, you may remove 1 € in play.
Witch: When you play a € card, add 1 additional € to the played ±.
Villager Set: The Household
10
Both: During your ø, if you have no € cards in play, you may return 1 € card from your discard pile to your hand.
◆ Scenario: Beyond the Palisades ◆
Background
Even the Hunter‘s concerted efforts don‘t seem enough to keep the gloom at bay. No sooner has it evaporated than it settles anew.
10
Scenarios
4 cards
Patriarch Lawrence
Draw 1 ± per Action Pawn on OTHER villagers of the same faction.
The Household
Boatman Armstrong
Discard 1 ±. Then draw 2 ±.
Roamers
Villagers and Overview
9 cards (3 double sided) and 3 cards
Woodcutter Oswald
Draw 1 ± OR spend 1 º/~ from anywhere to draw 3 ± instead.
Craftsmen
Patriarch Lawrence
Boatman Armstrong
Suspects
9 cards
Woodcutter Oswald
Draw 1 ± per Action Pawn on OTHER villagers of the same faction.
Patriarch Lawrence
Play up to 1 ± per Action Pawn on villagers of the same faction.
Mother Grace
Gain 1 @ per Action Pawn on villagers of the same faction.
Trapper Judy
The Household
Discard 1 ±. Then draw 2 ±.
Boatman Armstrong
Show 2 ±. Opponent discards 1 of them, then play the other for free.
Houndskeeper Willam
Gain 2 @ if the cost of the top card of your discard pile is 3 or greater.
Prospector Ashley
Roamers
Draw 1 ± OR spend 1 º/~ from anywhere to draw 3 ± instead.
Woodcutter Oswald
Play a ±. It costs 1 more @ to play OR spend 1 º/~ from anywhere to reduce the cost by 1 instead.
Miller Blossom
Gain 1 @ OR spend 1 º/~ from anywhere to gain 3 @ instead.
Mason Hazel
Craftsmen
2
All tokens are limited to the amount in the box. If you are about to receive or place a token, and there is none left in the supply, don’t place a new token. You are, however, allowed to move a token of the same type already in play.
Hunter
50 cards (4 different types):
♦ Events (∂)
♦ Allies (å)
♦ Locations (©)
♦ Investigation (π)
Gloom Tokens
30 Gloom (g yellow)
Witch
50 cards (4 different types):
♦ Charms (⁄)
♦ Brews (∫)
♦ Familiars (ƒ)
♦ Enchantments (ç)
Component Overview

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Example: The Witch has "Tinted Moon" in play, with only 1 Gloom token remaining. They really want to remove the
card to make room for a new enchantment and deny the Hunter the benefit of the Cleanse effect. Since "Tinted
Moon" is a Gloom-card, however, they are not allowed to remove it.
3
The unnatural mist covers the land beyond the palisades, imbuing the Witch with great power. However, the bold folk of the new
frontier are fighting back and are slowly driving away the darkness. Once cleansed, the gloomy wild lands will be a tremendous
boon to the colony.
Beyond the Palisades introduces two new mechanics to Pagan: Gloom and Cleanse.
Gloom is a new resource that benefits the Witch player as long as it is in play. It symbolizes the Witch's symbiotic
relationship with the lands. Gloom enters the game through the play of Gloom-cards and can be reduced or increased
during a game. Some cards can even break the natural limits of the Gloom on the cards.

With sufficient effort and focus, it is possible to cleanse the Gloom encroaching on the village. Cleansing a card is done
by removing every last bit of Gloom. Once a card is cleansed it is discarded.
A Gloom-card cannot be voluntarily removed by the owning player. Once a Gloom-card is in play, it will stay there until
cleansed.
Gloom and Cleanse
New Mechanics
New Villager Mechanics
Some colonists are already feeling the effects of the Gloom. Their
behavior changed, their mood dampened. It is the task of the Hunter
to bring them back to the righteous light again.
These villagers are the all in the Green Faction ("The Tainted"/
"The Household"). As stated on the Scenario cards 12 and 13,
these villagers start with a certain amount of Gloom and can be
cleansed. When cleansed, the villager does not get discarded
but turned over to the other side instead. The two factions ("The
Tainted"/"The Household") count as the same Green Faction for
cards affecting villagers.
Note: You can never spend your opponent's assets, the Hunter can only
spend clues and the Witch only secrets when visiting a villager of
the Craftsmen faction.

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Entice 1
Gain 1 i for each villager with at least 1 c.
W/P: Remove 1 g here.
gg
0068+g-
All Gloom-cards feature Gloom-symbols (€) in a yellow ribbon in the upper middle and a Cleanse-effect (√) at the bottom. They behave like any other card of that type, but have an added Gloom-mechanic.
Note: A Gloom-card is cleansed if it has no more Gloom-tokens on it. Cleansed cards are discarded afterwards.
Gloom Cards
Card type
There are 4 card types per player.
Card effect
Name of the card. Influence cost to play this card.
Cleanse effect
This effect takes place when there are no Gloom tokens on this card.
Maximum Gloom tokens which are put on the card when it is first played.
Cleanse
As soon as all Gloom-tokens are removed from a card it counts as Cleansed. The Cleanse-effect (√) at the lower half is triggered and the card is discarded afterwards.
Lifting Gloom-Card Enchantments
Gloom-card enchantments differ from regular enchantments in the way they are lifted. When the Hunter spends an action to lift a Gloom-card enchantment, they remove 1 Gloom token from the card instead of discarding it. The Gloom symbol in the costs banner of a Gloom-card enchantment is a reminder to remove a Gloom token, not an additional cost for the action as on other enchantments. If this causes the last Gloom token to be removed from the enchantment, the enchantment is cleansed.
4
♦When a Gloom-card enters play, add Gloom tokens to it according to the amount listed. The amount listed on the card is also the Gloom-limit, which can only be exceeded if specifically stated by a card.
♦Several cards and effects will instruct you to add Gloom-tokens to a card. You can only add Gloom-tokens to Gloom-cards, and only if doing so won’t exceed the Gloom-limit on the Gloom-card. If you can’t add the required amount of Gloom, you can’t play the card or use the effect.
GLOOM
Note: If there are not enough Gloom-tokens available a Gloom-card cannot be put in play.

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Willow Shrub
Draw 3 C and gain 5 i.
Ready 1 villager. Remove 1 g here.
gg
!
0073+g-
The Hunter plays the "Willow Shrub"-card. It is a location, and will therefore come into play on an available location spot on the Hunter’s player board. Since "Willow Shrub" shows 2 Gloom in the yellow ribbon, the Hunter player now adds 2 Gloom tokens to the card.

◆ Scenario: Beyond the Palisades ◆
Background
Even the Hunter‘s concerted efforts don‘t seem enough to keep the gloom at bay. No sooner has it evaporated than it settles anew.

◆ Scenario: Beyond the Palisades ◆
Hunter:
During your ø, you may remove 1 € in play.
Witch: When you play a € card, add 1 additional € to the played ±.
Villager Set: The Household
Both: During your ø, if you have no € cards in play, you may return 1 € card from your discard pile to your hand.
Scenarios are optional additions to a game of Pagan. They change the premise and/or goals of the game. Four scenarios are included in Beyond the Palisades.
When using a scenario card, use the Green Faction listed on the Scenario card, and follow the unique rules associated with the Scenario. These rules supersede the standard rules where applicable.
Besides the 50-card deck, each player also selects one of the factions for the game. A faction consists of three like-colored villagers that share a common faction name and can be easily identified with the Villager Overview Cards.
Scenarios & Factions
Villager set / Factions & Scenario cards
Scenario cards
The Witch selects the Red Faction, the Witch Hunter selects the Blue Faction, while the Green Faction is determined by the Scenario used for the game.

The Green Faction used for Beyond the Palisades is "The Household"/"The Tainted".
Villager Set/Faction
This is referred to in the scenario.
Draw 1 ± per Action Pawn on OTHER villagers of the same faction. Patriarch Lawrence
Play up to 1 ± per Action Pawn on villagers of the same faction. Mother Grace
Gain 1 @ per Action Pawn on villagers of the same faction. Trapper Judy
The Household
Draw 1 ± per Action Pawn on OTHER villagers of the same faction. The Household
Play up to 1 ± per Action Pawn on villagers of the same faction. The Household
Gain 1 @ per Action Pawn on villagers of the same faction. The Household

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Lost in Plain Sight
3
A
l: Gain 5 i.
Place this card on top of a non-villager card. The card below is not
considered to be in play.
gg
0083+g-

Target 1 faction. For each villager of that
faction either add 1 s OR remove 1 c.
Perplex
2
A
0086+g-
+1 @
+2 @
Hunter
©
å
©
å
©
å
Visit a Villager
1. Carry out I-card effect
2. Gain 1 e (if villager has at least 3 c on it)
3. Distribute c
4. Use villager skill
Activate Ready Location
Raid Villager
Place Action pawn on ready villager and pay 3 c from villagers of the same color.
Remove 1 f or all s from that villager.Hunter
Gain 2 i or
Draw 1 card
or
Play 1 card
Lift Enchantment
Exonerate Villager
Pay 3 ∑, then draw a Suspect card.
Ready a Villager
Costs 1 c from that villager.
(Enemy Action pawns only)
Eliminate Villager
Requires 3 c on target, ready villager, and at least 1 c on all other villagers.
Witch
Visit a Villager
1. Carry out I-card effect
2. Convert 3 s to 1 f (max 2 times)
3. Distribute s to villager or B
4. Use villager skill (twice if 2+ f)
5. Do (empowered R) F action
(only when using the ≈)
Consume Brew
This is a free action during your turn.
The end is nigh
Witch
Ready a Villager
Costs 1 s from that villager.
(Enemy action pawns only)
Perform Ritual
Place an Action pawn on a ready villager, who is the
true witch and has at least 3 f on it.
You win the game.
Gain 2 i or
Draw 1 Card
or
Play 1 Card Boatman Armstrong
Discard 1 ±. Then draw 2 ±. Roamers Woodcutter Oswald
Draw 1 ± OR spend 1 º/~ from
anywhere to draw 3 ± instead. Craftsmen Patriarch Lawrence
Draw 1 ± per Action Pawn on
OTHER villagers of the same faction. The Household Houndskeeper Willam
Show 2 ±. Opponent discards 1 of
them, then play the other for free. Roamers Miller Blossom
Play a ±. It costs 1 more @ to play
OR spend 1 º/~ from anywhere
to reduce the cost by 1 instead. Craftsmen Mother Grace
Play up to 1 ± per Action Pawn
on villagers of the same faction. The Household Prospector Ashley
Gain 2 @ if the cost of the top card
of your discard pile is 3 or greater. Roamers Mason Hazel
Gain 1 @ OR spend 1 º/~ from
anywhere to gain 3 @ instead. Craftsmen Trapper Judy
Gain 1 @ per Action Pawn on
villagers of the same faction. The Household
2
0
1
9
1
8
1
7
1
6
15
14 13
12
11
10
9
8
7
6
5
4
3
2
1
0
2
0
1
9
1
8
171615
14
1 3
12
11
1
0
9
8
7
65 4
3
2
1
0

Consume: Remove 1 c from all
villagers of 1 faction. Add 1 g.
Vapors of Disarray
2
B
3
s
0081+g-

¨
¨
®

If you visit all three villagers of a
faction during your turn, gain 2 e.
Guild Leader
2
a
u 1 i
0054 +g-

Triangulate
3
I
l: The Hunter may add 3 c to each
villager of this faction.
W/P: Remove 1 g here.
gg
0067+g-

Remove 1 g-card OR add 2 c to 1 villager.
Expose
4
E
0061 +g-
®

Mirage
3
M
l: Gain 2 e.
Witch u: The Witch may remove c
from villagers equal to g here.
gg
0090
1
g
+g-

Tinted Moon
5
M
l: Add 1 c to each villager of 1
faction.
Add 1 g on each faction icon here.
The Hunter cannot add c to villa-
gers of a faction with g on it.ggg
0091
1
g
+g-

Emit
2
F
R (2 i): Instead, move 1 g here to a
g-card in play. You may exceed the
g-limit with this action.
Add 1 g here.
0096+g-

Willow Shrub
2
L
l: Draw 3 C and gain 5 i.
!: Ready 1 villager. Remove 1 g
here.
gg
!
0073 +g-

Peat Bog
1
L
l: Perform the l of any other g-
card.
!: Add 1 c to 1 villager. Remove 1
g here.
gg
!
0072 +g- ®

When a card is l, gain 2 e.
Frontiers Man
2
a
u 1 i
0055 +g-

Blur
3
F
R (1 g): Additionally, add 2 s to
that B.
Play a B for free.
0095+g-
6
Example of play
5.
8.
4.
1.
7.
6.
2.
3.

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7
1. With his first action, Daniel visits "Trapper Judy" with his Familiar. He removes one Gloom from "Triangulate" and then converts the 3 Clues into another favor. Daniel puts 1 Secret on "Mother Grace." He gains 4 Influence - 2 because of two Action pawns (the owner is not important) on Green Villagers twice (because of the 2 favors). He uses "Blur" to play "Vapors of Disarray" for free, using the Empowered Familiar Skill to add 2 Secrets by removing 1 Gloom from "Peat Bog".
2. With the second action he visits "Woodcutter Oswald". He adds 1 Secret to "Vapors of Disarray" and spends 1 Secret from "Prospector Ashley" to draw 3 cards. ("Perplex", "Lost in Plain Sight", and "Emit").
3. With the final action Daniel visits "Houndskeeper Willam" adding 1 Secret to Willam. He shows Selma "Perplex" and "Lost in Plain Sight". Selma tells him to discard "Perplex". Daniel now plays "Lost in Plain Sight" with 2 Gloom tokens on it on "Willow Shrub". "Willow Shrub" is now no longer considered to be in play. Daniel would like to use "Houndskeeper Willam"'s skill again since he has 2 Favors, but cannot since Daniel only has 1 card left in hand.
4. As a free action Daniel consumes "Vapors of Disarray". He targets the Green Villagers. He may add 1 Gloom from the consumed Brew. He can't place it on "Tinted Moon" or "Lost in Plain Sight" as they are at their Gloom-limit, so instead he chooses to add 1 Gloom to "Mirage".
Hunter and Witch Turns
Witch's turn (Daniel plays the Witch)
5. Upkeep phase: Selma pays 1 Influence Upkeep for "Guild Leader".
6. First action: Selma Visits Mason Hazel. Due to the "Tinted Moon" enchantment, she doesn't get to distribute any clues. She decides to spend 1 clue from "Woodcutter Oswald" to gain 3 influence.
7. With her second action, she visits "Mother Grace." She still doesn't get to distribute any clues because of "Tinted Moon". Since there are 2 Action pawns on Green Villagers, she may play up to 2 cards. First she plays "Expose" to remove "Tinted Moon". Since "Tinted Moon" was removed while it still had Gloom tokens on it, the Cleanse-effect doesn't trigger. Then the Hunter plays "Frontier's Man", spending their last 2 influence to do so.
8. With her final action she uses the "Peat Bog" location. She adds 1 Clue to "Miller Blossom", then removes 1 Gloom token from "Peat Bog". As this was the last Gloom token, "Peat Bog" is cleansed and she gets to choose the Cleanse effect of any other Gloom-card in play. She cannot choose "Willow Shrub", because of the "Lost in Plain Sight", so she decides to use the Cleanse effect of "Triangulate" to add 3 Clues to all Green Villagers. Then "Peat Bog" goes to the discard pile. Since a card was cleansed, the "Frontier's Man" triggers, and the Hunter gains 2 Evidence tokens.
Hunter's Turn (Selma plays the Hunter)
Note: Daniel groans inwardly as he realizes his mistake. Had he paid for the Empowered "Blur" with the last Gloom on "Triangulate", the "Tinted Moon" enchantment would have caused the nasty Cleanse effect to fizzle.

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8
Standard Deck
Hunter (50) Type Number Count
Fisherman a 0051 2
Herdsman a 0052 2
Candle Maker a 0053 2
Guild Leader a 0054 2
Frontiers Man a 0055 2
Tactician a 0056 2
March at Dawn E 0057 2
Arrogate E 0058 2
Rally E 0059 2
Whispers in the Dark E 0060 2
Expose E 0061 2
Cautious Approach E 0062 2
Reckless Approach E 0063 2
Illumination I 0064 2
Intense Scrutiny I 0065 2
Trail I 0066 2
Triangulate I 0067 2
Entice I 0068 2
Survey I 0069 2
Hummock L 0070 2
Murky Waters L 0071 2
Peat Bog L 0072 2
Willow Shrub L 0073 2
Outcropping L 0074 2
Storage L 0075 2
Witch (50) Type Number Count
Elixir of Hiding B 0076 2
Bottle of Swamp Water B 0077 2
Dark Honey B 0078 2
Swamp Snake Venom B 0079 2
Encroaching Fog B 0080 2
Vapors of Disarray B 0081 2
Dematerialize A 0082 2
Lost in Plain Sight A 0083 2
Gloomy Ritual A 0084 2
Beguiling Visage A 0085 2
Perplex A 0086 2
Obfuscate A 0087 2
Mental Image A 0088 2
Foreboding Shadows M 0089 2
Mirage M 0090 2
Tinted Moon M 0091 2
Will-o'-the-Wisp M 0092 2
Strength in Darkness M 0093 2
Invisible Barrier M 0094 2
Blur F 0095 2
Emit F 0096 2
Support F 0097 2
Deceit F 0098 2
Captivation F 0099 2
Mist Infusion F 0100 2

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9
Publisher
Special Thanks to...
Principal Office: Meine, Niedersachsen, HRG 206196
Executive Director: Alexander Ommer
Designers: Kasper Kjær Christiansen
& Kåre Werner Storgaard
Illustrations: Maren Gutt
Layout: Alexander Ommer & Maren Gutt
Editing: Alexander Ommer
Sales & Licensing: Andreas Fuchs
Production: Long Pack Games, CN
Kinue-san, Masami, Yulius, Lui & Constantin Tanaka, Daniel Weinand, Benjamin Törck of Brettspielblog.net, Benni of Pottgamer, Kaddy
aka "Spielefritte", Suzanne (Dicetower), Carsten Lauber, Rocky Bogdanski, Steen Moldrup Thomsen, Thomas Laursen, Kåre Murmann
Kjær, Judges and coordinators at Fastaval, David Ross Coughanour II, Michael Schmitt, Patrick Lagao, Holger Herrmann, Linus Galan
Garcia, Nils Herzmann, Andreas Emgels, Karl-Heinz Zapf, Erik Haffner, Nico Wagner, Inga Keutmann, Timo Hiepler, Josette Ommer, Ursula
Reinecke & Gabi Baumgärtel, Jens Roder, Dennis "Raumschiffspiel" Washausen, Jonas Egel, Jana & Sarah, SoldierCadian and Maixe as well
as all other testers and helpers.
Further Content
These 3 content packs feature 32 cards each, strengthening
Hunter & Witch alike, while bringing new and exciting
layers to the deck building aspect of Pagan. All content
packs are compatible with Pagan: Fate of Roanoke and
Pagan: Beyond the Palisades.
Trials of Old, Close Encounters
& Mind Games

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