

Pagan: Fino a Prova Contraria
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
Pairs well with
The FroGames Card
Every card played changes what the other thinks of you. Every pause feels like a confession. Every glance a clue. When it's over, you look at each other and laugh nervously. Or not.
WHAT IT'S ABOUT
When suspicion becomes the sharpest weapon in the colony
Until Proven Guilty is the second expansion for the Pagan: Fate of Roanoke system, designed by Kasper Kjær Christiansen and Kåre Storgaard, with grim illustrations by Lisa Forsch and Maren Gutt. This card pack focuses on the social fabric of the Roanoke colony as it frays: the doubt and distrust sown by the Witch spread like a plague, and darkness invades the hearts of the colonists who turn against each other. Amidst the chaos, the Hunter tries to stay clear-headed and uncover the truth in a sea of lies.
At the table, this translates into 32 new cards that intensify the psychological confrontation between the Hunter and the Witch. The Hunter gains more sophisticated deduction tools to analyze the opponent's behavior and intentions; the Witch gains manipulation and deception cards to sow suspicion and confusion. The expansion does not change the structure of the base game, but it raises the stakes of social tension: every action can overturn the other player's perception, and psychological control becomes as decisive as resource management. Requires Pagan: Fate of Roanoke and Beyond the Palisades to play.
What they say abroad
"A cat-and-mouse game of gray-on-gray morality"
A cat-and-mouse game of gray-on-gray morality
— Gameosity
Until Proven Guilty turns the colony into an environment of constant distrust. More suspicion, more pressure, more psychological decisions in every game. The social component becomes the main battlefield.
— FroGames
Pagan: Until Proven Guilty
The new weapons of the duel
What the 32 cards bring to the table
Hunter Cards
Tools of social deduction: cards that read the opponent's game patterns, force risky choices, or reveal hidden information. The Hunter becomes more analytical and less brutal.
Witch Cards
Manipulation and suspicion: cards that sow doubt, create false clues, or protect the Witch's identity with layers of confusion. The Witch can play dirtier and more subtly.
Psychological tension
The cards amplify the game of mutual reading: every move communicates something, and the other player must decide whether to trust or suspect. Bluffing becomes more layered.
Modular integration
The new cards fit into existing decks without disrupting the structure: they enrich tactical options but do not change the game flow. Plug-and-play after Beyond the Palisades.
Recommended sleeves 32 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 32 |
| Total cards | 32 |
🎲How to playThe rules in four steps▼
How to play
The flow of each turn (unchanged from the base game)
Until Proven Guilty doesn't change the game phases: it adds cards that make each phase more psychological and less mechanical.
Place your action pawns on the nine villages to draw cards, play cards, or gain influence. The new Hunter cards force choices that reveal information; the Witch cards create layers of confusion.
Hunter and Witch play cards from their asymmetrical decks. Until Proven Guilty introduces social deduction cards (Hunter) and manipulation cards (Witch) that turn every move into an implicit message.
The Hunter gathers clues and exonerates villages; the Witch accumulates secrets and advances the ritual. The new cards amplify the psychological game: every choice communicates something, and the opponent must decide whether to trust it.
The Hunter wins by exonerating 8 out of 9 villages (and unmasking the Witch) or by directly eliminating her (high risk). The Witch wins by completing the renaturation ritual. Until Proven Guilty makes both paths more tense and less linear.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table with Until Proven Guilty
Not the rules. The experience.
Nervous Setup
You shuffle the new cards into the Hunter and Witch decks. You quickly read the icons. You immediately understand that this game will be different: there are psychological reading tools you didn't have before. The other player smiles. Badly.
First moves, first cracks
The Hunter plays a social deduction card that forces the Witch to choose between two risky options. The Witch hesitates. Then smiles and chooses. The Hunter notes something down. The tension rises, and you're still on the second turn.
Layered bluff
The Witch plays a manipulation card that seems to confirm a suspicion. The Hunter falls for it. Or maybe not? The Witch wonders if the Hunter is pretending to fall for it to make her drop her guard. Neither of them is sure of anything, and the table is a silent poker game.
The game-changing move
The Hunter ventures an accusation based on a playing pattern. The Witch laughs nervously. The Hunter hesitates. Then plays the card. It's right. Or maybe not. At that moment, you realize that this expansion thrives on reading the other player, not on the cards in hand.
End of game, post-mortem
Someone wins. The other asks: "But when did you figure it out?" A ten-minute discussion follows about which move betrayed which intention. You realize that you were playing two different games within the same game. You reshuffle.
🐸Good to know beforeThree honest things, from friends▼
Good to know before
Three things you need to know about Until Proven Guilty
Requires two previous expansions
To play Until Proven Guilty, you must own Pagan: Fate of Roanoke (base game) and Beyond the Palisades (first expansion). It is the third piece of an expandable system. If you don't have the base game, start there. The investment is progressive but mandatory.
The game becomes more psychological
The new cards shift the focus from pure resource management to reading your opponent. If you don't like bluffing, deducing behavioral patterns, or playing layers of deception, this expansion adds complexity you might not want. It's more poker, less puzzle.
Learning curve on top of learning curve
Until Proven Guilty assumes you have already digested the mechanics of the base game and the first expansion. If you add them too soon, you risk getting confused: it's better to play at least 5-6 games of the base before mixing these cards. Otherwise, it's just noise.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
The victory conditions remain the same as the base game. Until Proven Guilty changes *how* you get there, not *what* you have to do.
Hunter Victory
- Exonerate 8 out of 9 villages and unmask the Witch's identity
- Directly eliminate the Witch (but if you choose the wrong village and kill too many innocents, you automatically lose)
- Use the new deduction cards to force the Witch to betray herself with risky choices
Witch Victory
- Complete the renaturation ritual by accumulating enough secrets before being unmasked
- Use the new manipulation cards to sow false suspicions and protect your identity
- Survive long enough for the Hunter's options to run out
Until Proven Guilty is for those who want Pagan to become even more psychological, even more tense, even more about reading each other. It's not more game: it's a duel of minds.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Pagan: Until Proven Guilty
Can I play Until Proven Guilty without Beyond the Palisades?
No. Until Proven Guilty explicitly requires both the base game (Pagan: Fate of Roanoke) and the first expansion (Beyond the Palisades). It is designed as the third step of an expandable system. You cannot play without the other two boxes.
Do these cards change the base game or are they added?
They are added to the existing decks without distorting the rules. The 32 new cards (divided between Hunter and Witch) amplify tactical options and intensify psychological play, but the game flow remains unchanged. Plug-and-play after learning the base game.
Is it suitable for first-time Pagan players?
Absolutely not. Until Proven Guilty is for players who have already digested the mechanics of the base game and the first expansion. If you mix it in too early, you risk getting confused and losing the sense of the game. At least 5-6 games of the base before adding this expansion.
What mechanics does Pagan: Until Proven Guilty use?
Pagan is an asymmetrical game of deduction, hand management, deck construction, worker placement, and area majority. Until Proven Guilty adds cards that intensify bluffing and psychological reading of the opponent, making deduction more layered and confrontation more tense.
Is it available in Italian?
The edition sold on FroGames is in English. The game has text on the cards (action names, effects, abilities) and requires a good understanding of English to play smoothly. There are no official Italian translations available at the moment.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Pagan: Until Proven Guilty is an expansion for the asymmetrical card game Pagan: Fate of Roanoke, designed by Kasper Kjær Christiansen and Kåre Storgaard, published by Wyrmgold GmbH. It requires the base game and the Beyond the Palisades expansion. For 2 players, recommended age 12+ years, duration 30-60 minutes. The card pack introduces 32 new cards that amplify the psychological tension between Hunter and Witch: social deduction cards for the Hunter, manipulation cards for the Witch. Complexity 3/5, main mechanics deduction, hand management, bluff, worker placement. Available on FroGames.it.
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