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Matchlocks & Witchcraft


A skirmish wargame of 17th century Puritans facing the reality of their superstitions…


This is Version 1.1 and includes new rules, corrected balance issues, new units, new terrain types, a new scenario, and more!

V1.0 OWNERS - Email Sam at to recieve a free copy of the V1.1 Change List


Matchlocks & Witchcraft is a folk-horror skirmish game. It takes historical accounts of the early American witch hysteria and adds a bit of reality to Puritan fears. How would an encounter between Puritans and a coven of Witches play out at the edge of the New England wilderness?

A showdown of good and evil

Using your own 28mm miniatures, a low model count, and a 3'x3' play area you can resolve an encounter over the course of 3 pre-written scenarios. In the first, you and your the older members of your family take chase into the woods in pursuit of a presumed witch that has kidnapped your newborn child. The outcome of this scenario will inform the starting numbers of the second scenario. Back at the farmstead, the remaining goodwives and children take shelter as an armed band of Puritans (and a reverend) from the nearby settlement have come to eradicate the devil's threat spawning from the Wood to save their righteous flock.

An asymmetrical mechanic allowing Witches the use of witchcraft tokens. They are deployed around the board, they are able to utilize these portals to vanish and reappear, simulating phantom-like movement. Puritans have the opportunity to "investigate" these signs of witchcraft and remove them from play preventing this advantage. Once the tokens are gone the witches are stuck in whatever state they find themselves (permanently becoming a rabbit is a possiblility...) Meanwhile defenseless settlers are at risk of possession, influence, or death so ensure your matchlock-toting Puritans prevent the loss of their own.

A surprise at a remote outpost...

Terrain rules are based on the Puritan's views on community and farming versus the untamed wilds of the woodlands. Witches gain advantage in the woods while the Puritans gain advantage on their cropfields and in their buildings. Trees are to be individually based in order to better recreate the disorder and densities of New England frontier lands.

But beware of the devil's ambush-like deployment in the form of the billy-goat, Black Bill...

If you choose to purchase, thank you so much for your support. Stay tuned for future titles to be released! Follow Samuel S. Drucker on Facebook or send him an email at

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Discussions (3)
Customer avatar
Preston H November 29, 2023 9:28 pm UTC
Hi, read the rulebook and I really dig it.

I second the idea that the traits need to be better defined on what phase they can be used.

After going through the rulebook there are some other minor things here and there I notice. I'm uncertain if you intend to maintain this manual but if you'd like I'd gladly email you a brief word document should you be interested.

Customer avatar
Samuel D January 18, 2024 12:45 am UTC
I apologize for such a late response. I didn't receive a notification for your comment.
I would appreciate any feedback! I understand what you are saying. Technically they may be implemented when you activate a unit, and depending on what trait it is, it is utilized during movement or during an attack.
I do intend to put out future revisions and would gladly include this type of clarifications. Please, email what you can to

Thank you! and thank you for purchasing.
Customer avatar
Danni Lee L August 01, 2023 3:48 pm UTC
I'd like to see a preview of the game first, so I can get an idea first of what I might buy. Also, I'd like to see rules for Native Americans, French and ruffians as well, for more variety.
Customer avatar
Samuel D August 01, 2023 4:13 pm UTC
Thank you for the feedback! I will be working on a preview soon. I plan to give my first go at making a How-To-Play video. Additionally I will be adding a new scenario and new unit types in a later supplement. You can follow live updates to the ruleset and others I am working on at my Facebook page "Samuel S. Drucker".

Originally, I only intended to keep the conflict focused on the Puritan's and their demonic fears in a new wilderness, but the core mechanics I made can easily be used to suit different unit types. One idea I have had was to incorporate Native Americans and Wendigos. That may still be an option. Again, thank you for your feedback!
Customer avatar
Charles E May 17, 2023 12:02 am UTC
A couple of quick questions:

1.When do you roll for abduct and investigate,after movement or instead of movement or does it replace melee?

2.Is spectral touch used when charging or only when moving within 1" of a unit, rules say move not charge but i want to be sure.

Cool little game ,i finally found a reason to paint up some puritans.
Customer avatar
Samuel D May 23, 2023 1:25 am UTC

1. Many actions via Traits like "Abduct" and "Investigate" replace melee. I tried to specify some, like witchcraft, but I realize others need some clarity.

2. Spectral Touch is enacted during a movement action. This rule may better be suited to be explained on the Movement Action page, I'll reassess.

Thank you for your feedback!
Customer avatar
Charles E May 23, 2023 4:54 pm UTC
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File Last Updated:
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This title was added to our catalog on April 24, 2023.
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