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Something Witchy This Way Comes: A Wroth: Venna Board Game Expansion Review

W Updated February 01, 2026
 
4.0
 
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Something Witchy This Way Comes: A Wroth: Venna Board Game Expansion Review

Game Information

Players
1 - 4
There Will Be Games

KLAATU. BARADA. NIKTO!

 

As with the previously reviewed Paldeyn faction, if you are getting this expansion for Player Versus Player, it's “Different Stuff not More Stuff” since this doesn't add a fifth player to the base game and simply gives you one additional faction to choose from. 

So, the core reason for picking up a new faction is how their powers vary from those found in the base game. Wroth has Feats, which are what I call the tactical nukes of area control. There are three to choose from for Venna:

Enhanced Sorcery: Persistent: When Venna attack a region that has a hag, acolyte or Cauldron, Deal +1 Damage.

Raise the Dead: Once per game. gather all Cauldrons and deploy them one at a time to regions you occupy. Then, add up to two troops from your discard to each region with a Cauldron.

Toil and Trouble: Once per game: Defeat four basic troops from your player mat and from each opposing player mat.


Best

At first blush, Enhanced Sorcery looks like the default “go to” power. But, lest you forget, games of Wroth are fast. To truly take advantage of this feat, you need to have Elites out and then attack that region. And there will be turns where the dice you draft simply don't allow for that. Raise the Dead is usually the one I go for. But, once again, you need to be occupying regions in order to take full advantage of it. This means spreading out early and picking the perfect moment to execute it. You won't want to deploy any cauldrons early and taking an lead is Wroth means you will be giving another player an extra die during the draft. When you see Toil and Trouble, you'll likely think “Why would I ever want to use that?” It is best used in a four-player game. The four basic troops that you lose shouldn't be an issue as you'll be likely bringing them back with your Cauldron. As with all feats, it's knowing when to pull that out.


zoom

Speaking of Cauldron's, let's go over the Elites that will be at your call with Venna.

Hag: If Venna is damaged by an attack in a region that has a hag, Deal 1 Damage to the attacker in that region

Acolyte: If Venna is damaged by an attack in a region that has an Acolyte, deploy 1 Tyro (Grunt) to your DZ.

Cauldron: Deploy to a region you occupy. It cannot move or be moved. If attacked, Cauldrons take damage last. At the start of each round, add 1 Tyro (grunt) from the discard to regions with a cauldron. 

The constant debate about factions with asymmetrical powers is “Are they balanced?” A.K.A. This clan is overpowered/underpowered. In my experience with Venna is that they might be slightly overpowered. Having Hags deployed in a region is a damn good deterrent against anyone wanting to attack Venna in that area. Pair them with Acolytes and most people won't dare mess with you, which can lead to some easy domination victories in high point areas if you can get to them quickly. But, as noted by my partner in crime, JackWraith, the key phase in both Hags and Acolytes powers is  "damaged by an attack" as the activator. So, using other factions Elite powers that cause damage but don't count as an attack could be used to root them out.


Elites

The Venna are great at holding real estate in Wroth. And running out of basic troops is never a real issue if you have Cauldron's out since you simply raise them from the dead and place them on the map every round.

If you are picking up Venna as a challenger in your Solo play, I can only say that I have yet to defeat them in this mode. I'm sure it's just a matter of finding the right mix of faction and feat to take them down.


Feats

I like both the look and the gameplay of the Venna Faction. While it doesn't add the elusive 5th player to Wroth, it's a great addition if you are looking for more asymmetrical variety to crank things up in Wroth. Now, if they would only release a faction in Black (my preferred player color), so I don't end up picking my favorite faction and repainting it in Onyx.

 

A review copy of this release was provided by the publisher. Therewillbe.games would like to thank them for their support.

 

If you enjoyed this review, please consider tipping via My KOFI. All proceeds go to buying more games for review!

 

Photos

Something Witchy This Way Comes: A Wroth: Venna Board Game Expansion Review
Something Witchy This Way Comes: A Wroth: Venna Board Game Expansion Review
Something Witchy This Way Comes: A Wroth: Venna Board Game Expansion Review
Something Witchy This Way Comes: A Wroth: Venna Board Game Expansion Review
Something Witchy This Way Comes: A Wroth: Venna Board Game Expansion Review

Editor reviews

1 reviews

Rating 
 
4.0
Wroth: Venna Expansion
I like both the look and the gameplay of the Venna Faction. While it doesn't add the elusive 5th player to Wroth, it's a great addition if you are looking for more asymmetrical variety to crank things up in Wroth.
Wade Monnig  (He/Him)
Staff Board Game Reviewer

In west Saint Louis born and raised
Playing video games is where I spent most of my days
Strafing, Dashing, Adventuring and Looting
Writing reviews between all the Shooting
When a couple of guys reminded me what was so good
About playing games with cardboard and Wood,
Collecting Victory Points and those Miniatures with Flair
It’s not as easy as you think to rhyme with Bel Air.

Wade is the former editor in chief for Silicon Magazine and former senior editor for Gamearefun.com. He currently enjoys his games in the non-video variety, where the odds of a 14 year old questioning the legitimacy of your bloodline is drastically reduced.

“I’ll stop playing as Black when they invent a darker color.”

Articles by Wade

Wade Monnig
Staff Board Game Reviewer

Articles by Wade

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Jackwraith's Avatar
Jackwraith replied the topic: #344642 23 Jan 2026 08:41
Yeah, this one strikes me as more coherent in strategy than the Paldeyn do. You're simply about spreading out as widely as possible in the early game and then daring people to attack you, which you will instantly recover from with Cauldrons. The main problem would be if a couple opponents gang up on you and scour you from certain regions, you don't have any real "advancement" abilities (do damage as you enter, etc.) that would let you establish a foothold once you've lost it. Pretty cool.
Jackwraith's Avatar
Jackwraith replied the topic: #344644 23 Jan 2026 10:15
Also, someone just raised the question on BGG about the difference between "damage" and "attack." So if all of the Venna abilities are oriented around being "attacked" with the dice, but not just being damaged (like on the second move of a Ryder) then that's conceivably one way to deal with them. It's a lot of actions with specifically Elites, though.

Edit: And someone has confirmed the section of the rules: "Attacks always deal DAMAGE, as do a number of other abilities (but other abilities that deal damage are not considered attacks unless specifically stated)."
WadeMonnig's Avatar
WadeMonnig replied the topic: #344647 23 Jan 2026 11:57

Jackwraith wrote: Also, someone just raised the question on BGG about the difference between "damage" and "attack." So if all of the Venna abilities are oriented around being "attacked" with the dice, but not just being damaged (like on the second move of a Ryder) then that's conceivably one way to deal with them. It's a lot of actions with specifically Elites, though.

Edit: And someone has confirmed the section of the rules: "Attacks always deal DAMAGE, as do a number of other abilities (but other abilities that deal damage are not considered attacks unless specifically stated)."

Oh, that's a good observation. I'll have to edit the review to reflect that. That does take some OP out of Them.