Preview – Destinies: Witchwood

Which Witchwood is which?

Destinies changed tabletop gaming in 2021. No dungeon-master? No friends? No problem. Lucky Duck Games hopes to enhance the already-awesome, app-driven experience with Destinies: Witchwood. Lucky Duck Games kindly granted me access to the first scenario of the Witchwood campaign. Here are my thoughts. 

Short caveat: I haven’t had the pleasure of playing the other 2 campaign expansions: Destinies: Sands of Time or Destinies: Myth & Folklore. My experience is based purely in the base game’s scenarios. Also, of course, I will try to shy away from spoilers. 

The characters in the first scenario for Destinies: Witchwood are all interesting. What’s more, their destiny objectives are multi-faceted. The destinies feel more intriguing than some of the ones I saw in the base game, but the specificity comes at a price because it’s not always clear what you’re supposed to be doing to fulfill your destiny, although some encounters in the woods tend to help you along. The encounters in the woods feel random, but I trust that they’re curated to each character, which helps with the creepy, chaotic Witchwood allusion the game’s trying to present. 

There’s a new travel system here, which occasionally includes mazes. I love it. This brings to mind interactive fiction works like The Warlock of Firetop Mountain, where players have to keep track of the maze on pen and paper in order to find their way. So fun. I want to see more of this sort of thing throughout the campaign. 

The end of the campaign hints that there will be more connectivity between this set of scenarios than there were in the base game, and I’m here for it. Even if more connectivity means I don’t get to choose who I play as ever again (you always play as descendents of the previous game’s characters), that would be fine with me. It’s the sort of legacy experience that made King’s Dilemma so good, and the sort of thing that could make Destinies even better. 

Destinies: Witchwood introduces some fun new mechanics, and I hope it leans into those new mechanics even more throughout the campaign. I want more intricate mazes; I want more specific, personalized destinies for each character; and I want a world that interacts with each character differently (because each character interacts with the world differently!). 

If you like Destinies, keep your eyes out for the Destinies: Witchwood campaign, launching on Gamefound October 25th. I would recommend Destinies, even with my few critiques, but if you’re still on the fence, it seems like this new expansion is leaning further into what makes Destinies such a unique, enjoyable experience. 

Lucky Duck Games kindly provided a preview copy.

Spencer Patterson

I'm a teacher, writer, and board game reviewer. I especially love board games that pull me in like a good book. My wife is my favorite gaming partner.

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