Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Choose a protector or the witch Hester Beck, bend Harrow County through asymmetric powers, and decide its fate in a tense gothic conflict.
Core mechanisms
Key systems that shape the decisions players make.
Action Drafting
Choose actions from a shared supply before opponents can claim them.
Deduction
Combine clues and exclusions to identify hidden information.
Cube Tower
Drop pieces into a tower that unpredictably releases some of its stored contents.
Chit-Pull System
Draw tokens to determine which units, factions, or events activate next.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
Harrow County translates Cullen Bunn and Tyler Crook’s Southern Gothic comic into a deeply asymmetric conflict. One player may command the Protectors defending the county while another leads Hester Beck’s family, with a third faction available for a three-player struggle. Each side drafts actions and deploys unique powers across a hex map while the cube tower and chit-pull system keep battles uncertain. Protectors try to save townsfolk and contain supernatural threats; Hester’s forces spread influence and pursue darker objectives. Deduction matters because intentions and hidden pieces cannot always be read directly. The result is a moody strategy game where the same locations carry very different meaning for each faction and every campaign for control tells a sharp, character-driven story.