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Seven Knights Bewitched

Seven Knights Bewitched Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Contents
  • During Gameplay
  • Game Setup
    • Basic Rules "Suspicion and Distrust" (4-8 Players)
    • Special Rules for 3 and 4 Players "Groping in the Dark" (3-4 Players)
  • Flow of the Game
  • 1. Search Phase
    • When using the basic rules "Suspicion and Distrust" (4-8 players)
    • When using the special rules for 3 and 4 players "Groping in the Dark" (3-4 players)
  • 2. Question Phase
  • 3. Recommendation Phase
  • 4. Order Phase
    • Additional Question
    • Reveal the Captain's Tile and Arrange the Tiles
    • Reveal All Tiles
  • 5. Cleanup Phase
  • End of the Game
  • Optional/Advanced Rules "Challenging Path" (up to 4-7 players)
  • Tutorial/Cooperative Game "Unity" (up to 4-7 players)
  • FAQ

Game Overview

Each player is given either a Knight Tile with a number on it or a Witch Tile without a number. The game proceeds with each player looking at other tiles during the Search Phase and asking questions during the Question Phase. After that, in the Recommendation Phase, a Captain is chosen. The Captain arranges the tiles face down in the center. If the tiles are revealed and in the correct order, the Knights Team wins. If they are not in order, the Witch Team wins. Note that players who see the Witch Tile during the Search Phase become TORIKO (=Bewitched Knights) and from that moment, they join the Witch Team, aiming for the Witch's victory (by disrupting the formation).

Contents

  • 7 Knight Tiles and 1 Witch Tile (together referred to as Tiles)
  • 1 Start Player Token (be careful as it has a sharp point)
  • 1 Rulebook
  • 24 Player Cards (double-sided: Score, Arrow; 8 colors x 3 cards)
  • 16 Player Tokens (8 colors x 2 each)
  • 16 Scoring Cards (front 0/2 points, back 0/3 points)
  • 8 3rd Round Scoring Cards (front 0/7 points, back 0/7 points)

Game Design: Kamomeno Jona. Illustration: Nejima Iteru. Development, Playtesting, Proofreading: HEY! Logo Design: Kadota Toshi. English rules supervision: Xiongmao.

If you have any issues with components or any inquiries, please contact the publisher using the links on the official website (heyteam.net) or the X account (@hey_team). Errata and other updates will also be posted there. Shared notes can be downloaded from there too (the game can be played without them).

During Gameplay

Due to the magic of Witch Myrmamius, players cannot make any statements with a specific purpose. Please play in the spirit of chivalric code.

We can only speak during the Question Phase, and that's just a single question with a single answer each. Writing down questions and sharing them with everyone is one way to go. You can also take notes just for yourself!

Game Setup

  1. Place the lid of the box with the exterior facing up (used during the Order Phase).
  2. Place the scoring cards in an easily accessible area.
  3. The player who was most recently tempted (or chosen randomly) takes the Start Player Token. This player is henceforth called the First player. The title of First player holds the noble meaning of one who leads the charge faster than anyone else.

Rules vary depending on the number of players, so please refer to the appropriate section below. (In 4-player games, either option can be chosen.) If it's your first game, we recommend starting with the basic rules. Also, refer to the Tutorial.

Basic Rules "Suspicion and Distrust" (4-8 Players)

  1. Each player takes the following items of the same color: 2 Player Cards (turn one card arrow side up) and 2 Player Tokens.

Number of players and tiles to prepare (1-7 refers to the numbers on the Knight Tiles "1, 2, 3, 4, 5, 6, 7"):

Number of PlayersTiles to Prepare
41-4 + Witch
51-5 + Witch
61-5 + Witch
71-6 + Witch
81-7 + Witch

Refer to the table above and prepare the corresponding Knight Tiles and Witch Tile. Arrange the remaining Knight Tiles in ascending order from left to right.

  1. Shuffle the prepared tiles and deal one tile face-down to each player, inserting one Player Token into the hole in the tile. (In games with 4 or 5 players, place the extra tile face-down in the center of the table.) Check the contents of the tile you've been dealt, then place it face down in front of you.

Special Rules for 3 and 4 Players "Groping in the Dark" (3-4 Players)

  1. Each player takes the following items in the same color: 3 Player Cards (turn two cards arrow side up) and 2 Player Tokens.

Prepare all Knight Tiles and the Witch Tile.

  1. Shuffle only the Knight Tiles (excluding the Witch Tile) and deal one tile face-down to each player, inserting one Player Token into the hole in the tile. Check the contents of the tile you've been dealt without showing it to anyone, then place it face down in front of you. Add the Witch Tile to the remaining Knight Tiles, shuffle them, and lay three of them in the center of the table. Set aside the rest (2 tiles in a 3-player game; 1 tile in a 4-player game).

Flow of the Game

Prepare for the game with steps 1-4, then prepare for the game with step 5, then each round proceeds through: Search Phase, Question Phase, Recommendation Phase, Order Phase, Cleanup Phase. The 1st and 2nd Rounds and the 3rd Round repeat this sequence, and the game ends after 3 rounds.

1. Search Phase

When using the basic rules "Suspicion and Distrust" (4-8 players)

Starting with the First player and moving clockwise, each player looks at one face-down tile of another player. (In a 4- or 5-player game, looking at the tile in the center is also allowed.)

When using the special rules for 3 and 4 players "Groping in the Dark" (3-4 players)

Two rounds are conducted. In the first round, starting with the First player and moving clockwise, each player looks at one face-down tile of another player. In the second round, look at one face-down tile in the center of the table.

Place your Player Card (Arrow) pointing at the tile you've looked at so that everyone knows which tile you saw. If you see Witch Myrmamius, you immediately become TORIKO (join the Witch Team). Once everyone has finished looking at the tiles, move to the next phase.

2. Question Phase

Starting with the First player and moving clockwise, each player asks any other player one question about the numbers, which can be answered either "Yes" or "No." You cannot ask questions to spread information you already know. (For example, asking a player you know has the number 2, "Are you 2?" or asking a player who knows you are 2, "Am I 2?")

The player being asked must answer honestly. However, Witch Myrmamius and TORIKO may lie! Once everyone has finished asking questions, proceed to the next phase.

Example Questions: "Are you an odd number?", "Are you 3 or more?", "Are you 1?", "Are you a larger number than (the person you saw) Mr./Ms. XX?", "Is Mr./Ms. XX (whom you saw) 1?"

Examples of Forbidden Questions: (To someone you know is 2) "Are you 2?"; (To someone who has seen you and knows you are 2) "Am I 2?"

3. Recommendation Phase

To determine the Captain (the person who arranges the formation), all players simultaneously place their second Player Token in front of the player they think should be the Captain, saying "ready, set, go!" You may recommend yourself.

Witch Myrmamius cannot recommend TORIKO. TORIKO cannot recommend Witch Myrmamius.

The person with the most recommendations becomes the Captain. In case of a tie for most recommendations, the person who did not recommend themselves becomes Captain. If everyone is still tied (either everyone recommended themselves or no one did), then the person farthest from the First player, counting clockwise, becomes the Captain.

4. Order Phase

Additional Question

The Captain asks one more question, following the same rules as in the Question Phase.

Reveal the Captain's Tile and Arrange the Tiles

The Captain reveals their own tile. If it's Witch Myrmamius, Witch Myrmamius and TORIKO win immediately! Proceed directly to the Cleanup Phase.

If not, the Captain arranges all the tiles, including their own, face down so that the numbers are in ascending order from left to right (smallest number first). The Captain does not include the tile they believe to be Witch Myrmamius, but they must include TORIKO. The Captain must not consult with other players.

In the case of "Special Rules for 3 and 4 Players" and "Advanced Rules," there may be no Witch Myrmamius. If you believe there is no Witch Myrmamius, include all tiles in the formation. There may also be missing numbers.

Reveal All Tiles

Once the Captain finishes arranging, they reveal the tiles one by one. If the tiles are in ascending order, the Knights of Stlute win! (The victory is shared by everyone except Witch Myrmamius and TORIKO.) If not, Witch Myrmamius and TORIKO win!

Continue to the Cleanup Phase.

5. Cleanup Phase

All players receive Scoring Cards as indicated in the table below, placing them under their Player Cards (Score) so that the scoring part (right half of the card) is visible on the right.

1st and 2nd Rounds3rd Round
Victory for the Knights (excluding TORIKO)Knight scores, Witch does notKnight scores, Witch does not
Victory for Witch Myrmamius and TORIKOWitch scores, Knight does notWitch scores, Knight does not

After the 1st and 2nd rounds, collect two Player Tokens and Player Cards (Arrow), and the player who had the "1 Eins" tile (or, if none, the player having the tile with the smallest number) takes the Start Player Marker and returns to step 5 in Game Preparation to start the next round. The game ends after 3 rounds.

End of the Game

The player(s) with the highest total score after 3 rounds are the winners.

Optional/Advanced Rules "Challenging Path" (up to 4-7 players)

It is recommended to play this after several rounds of the basic rules. Replace "Game Preparation" steps 4 and 5 with the following. All other rules are the same as the basic rules.

Game Preparation 4: Each player takes 2 Player Cards and 2 Player Tokens of the same color (same as the basic rules).

Game Preparation 5: Shuffle all Knight Tiles and the Witch Tile. Deal one tile face-down to each player, inserting one Player Token into the hole in the tile. (For 4 or 5 players, place one of the leftover tiles face down in the center of the table.) Set aside the remaining tiles without looking at them for this round. Check the contents of the tile you've been dealt without showing it to anyone, then place it face down in front of you.

Tutorial/Cooperative Game "Unity" (up to 4-7 players)

The tutorial is a simplified game that allows those familiar with this game to explain it clearly to first-time players.

Recommended for: those who want an easy play without the Witch Tile. This is a great way to introduce the game. For those who want to trust everyone wholeheartedly, as there's no need to lie. You can play it as many times as you like!

Tiles to prepare:

Number of Players4567
Tiles to Prepare1-51-61-61-7

Do not use the Witch Tile. For 4 or 5 players, place one of the leftover tiles face down in the center of the table.

Refer to the table above for the tiles to prepare. Since there is no Witch Myrmamius, during the Order Phase arrange all prepared tiles. When playing as a tutorial, it ends after one round, and there are no points. All other rules are the same as the basic rules.

FAQ

Q: What exactly does it mean that you can't make any statements with a specific purpose? A: It means that you should not talk about/hint at anything concerning your tile or the tile you looked at, or say things along the lines of "that person is suspicious." Other than that, you are free to speak.

Q: If I see TORIKO, do I become TORIKO too? A: No, you do not. (In terms of the game system, only Witch Myrmamius and TORIKO themselves know if they have become TORIKO.)

Q: Can I take notes? A: Yes. You can write down and share the content of the questions, or keep your own private notes (but please do not share your private notes).

Q: What happens if the Captain is TORIKO? A: It's a victory for the Witch Team. The Captain can either arrange the beloved Myrmamius in the formation or reveal their TORIKO status and move on to the Cleanup Phase.

Q: Why can the Captain ask an additional question when the rules say you can only ask one question and receive one answer? A: It's the result of the Captain being inspired by the trust of everyone else.

Q: Is it possible to not arrive at the correct solution even after making the optimal choices? A: Yes, that's by design. The final decision is left to the Captain.

Q: Is there always exactly one TORIKO? A: There can be cases with zero, one, or more than one TORIKO.

Q: What happens if the Witch is missing and the formation is not in ascending order? A: All players receive zero points as knights.

Q: Why only the 3rd round has 7 points? A: It's to ensure that everyone stays engaged and doesn't give up until the very end.