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Witch & Bitch

Witch & Bitch Rulebook

Table of Contents

Table of Contents

  • Components
    • Component notes
  • Game Preparation
    • Choosing the Scenario
    • Preparing the table
    • Preparing the Destiny deck
    • Choosing the Witch
    • First Player
    • Choosing the starting Spells
    • Placing the starting Enemies
  • Round Structure
    • Witches' Phase
      • 1. Change of First Player
      • 2. Restoring the Cards
      • 3. Turn / Actions
        • Move
        • Collect an Object
        • Pass something to another Witch
        • Use a Spell that requires an Action
      • 4. Learning new Spells
  • Dark Forces' Phase
    • 1. Destiny card
      • Evolution of Enemies
    • 2. Enemy Activation
      • Movement
      • Attack
  • Spells
    • 7 Schools of Magic
    • 3 Levels for each School
  • Acquiring new Spells
    • Available Spells
    • Spell branches (Ramificazioni degli Incantesimi)
  • Using Spells
    • Action
    • Reaction
    • Exhaustion
    • Attack
  • Death of a Witch
    • Permanent Death
  • Scenarios
    • 1. Sarah's Revenge (La Vendetta di Sarah)
    • 2. The Return of Wanna (Il ritorno di Wanna)
    • 3. Hunger Gaymes
    • 4. I'm Not Racist, But... (Non sono razzista, ma...)
    • 5. Plot! (Gomblotto!)
    • 6. Battle Royale
  • Learning and Losing Spells (back of the rulebook)
    • Learning new Spells
    • Losing Spells
    • Round Summary
    • Variant

Components

  • 5 Witch cards (Carte Strega)
  • 5 Witch tokens (Segnalini Strega)
  • 49 Spell cards (Carte Incantesimo)
  • 5 Reward cards (Carte Ricompensa)
  • 20 Destiny cards (Carte Destino)
  • 5 Witch or Bitch cards (Carte Witch/Bitch)
  • 45 Damage tokens (Segnalini Danno)
  • 9 Magic Effect tokens (Segnalini Effetto Magico)
  • 4 Portal tokens (Segnalini Portale)
  • 12 Objective tokens (Segnalini Obiettivo)
  • 28 Enemy tokens (Segnalini Nemici)
  • 1 Antagonist token (Segnalino Antagonista)
  • 1 First Player token (Segnalino Primo Giocatore)
  • 2 dice (Dadi)
  • 10 Map tiles (Tasselli mappa)
  • 1 Spell Book (Libro Incantesimi)

Note: the official FAQ & Errata sheet states that the first print's 12 objective tokens are actually 11 in the box.

Component notes

  • Witch cards (Carte Strega) show each Witch's Movement (boot), Health (heart) and Defense (shield).
  • Witch tokens (Segnalini Strega) represent the Witches on the map.
  • Spell cards (Carte Incantesimo): each card represents one Spell.
  • Reward cards (Carte Ricompensa) represent Rewards the players gain by recovering the Objects on the map.
  • Destiny cards (Carte Destino) determine the Actions of the Dark Forces that oppose our heroines.
  • Witch or Bitch cards (Carte Witch or Bitch) are used only in some Scenarios, and establish who is the "Bitch" of the group.
  • Damage tokens (Segnalini Danno) indicate how many Damage have been received by Witches and Enemies.
  • Magic Effect tokens (Segnalini Effetto Magico) are placed on Witches and Enemies when they fall victim to specific Spells.
  • Portal tokens (Segnalini Portale) are dimensional breaches from which the Enemies sent by the Dark Forces emerge.
  • Object tokens (Segnalini Oggetto) represent Rewards the Witches can recover, or specific objectives set by the Scenario.
  • Enemy cards (Nemici) have two sides: the base version (white frame) and the evolved version (black frame).
  • represents the final Enemy, if the Scenario provides one.

Game Preparation

Choosing the Scenario

Consult the Scenarios section (from page 10) and choose which one to play. The Scenario indicates how to build the map, where to place the Portals and the Objects.

Preparing the table

After building the map (1), place the Spell cards, divided by School, beside the map (2). Also place the Reward deck (3).

Stack the Enemy tokens after shuffling them (4). Prepare the supply of Damage tokens (5).

Preparing the Destiny deck

Each Scenario calls for a specific number of Destiny cards, divided into green, orange and red.

Shuffle the number of cards required and place on the bottom the red ones, on top of them the orange ones, and finally the green ones, which will therefore be the first to be drawn (6).

Choosing the Witch

Each player chooses the Witch they prefer. They take the upright Witch token to place at the starting point specified by the Scenario, take the Witch's card and place it in front of them.

First Player

All players roll the 20-sided die, and the player with the highest result becomes the First Player.

Choosing the starting Spells

The First Player consults the Spell Book and chooses one first-level Spell. They take the corresponding Spell card from the deck of its School. Then they pass the book to the player on their left, who does the same. This continues until everyone has chosen a Spell.

Then, starting from the last player to have chosen a Spell, the operation is repeated to choose a second Spell, passing the book to the player on their right. In this way the First Player will be the first to select the first Spell, but the last to select the second.

IMPORTANT: two Spells of the same School cannot be chosen. They must be two first-level Spells belonging to two different Schools.

NOTE: for each School, only 2 first-level Spells are available, and only 1 of second- and third-level Spells. This means that, for example, if two players choose a fire Spell, no other player may have access to fire for the rest of the game.

TIP: it is highly advisable to take at least one Attack Spell to start the game.

Placing the starting Enemies

Roll the 4-sided die and place on the corresponding Portal the first Enemy taken from the Enemy pile. Perform this operation a number of times equal to the number of players.

EXAMPLE: in a 3-player game, the die is rolled 3 times. If the results are 1, 4 and again 1, you must place one Enemy on Portal 1, one on Portal 4 and another one on Portal 1.

Round Structure

The Round is made up of two phases:

  • The Witches' Phase, in which the players carry out their Actions;
  • The Dark Forces' Phase, in which the game moves against the players.

Witches' Phase

1. Change of First Player

The Witches' Phase opens with the passing of the "First Player" token. Whoever was the First Player in the previous Round passes the token to the player on their left, who becomes, for this Round, the First Player.

2. Restoring the Cards

All players return to active status their Spells and Rewards that were exhausted during the previous Round (see page 9).

3. Turn / Actions

Starting from the First Player and proceeding clockwise, each player carries out their turn, in which they may perform a maximum of 3 Actions. The list of possible Actions follows (it is possible to repeat the same Action several times).

Move

Using this Action the player moves their Witch by one space. A space is defined by a clearer perimeter on the tiles that make up the map.

Example: the player controlling Chanotika uses an action to move her to the adjacent space.

It is never possible to cross the black strips, unless they present an opening.

RULE: it is not possible to leave a space if there are Enemies present. They must therefore be dealt with before being able to move.

Collect an Object

With this Action an Object placed by the Scenario is collected. Usually collecting an Object results in gaining a Reward.

Pass something to another Witch

With this Action it is possible to pass one or more items to another Witch who is in the same space, such as Rewards or collected corpses.

Use a Spell that requires an Action

Many Spells (but not all) require an Action to be used. In this case an Action must be spent to use the Spell. The effect of each Spell is described on the Spell card itself.

NOTE: it follows that Spells that require an Action to be used can only be used during your own turn, in the Witches' Phase.

How the Spells work is explained on page 7.

4. Learning new Spells

After all players have carried out their Actions, each player may (if they have accumulated enough Experience Points) learn a new Spell, starting from the First Player and proceeding clockwise. To do so, it is necessary to spend the corpses of the Enemies obtained by defeating them. Each corpse shows Experience Points (EXP).

Example: Gay Represso offers 2 Experience Points.

To learn a new Spell you must discard corpses until you reach the required Experience Points. On the back of this rulebook there is a detailed explanation of the process and a table specifying how many Experience Points are needed to learn a new Spell, based on the number of Spells already acquired. (Detailed explanation of Spells on page 7.)

Dark Forces' Phase

After the end of the Witches' Phase, the Dark Forces react in order to wear down the Witches.

1. Destiny card

First, the first card is drawn from the Destiny deck, prepared at the start of the game according to the Scenario's instructions. The effect of the card is described on the card itself, but often the card will say "Generate Enemies". In this case, exactly as done during game preparation, roll the die a number of times equal to the number of players and place on the Portal corresponding to each result the first Enemy drawn from the pile.

IMPORTANT: as long as the Destiny card drawn is green, the Enemies are placed with the white frame facing up, i.e. showing their Base version.

NOTE: if the Enemy pile is finished, reshuffle the discarded corpses collected by the players and create a new Enemy pile.

Evolution of Enemies

When the first orange Destiny card is drawn, all Enemies present on the map evolve and are turned over to the side with the black frame. From this point on, all Enemies generated will appear in their empowered version.

Example: Gay Represso in its Base version and Omofobo in its Evolved version.

2. Enemy Activation

In this sub-phase each single Enemy is activated, in the order established by the First Player. An activation means Movement and Attack, so each Enemy will move and, if able, attack.

Movement

Each Enemy moves a number of spaces equal to its speed, towards the nearest Witch.

Example: Gay Represso moves 1 space (its speed value is shown in the top left corner). Omofobo is activated and must therefore move; Chanotika is the nearest Witch, so it moves one space towards her.

If an Enemy is already in a space with a Witch, the Enemy does not move.

If an Enemy is at the same distance from two or more Witches, the First Player decides which Witch the Enemy must move towards.

Attack

If, after moving, the Enemy finds itself in the same space as one or more Witches, the Enemy attacks. The Attack depends on the characteristics of the Enemy, shown in the lower part of its token.

1. Target (Bersaglio): this entry says whether the Enemy's Attack applies to all the Witches present or to a single one. If the Attack is aimed at a single Witch but there is more than one in the space, the First Player decides which Witch suffers the Attack.

2. Attack (Attacco): this entry specifies the bonus that the Enemy gets when it makes an Attack. When an Enemy attacks, the First Player rolls the 20-sided die and adds the bonus specified by the "Attack" entry to the result. If the result is equal to or higher than the Defense of the victim, the Attack hits. The Defense value is shown in the blue shield on the Witch card (for example, a Witch's Defense is 15).

3. Damage (Danno): this entry specifies how many Damage the victim suffers from the Attack. For example, if the Damage is 2, and the Attack hits the Witch, the Witch takes 2 Damage and must place 2 Damage tokens on her card.

Spells

Spells are the heart of "Witch & Bitch". In this section you will learn how to acquire and master them, with the skill of a true Witch.

7 Schools of Magic

There are 7 Schools of magic, each with 6 Spells available. Here is a brief description.

  • The Spells of Fire (Fuoco) are those able to wreak the greatest devastation, inflicting a large amount of Damage.
  • The School of Lightning (Fulmine) offers the Spells with the greatest range, able therefore to strike at a distance.
  • The Spells of Ice (Ghiaccio) inflict less Damage than the two previous Schools, but are able to freeze (see the Spell Book), slowing down Enemies.
  • Kinetics (Cinetica) serves to move Witches, Enemies and Objects, in some cases inflicting even serious Damage.
  • The Spells of Light (Luce) are protective and healing in nature.
  • Darkness (Oscurità), the forbidden School, will give you an advantage at the expense of the other Witches by teaching you ominous Spells such as Resurrection.
  • The magic of Seduction (Seduzione), finally, allows you to manipulate opponents and events.

3 Levels for each School

Each School offers 6 Spells, divided into 3 Levels, as in the example below.

  • Level 1: one Spell
  • Level 2: two Spells
  • Level 3: three Spells

(Consult the Spell Book for a complete overview.)

So for each School of magic there are:

  • 1 Spell of Level 1
  • 2 Spells of Level 2
  • 3 Spells of Level 3

NOTE: only the first-level Spells are available in double copy, while those of second and third level are in single copy.

Acquiring new Spells

The players start with 2 first-level Spells, belonging to 2 different Schools, but they can learn others (detailed explanation on the back of the rulebook). When this happens, the player may:

  • take a first-level Spell of a new School;

or

  • take a Spell of a School they already know, of the next level after the Spell already learned from that same School.

Example 1: Topaz knows the Spells "Fire Ball" (Palla di Fuoco, Fire Level 1) and "Favor of Darkness" (Darkness Level 1). At the end of the Round she can learn a new Spell and decides to learn a Spell belonging to the School of Light: she therefore obtains "Healing" (Guarigione), the only Level 1 Spell of that School.

Example 2: Travonia knows the Spells "Thunderbolt" (Folgore, Lightning Level 1) and "Fascination" (Seduction Level 1). She may acquire a new Spell of the Lightning School. She may choose between "Divine Arrow" (Saetta Divina, Level 2) and "Crown of Arrows" (Corona di Saette, Level 2). She chooses "Crown of Arrows" and takes the corresponding card from the Lightning deck.

Available Spells

When deciding to learn new Spells, the choice is constrained by the choices made earlier by you and by the other players.

There are only 2 copies of each first-level Spell. This means that only 2 players will have access to a given School of magic. For example, only 2 players will be able to learn the Ice Spells. When both copies of the first-level Spell of a specific School have been taken, no other player will have access to that School for the rest of the game.

Spell branches (Ramificazioni degli Incantesimi)

As illustrated by the Spell Book, there are predefined paths to choose from when acquiring new Spells. The position within the branch is also shown on the card.

For each School, a Witch can obtain only 1 Spell of first level, only 1 Spell of second level and only 1 Spell of third level, following the chosen branch.

Example: Topaz possesses the first-level Fire Spell "Fire Ball" (Palla di Fuoco). At the end of the Round she is able to acquire a new Spell, and the player decides to learn a second-level Fire Spell. Assuming both Spells are available (i.e. neither has already been taken by another player), the player may choose which of the two they prefer.

The player chooses the "Sword of Fire" (Spada di Fuoco). This means that the next time their Witch learns a Spell, she may take a Level 3 Spell, losing the possibility of obtaining the non-chosen Level 2 Spell and the Level 3 Spell linked only to the non-chosen branch.

REMINDER: For each School of magic, a Witch may learn at most 3 Spells per game.

Using Spells

Each Spell has a unique effect and is explained on the Spell card. Some Spells require an Action to be used, others can be used only after a specific event occurs, and still others exhaust their power momentarily after being used. Here is the list of characteristics, found at the top of the text block.

Action

If a Spell carries the wording Action, it means that an Action is required to activate this Spell. It follows that the Spell can only be used during your own turn.

Reaction

A Spell that carries the wording Reaction can be used only as a response to a high-level event, for example an Enemy's Attack.

Exhaustion

Spells with the Exhaustion symbol are exhausted after being used: the corresponding card is turned over onto its back and that Spell may no longer be used until it returns to active status.

Spells return to active status at the start of the Witches' Phase or following other game effects.

It follows that, if a Spell does not show the Exhaustion symbol, the Spell may be used more than once during the same Round.

NOTE: some Spells carry a combination of wordings. For example, a Spell may require an Action to be used and show the Exhaustion symbol, which exhausts the Spell after its use.

IMPORTANT: many Spells that do not carry the wording "Action" may be used even outside your own turn, applying the effect explained on the relevant card.

Attack

Some Spells allow you to attack a Target, which may be an Enemy or another Witch. These Spells show a mini-table that explains how the Attack works. Here is an example:

RANGE (PORTATA)TARGETS (OBIETTIVI)Attack (Attacco)DAMAGE (DANNO)
01+112

Range (Portata): indicates the reach of the Attack. A Range of 0 means that a target can be attacked only if present in the same space as the Witch casting the Spell. A Range of 0-1 allows attacking targets up to one space away, and so on.

Targets (Obiettivi): this entry specifies how many Subjects (Enemies or Witches) can be attacked with this Spell.

Attack (Attacco): specifies the bonus the Attack gets. The Witch casting the Spell rolls the 20-sided die and adds the bonus to the result. If the number obtained in this way is equal to or higher than the Defense of the attacked subject, the subject suffers damage.

Damage (Danno): indicates how many Damage the target suffers if the Attack hits. In this case, place an equal number of Damage tokens on the subject. In the case of a Witch, these go on her card; in the case of an Enemy, they go on its token. If an Enemy suffers Damage equal to or higher than its Health (value in the heart), the Enemy dies and the Witch who killed it takes its token as a corpse.

NOTE: the term "subject" refers to both Witches and Enemies. The term "target" refers to the Witch or Enemy that is chosen as the target of the Spell.

Death of a Witch

When a Witch suffers Damage equal to or higher than her maximum Health (10 hearts), she dies. Upon dying, she loses all unspent corpses and loses all Rewards obtained during the game. Her token is placed on its side on the map. In addition, the Witch loses Spells according to the number of Spells she knows (see the chart on the back of the rulebook). If a Witch must lose one or more Spells, she must always choose them starting from those of the highest Level. At the start of the Witches' Phase, the player returns the Witch token to upright and the Witch returns to play by removing all Damage received.

Permanent Death

The chosen Scenario specifies from what point in the game death becomes permanent. From that moment on, death is handled as explained above, but the Witch does not come back to life in the next Round (unless another Witch possesses the dark art of Resurrection!).

Scenarios

Scenario titles are given in English, with the Italian title in parentheses. Each Scenario's map diagram is printed in the original rulebook as an image and is not reproduced here; the printed map shows the tile layout, the Witches' starting space(s), and the Portal and Object positions.

1. Sarah's Revenge (La Vendetta di Sarah)

Recommended for beginners.

  • Number of players: 1 to 5
  • Mode: Cooperative
  • Destiny deck composition: 7 green cards, 7 orange cards and 3 red cards.

If the deck runs out, the Witches have one last Round available, after which they lose the whole game.

Death: the Witches may be reborn with the penalties provided for death (see page 9) until all 5 Objects have been taken. From the moment the last Object is taken, death becomes permanent.

Objects: when a Witch takes an Object, draw a Reward card.

Objective of the Scenario: the Witches must work together to defeat Sarah Kennedy, who has declared war on the world in order to avenge the wrongs suffered in her troubled life. The Witches must collect all 5 Objects. When the last Object is taken, roll the 4-sided die and place the Antagonist token on the corresponding Portal. The Witches win if they manage to kill Sarah before the Destiny deck runs out.

Sarah Kennedy: Sarah's characteristics depend on the number of players.

Activation: during the Enemy activation phase, Sarah moves towards the nearest Witch and attacks all the Witches present in her space with the following values:

RANGE (PORTATA)TARGETS (OBIETTIVI)Attack (Attacco)DAMAGE (DANNO)
0ALL (TUTTI)+102

Number of Activations: 2. Sarah is activated 2 times per Round: she moves, attacks, and then moves and attacks a second time.

PlayersMovementHealthDefense
1 player21515
2 players21815
3 players21518
4 players21821
5 players21823

Map note: the Witches start on the space marked "The Witches start here" (Le Streghe partono qui) on the printed map.

2. The Return of Wanna (Il ritorno di Wanna)

  • Number of players: 3 to 5
  • Mode: Semi-cooperative
  • Destiny deck composition: 7 green cards, 7 orange cards and 3 red cards.

If the deck runs out, the Witches have one last Round available, after which they lose the whole game.

Death: the Witches may be reborn with the penalties provided for death (see page 9) until Wanna appears on the map (see below).

Witch or Bitch? At the start of the game each player receives a Witch or Bitch card. Randomly distribute a number of Witch or Bitch cards equal to the number of players, making sure that one of these cards is the "Bitch" and the remaining ones are "Witch". The player who receives the "Witch" card is on the side of good and may never reveal their card. The player who receives the "Bitch" card is instead Wanna's daughter and is on the side of evil. The Bitch may reveal their card at any moment, and from that moment on the Enemies will stop attacking her or blocking her movement. The Bitch may still attack and kill Enemies.

Objects: when a Witch takes an Object, draw a Reward card. In addition, roll the 4-sided die (per the errata; the printed text says only "a die"): if the result is lower than the number of Objects already collected, Wanna escapes from prison. Place the Antagonist token on the Portal corresponding to the number rolled.

Objective of the Scenario: the good Witches (those who received the "Witch" card) must definitively defeat Wanna Marchi, who is out of prison. They win the game if Wanna dies. Wanna's daughter (the Bitch) wins if all the other Witches are dead.

Wanna Marchi: Wanna's characteristics depend on the number of players.

Activation: during the Enemy activation phase, Wanna moves towards the nearest Witch and attacks all the Witches present in her space with the following values:

RANGE (PORTATA)TARGETS (OBIETTIVI)Attack (Attacco)DAMAGE (DANNO)
0ALL (TUTTI)+122

Number of Activations: 2. Wanna is activated 2 times per Round: she moves, attacks, and then moves and attacks a second time.

PlayersMovementHealthDefense
3 players11515
4 players11815
5 players11518

The Bitch: once death has become permanent, the corpse of the Bitch is worth 4 Experience Points.

Map note: the Witches start on the space marked "The Witches start here" (Le Streghe partono qui) on the printed map.

3. Hunger Gaymes

  • Number of players: 2 to 4
  • Mode: Competitive
  • Destiny deck composition: 7 green cards, 7 orange cards and 3 red cards.

If the deck runs out, the Witches have one last Round available, after which they lose the whole game.

Death: death is permanent from the start of the game.

Objects: place on the indicated point a number of Object tokens equal to the number of players. At the start of the game, draw an equal number of Reward cards and place them face up beside the map. Players may take only one Object during the whole game and, when they do, choose the preferred Reward among those revealed at the start of the game.

Objective of the Scenario: this Scenario is a massacre to the last blood, in which the Witches must kill each other.

Starting positions: before placing the starting Enemies, starting from the First Player and proceeding clockwise, each player places their Witch on one of the four starting positions A, B, C or D. A position may be occupied by only one Witch.

Map note: the printed map shows the four starting positions A to D, the Portals 1 to 4, and the Objects, whose number is equal to the number of players, placed on the marked central spaces.

4. I'm Not Racist, But... (Non sono razzista, ma...)

  • Number of players: 3 to 5
  • Mode: Semi-cooperative
  • Destiny deck composition: 10 green cards, 7 orange cards and 3 red cards.

If the deck runs out, the Witches have one last Round available, after which they lose the whole game.

Death: the Witches may be reborn with the penalties provided for death (see page 9) until Salveeny appears on the map (see below).

Witch or Bitch? At the start of the game each player receives a Witch or Bitch card. Randomly distribute a number of Witch or Bitch cards equal to the number of players, making sure that one of these cards is the "Bitch" and the remaining ones are "Witch". The player who receives the "Witch" card is on the side of good and may never reveal their card. The player who receives the "Bitch" card is instead Salveeny's helper and is on the side of evil. The Bitch may reveal their card at any moment, and from that moment on the Enemies will stop attacking her or blocking her movement. The Bitch may still attack and kill Enemies.

Objects: when a Witch takes an Object, draw a Reward card.

Rom: six Rom are present on the map. The corpses of the Rom are worth 4 Experience Points, but if all the Rom are killed, the good Witches lose the game and the Bitch wins.

Objective of the Scenario: the good Witches (those who received the "Witch" card) must defeat Mattheo Salveeny before he puts his plan of ethnic cleansing into effect. The Witches must collect all 5 Objects. When the last Object is taken, roll the 4-sided die and place the Antagonist token on the corresponding Portal. The Witches win if they manage to kill Salveeny before the Destiny deck runs out or, as printed, "or all the Rom will be killed."

Translator's note: the printed win sentence above is transcribed as printed. Read literally it lists "all the Rom killed" as a Witch win, but the Rom entry above says that if all the Rom are killed the good Witches lose and the Bitch wins. The printed text is ambiguous on this point and has not been corrected.

Mattheo Salveeny: Mattheo's characteristics depend on the number of players.

Activation: during the Enemy activation phase, Mattheo moves towards the nearest Rom and attacks it, also attacking any Witches present in the space, with the following values:

RANGE (PORTATA)TARGETS (OBIETTIVI)Attack (Attacco)DAMAGE (DANNO)
0ALL (TUTTI)+182

Number of Activations: 2. Salveeny is activated 2 times per Round: he moves, attacks (if a Rom is present) and then moves and attacks a second time.

PlayersMovementHealthDefense
3 players21518
4 players21821
5 players21823

Rom: the Rom are never activated and do not block movement. Their values are: Health 1, Defense 18. Their corpse yields 4 Experience Points.

Map note: the printed map shows the Witches' starting space(s), the Rom and the Portals.

5. Plot! (Gomblotto!)

  • Number of players: 1 to 5
  • Mode: Cooperative
  • Destiny deck composition: 2 green cards, 7 orange cards and 3 red cards.

If the deck runs out, the Witches have one last Round available, after which they lose the whole game.

Death: death is permanent from the start of the game.

Objects: when a Witch takes an Object, draw a Reward card.

Objective of the Scenario: to win, the Witches must recover all 4 Objects.

Beware! The area highlighted in pink is the Bilderberg, and the Witches must prevent the conspirators from storming it. The conspirators (shuffled, as always, into the Enemy pile) do not attack the Witches but head towards the Bilderberg. If even one conspirator enters the Bilderberg, the Witches lose the game. Conspirators, once killed, do not become corpses, but must be reshuffled into the Enemy pile. Conspirators never evolve.

Map note: the Witches start on the space marked "The Witches start here" (Le Streghe partono qui) on the printed map. The Bilderberg area is the space highlighted in pink.

6. Battle Royale

  • Number of players: 2 to 5
  • Mode: Competitive
  • Destiny deck composition: 7 green cards, 7 orange cards and 3 red cards.

If the deck runs out, the Witches have one last Round available, after which they lose the whole game.

Death: the Witches may be reborn with the penalties provided for death (see page 9) until all 5 Objects have been taken. From the moment the last Object is taken, death becomes permanent.

Objects: when a Witch takes an Object, draw a Reward card.

Objective of the Scenario: this Scenario is a massacre to the last blood, in which the Witches must kill each other.

Map note: the Witches start on the space marked "The Witches start here" (Le Streghe partono qui) on the printed map.

Learning and Losing Spells (back of the rulebook)

The following text and table are printed on the back page of the rulebook.

Learning new Spells

At the end of your turn, a player may have a new Spell learned by their Witch. To do so they must spend corpses for a total of Experience Points set by the number of Spells already learned. Each Enemy shows on its corpse how many Experience Points it gives.

Example: if you know 2 Spells, to learn the third you must spend 4 Experience Points.

How to choose the new Spell is explained on page 8. Any excess Experience Points on the corpses spent will be lost.

Translator's note: page 5 says that the learning of new Spells happens after all players have carried out their Actions, starting from the First Player; this page says "at the end of your turn". Both passages are transcribed as printed.

Losing Spells

Death causes the loss of a Spell. The number of Spells lost on death depends on the number of Spells learned.

Example: if the Witch knows 5 Spells, at the moment of her death she must discard 1 Spell, always starting from the one of highest Level.

SPELLS KNOWN (INCANTESIMI)EXPERIENCE POINTS NEEDED FOR A NEW SPELLSPELLS LOST ON DEATH (MORTE)
8/ (no further Spells can be learned)-3
714-2
612-2
510-1
48-1
360
240

Round Summary

Witches' Phase

  1. Change of the "First Player"
  2. Restoring cards
  3. Players' turns (3 Actions)
  4. Learning new Spells

Dark Forces' Phase

  1. Destiny card
  2. Enemy activation

Variant

If the players prefer, the game can be played with a variant in which the Witches have a preference for the Schools of magic they vote for. Turn the Witch card over to its back. The card shows 2 Schools of magic with a bonus (for example +2).

This means that if the Witch in question uses a Spell of one of her preferred Schools that requires a die roll, this Witch receives the bonus indicated on the roll.

NOTE: this variant makes the game simpler in the cooperative mode.

Antagonist token (Antagonista)
  • First Player token (Segnalino Primo Giocatore) shows who is the First Player to take a turn. The other players follow clockwise.
  • Dice (Dadi): the 20-sided die is used for Spells and attacks. The 4-sided die is used for generating Enemies.
  • Map tiles (Tasselli Mappa) are used to build the map specified by the Scenario.
  • Spell Book (Libro Incantesimi) lists all the Spells available to the Witches, with their branches.