Witch's Brew: The 6th Player & The Amulets & The Magical Abilities
Witch's Brew: The 6th Player & The Amulets & The Magical Abilities Rulebook
Table of Contents
Table of Contents
Expansion I – "6th Player"
Components: 12 role cards, 6 elixir cards (one additional last card for each of the stacks), 5 gold nuggets, 6 ravens.
Use the rules of the original game with the following changes (even if playing with fewer than 6 players).
Setup: Place five additional elixir cards under the bottom of the corresponding stacks. Add the new gold nuggets to the supply. Place four ravens (for 3 to 5 players) or six ravens (for 6 players) next to the supplies of other materials on the table.
Return a raven from the table to the box whenever a player receives an elixir card with a raven. This way it is easier for players to see how many ravens are still in the game and to understand when the game will end. The game ends at the end of the round in which the last raven is returned to the box. With fewer than 6 players this happens when the 4th raven is returned; with 6 players, when the 6th raven is returned.
Expansion II – "Amulets"
Components: 9 amulets.
This expansion is specially designed to increase the excitement and enjoyment of playing with three players. Follow the rules of the original game, except as described below.
Setup: Deal the nine amulets evenly among all players, who place them face up (purple side) in their play areas.
With 3 players each player receives three amulets; with 4 players, two each; with 5 or 6 players, each player takes one amulet.
Return unused amulets to the box.
Amulets are used as follows: As soon as the first player says "I..." to claim a role (that is, the player who starts the round) and loses it, they may, after all players have had a chance to contest the role, use an amulet and take the role. This possibility is given only to the first player who says "I..." to claim a role and loses it. Each player may use an amulet only once per round. To remember this, a player turns the amulet face down (grey side) in their play area. Thus, a player with a "grey" amulet cannot use it.
At the end of the round, players put all "grey" amulets back into the box.
At the end of the game, each unused amulet counts as 2 ingredients or 2 gold nuggets for scoring in the case of a tie.
Expansion III – "Magical Abilities"
Components: 17 magical ability cards.
Setup: Shuffle all 17 magical ability cards and place them face down as a resource in the middle of the table.
To begin each round, and before players choose their role cards, each player receives one magical ability card. This is done as follows: The first player takes the top three cards from the deck. The other players each take one top card. Each player looks at the cards they have taken, keeping them hidden from the others. Then the first player chooses one of their three cards and places it face down in their play area. They then pass the remaining cards face down to their left neighbour, who now has three cards; like the first player, that neighbour chooses one card, places it face down in front of themselves, and passes the remaining two to the next player. This continues until each player has chosen one magical ability card and placed it face down in their play area. The last player places the two remaining unchosen cards face up (but so that the other players cannot see them) under the bottom of the magical ability deck. Then all players, starting with the first player and continuing clockwise, reveal their magical ability cards and read them aloud. After this, the game continues as normal: players choose role cards, the first player plays a role card, and so on.
There are three different types of magical ability cards:
- Three cards with an effect at the start of the round (before players choose role cards), marked with an orange quill icon. Players place these cards face up under the deck immediately after applying the effect.
- Three cards that may be used once during the whole round, marked with a "1x" icon. Players place these cards face up under the deck immediately after use, or at the end of the round if they were not used.
- Eleven cards that may be used several times during the round, marked with a circular arrow icon. Players place these cards face up under the bottom of the deck at the end of the round.
As soon as the first face-up card appears on top of the deck while magical ability cards are being dealt, shuffle these cards and place them face down as a new resource.
Of course, all expansions may be played together or in any combination.