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Rule Book

Rule Book - Chocolate Pichocolatepi.net/files/witchhunt_rulebook_web.pdf · However, dead Villagers become Angels and continue to influence the game by protecting those still alive

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Page 1: Rule Book - Chocolate Pichocolatepi.net/files/witchhunt_rulebook_web.pdf · However, dead Villagers become Angels and continue to influence the game by protecting those still alive

Rule Book

Page 2: Rule Book - Chocolate Pichocolatepi.net/files/witchhunt_rulebook_web.pdf · However, dead Villagers become Angels and continue to influence the game by protecting those still alive

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22 Jumbo Character Cards 22 Poker Character Cards 22 Jumbo Team Cards 22 Poker Team Cards 8 Jumbo Rules Cards 8 Poker Rules Cards 1 Moderator Scorepad

WitchHunt is a social deduction game. Social deduction games involve a number of enemies hiding among a group of players. The Village must find out who the Witches are before it’s too late. It’s all about figuring out which of your friends are lying!

The Goal

Game Contents

WitchHunt alternates between night and day phases.

Every day, the Village wakes up, has a discussion, and may vote to hang a target they think is a Witch. The vote must be a

majority, but the Witches hiding among them are voting too!

Every night, players sleep (close their eyes and lower their heads) as the Witches secretly wake up and agree on a player to kill. Players may not talk or communicate in any way (like noisemaking or using hand signals) while they are supposed to be asleep.

Players are killed off one-by-one—but their cards are not revealed. As both teams race to eliminate each other, each round grows more intense.

However, dead Villagers become Angels and continue to influence the game by protecting those still alive. Meanwhile, dead Witches become Demons with a few tricks of their own. Dead players wield massive influence and can be as much of a factor in winning the game for their team as the living!

One side wins when all members of the enemy team are dead.

The Basics

WitchHunt is a social game designed for large groups of players facilitated by a Moderator. It is best played in an open area where players can sit in a circle and hear one another speak. WitchHunt is a great way for groups of people, both familiar and new, to weave stories together. In the many years of development, we have had countless memorable tales; I hope sharing this game will empower your community to tell stories of their own.

-Kyle

Not counting the Moderator, the cards in this box allow you to play with 7-22 players, and is best with 9-18. Games take around 4 minutes per player.

The suggested number for a group of new players is around 12.

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There are two teams in WitchHunt: the Witches and the Villagers. Most characters can be on either team.

The Village Clergy is special team designation paired with the Priest (and Acolyte in 17+ player games). These special Holy characters are always on the Village team—they can never be Witches.

Character name

Category Ability

The Teams

VIllage Clergy

Every player gets two random cards at the start of the game: One for their team, and one for their character. This means someone with the Dirty Old Bastard character (shown above) could be either a Villager or a Witch.

Because every character is balanced and useful for both teams, every possible combination makes for a unique game!

There are a lot of characters in WitchHunt—but don’t stress! It’s most important that you understand the rules on the character card you are assigned. The Jumbo cards can be set out in the middle of all players to serve as a reference throughout the game.

The Characters

Witches

Each night the Witches decide as a group on one player to secretly kill off, while posing as Villagers during the day so they’re not killed themselves. They want to eliminate Villagers one-by-one without getting caught, before it is too late. Being a Witch is tough—these players spend the entire game lying!

Villagers on the other hand, spend the game trying to sort out who’s on their side...and who’s a Witch. While they may not do as much lying as the Witches, Villagers have their own challenges—they have to constantly be on the lookout for signs of deception, be wary of who they trust, and think carefully about when to reveal information they’ve acquired.

Villagers

Each character has a unique special ability. These characters are also sorted into categories: Holy, Offense, Defense, or Information.

Flavor text

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Extra Lives

Many characters have abilities that grant extra lives, which allow players to survive attempts to kill them. For specific details on how extra lives work, see the General Extra Life FAQs on page 19.

First, the Demons pick two players to meddle with. If the Priest character checks either meddled player that night, they’ll learn the team of the other player instead!

Then the Angels pick a player to protect. If the Witches try to kill that player that night, the player survives. This only applies to the Witches’ kill—not other kills during the night.

Angels can protect any player as many times as they want, but if they protect one of the two players meddled with by the Demons, they can never protect that player again.

Game Setup

Assemble a group of at least eight people to play—we recommend at least ten.

One person must choose (or be elected) to be the Moderator.Don’t worry, moderating can be just as much fun as playing! (The Moderator App makes this easy, and tips for moderating can be found on page 15.)

Following the tables below, the Moderator should gather the character and team cards corresponding to the number of players.

Meddlesome Demons

Guardian Angels

Example: For a game of 8 players (not counting the Moderator), you’ll use Priest, Judge, Gravedigger, Apprentice, Survivalist, D.O.B., Gambler, and Fanatic. You’ll take 1 Clergy team card, 2 Witch team cards, and 5 Village Peasant team cards.

Players Suggested Characters

All games Priest

All games Judge

All games Gravedigger

All games Apprentice

All games Survivalist

All games D.O.B.

7+ Gambler

8+ Fanatic

9+ Oracle

10+ Watchman

11+ Hunter

12+ Emissary

13+ Bonus Characters

Players Witches Village Clergy

7-8 2 Priest

9-13 3 Priest

14-16 4 Priest

17+ 5 Priest + Acolyte

If the game has 13 or more non-Moderator players, any of the extra remaining characters can be included.

Try different configurations for a new experience each time!

Once a player has been killed, they leave the group of living players and move on to the afterlife—where they assume the role of an Angel or a Demon. Villagers become Angels, while Witches become Demons.

While they can no longer communicate in any way with living players, they never go to sleep. Dead players get to see everything and make a simple but pivotal choice each night.

Angels & Demons

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1. Separate these three types of cards into separate piles, then shuffle them:

◊ Team cards

◊ Holy character cards

◊ Non-Holy character cards

2. For each character card, pair it with a team card.

◊ Holy characters always receive a Village Clergy card.

◊ Other characters receive a Witch or Village Peasant card at random.

3. Write the pair down in a list.

◊ Most characters start with unique letters.

◊ Example: A Witch Fanatic might just be written as W-F.

4. Set the pair aside face-down an d repeat until there is a pair of cards for each player.

PrologueDealing

During the Prologue, some essential things happen that won’t happen at any other time, so this portion may take a few minutes.

The Village goes to sleep, and the Prologue is conducted like a night phase. While asleep, players should close their eyes and put their heads down. They may not talk or communicate in any way (like noisemaking or using hand signals).

The Moderator will have certain players wake up in the following order:

1. Acolyte

2. Witches

◊ The Moderator also shows the Witches what characters their teammates have.

3. Peeping Tom

4. Oracle

5. Apprentice

6. Gambler

7. Bomber

8. Fortune Teller

Want to know exactly what the Moderator should say?

Exact lines can be found on the included Moderator script cards or by using the Moderator App. (See page 17 for details.)

Example pairs

Each player should be dealt a pair of cards: a team card and a character card. Players can look at their cards immediately, but it is critical that they keep them secret!

Lay out a jumbo card for each of the characters in play. These help the players know all of the characters in use for a given game. Set out jumbo team cards corresponding to the number of players on each team. Players should feel free to touch, move, group, flip, or rotate the jumbo cards as they see fit.

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As the discussion goes on, living players may start to vote for who they think should be hanged that day. A successful vote requires a true majority—more than half of all living players. Groups can use whatever voting conventions they prefer, but here are some suggestions that have proven successful with both new and tournament-level groups:

◊ Players must vote by pointing both arms, one raised high, so it is clear and easy to count.

◊ Players can vote for themselves. (This is probably unwise.)

◊ Players may change their vote freely before the timer reaches zero.

◊ If a majority is not reached when time is called, votes are frozen, and the Moderator offers a brief final call for votes on each player receiving at least two votes.

◊ The day ends early only if all or all-but-one players are voting for the same target, or the Moderator feels that no one has anything left to say.

The game begins on Day 1.

Daytime is simple—all the living players gather, try to figure out who the Witches are, and vote on a player to hang. Days have a very short, uniform, aggressive deadline (5-8 minutes) that is predetermined and governed by the Moderator.

There are no restrictions on speech. Any player of any team may say whatever they want at any time. This includes lying, which is the entire point of the game!

If a majority is not reached in time, including if there is a tie vote or the Village agrees to kill no one, the Judge is given the opportunity to decide.

The Village goes to sleep early, and the player with the Judge character gets to wake up and decide who to hang privately. Any hanging by the Judge also ignores extra lives, which is a common form of protection some characters enjoy.

The Judge may elect to kill no one. If the Judge is dead, this will happen automatically.

Even though the Village has gone to sleep early, this is still the Village hanging; it is still the day, not yet night.

Day Phase

Voting

Judge

Bomb PassingIf playing with the Bomber character, there is one final action of the day: the player holding the Bomb may pass it to someone else if they choose.

If the player holding the Bomb died, they may still pass the Bomb at this moment. If a dead player chooses not to pass the Bomb, it is removed from the game.

If there is a successful majority vote, the Moderator will declare that player has been hanged (or survived the hanging!) and the Village goes to sleep.

ImportantPlayers do not reveal their cards when they die! They hand their cards to the Moderator and must not say anything on their way to the afterlife.

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Dawn

Night Phase

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Each night, the Moderator announces what number night it is, and calls for certain players to wake up and take actions in the following order, as applies to the given night:

After all Night actions have been taken, the sun rises and the kill(s)—or attempted kills—from each night are announced by the Moderator at the beginning of each day. Players may not speak or communicate before the Moderator is finished announcing.

If there were multiple kills, the sources of the kills are not identified!

◊ Example: “Alex and Blake were killed during the night.”

Whenever a player survives a kill, the target is announced but the means of survival is not.

◊ Example: “Someone attempted to kill Chris during the night, but failed.”

The remaining players begin to discuss another hanging. Repeat Day and Night phases until one side wins!

Angels & Demons

Witches

Victory

Last Stand

The Angels and Demons never sleep. They can talk among themselves—day or night—but should make sure that living players can’t overhear them. Each of these groups get to make a single, collective decision by plurality vote (the most votes, even if not a majority) no matter how many Angels or Demons there are.

The Demons may meddle with two targets. This interferes with Priest and Angel activities.

The Angels may protect one target from a kill for that night. This only lasts for that night and does not affect kills during the day. If the Angels protect one of the two meddled targets that night, they may never protect that target again. Otherwise, the Angels may protect any target as many times as they wish.

When they wake up, the Witches may make whatever hand signals or expression they want, and point to who they want to kill.

If there is disagreement, the Witches decide who to kill by plurality.

When there is only one Witch team member left alive, that player may choose to kill two different targets each night instead of one. This is optional, and the two targets cannot be the same.

One side wins when all members of the enemy team are dead, or the Moderator deems that this is inevitable no matter what actions the enemy team takes.

1. Gravedigger info

2. Demons meddle

3. Angels protect

4. Witches kill

5. Priest choice

6. Inquisitor choice

7. Bomber choice (while Bomb exists)

8. Hunter choice (night following first survival)

9. Watchman info (first night)

The Moderator always calls for these characters, even if they’re dead.

Want to know exactly what the Moderator should say? Exact lines can be found on the included Moderator script cards or by using the Moderator App. (See page 17 for details.)

If the Witches cannot agree in a reasonable amount of time, the Moderator should issue a warning before defaulting to “no one.”

The Witches may choose to kill no one. They can also kill themselves!

ImportantEven if the sides are equal, the presence of characters like the Judge or the Assassin means either team can still win. If you’re not absolutely sure, just let things run their course.

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There are a few optional rules that can help tailor games to your specific play group, especially as they become experienced. Use any combination that you feel is appropriate for your group.

Village Team Handicap

Advanced Rules

All attempts to kill the Priest the first day and night fail.

Use this rule for groups that are mostly strangers, where Witches can hide more easily.

The Priest will survive any kill directed at them the first day and night, preventing the worst-case start to the game for the Village team.

Witch Team HandicapAt the end of the first night, the Witch Coven will learn who the Priest Checked.

Use this rule for groups that know each other well, where Witches have more difficulty hiding.

The Moderator will simply wake the Witches back up at the end of the first night, and show them the Priest’s first target. This may provide a valuable lead on finding the Priest, or provide a warning to a Witch who was checked immediately.

Advanced Rules: Angels & DemonsOnce per game, the Angels may vote to protect two different targets in one night. However, the Angels may only protect targets while they outnumber the Demons.

Use this pair of rules for groups of experienced players, who want more dead player agency and finer-tuned game balance for early-game and end-game decisions.

These slight tweaks help the Village team when they are behind and limit them when they are enjoying an early lead. This make it more risky for the Priest to reveal their identity early, and makes it much more likely for the end-game to come down to an intense three-player showdown.

Advanced Rules: Illusion Kill

Once per game, the Witch Coven may make an Illusion Kill instead of or in addition to their usual kill(s). The target always

survives, and this is announced like any other kill.

Use this final rule for groups of expert players who have a firm understanding of the game’s mechanical space and are brutally

effective as both Angels and Demons.

In other words, the Witches fake a kill on a target, who everyone hears as having survived a kill. The potential of this extra deception dramatically expands the possibility space for players to consider, especially when there is one Witch left.

Witches can signal the Moderator that they wish to use their fake kill by pointing to the “Illusion Kill” jumbo card, which should be placed in the middle of the players (alongside the other jumbo cards) when playing with this option.

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Scan the code above or go to level99games.com/app/witchhunt

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Moderator Rules and Tips

Any sufficiently competitive game environment needs some form of referee, to ensure that new players have a safe space to learn and grow and that expert players are free to compete to the very best of their abilities without creating friction in the community.

It’s important for WitchHunt to have a non-player Moderator who understands the game and can fulfill various social roles:

◊ Make unbiased decisions on any subject.

◊ Manage game resources, like the timer, in an unbiased procedure.

◊ Ensure all rules are followed, and gives otherwise occupied players the comfort of trusting this.

◊ Govern community behavioral rules from an unbiased perspective.

◊ Answer any rules question honestly, free from the distrust between players of the game.

Above all else, all WitchHunt Moderators must follow these three principles:

◊ The Moderator must always deal the cards completely randomly.

◊ The Moderator must never lie to the players.

◊ The Moderator must have zero subjective influence on the mechanisms of the game.

Becoming an effective WitchHunt Moderator takes practice, but there are resources available that allow even first time players to help their community tell amazing stories!

The web-based Moderator App is available for free on any device with an internet browser. This program offers step-by-step instructions on game setup and dealing cards. It keeps track of the order of actions, when players survived, when to declare a winning team, and even exactly what to say each step of the way.

It’s also a great way to simply keep a list of new players’ names to learn, which can be one of the most important parts of being a good Moderator.

If you know that you’ll be playing WitchHunt in an environment with no internet connection (and can’t load the web app on a device ahead of time), don’t fret! The website also contains a page dedicated to Moderator tips that is constantly being updated.

Running through sample games on the App is also a great way to get practice!

Moderator App

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What if I don’t have a final headcount for the number of players? Deal high. It’s easier and faster to remove pairs of cards at the last minute than add.

What if a player saw someone else’s cards as the game is starting? Unfortunately, all cards must be re-collected, re-randomized, and re-dealt. It’s important that players keep their cards hidden to avoid this!

What forms of communication are allowed? At night players may not communicate in any way unless they are told to wake up, during which time they may communicate silently with hand signals.

During the day players can say whatever they want while the moderator is not speaking. Players should make a good faith effort to keep all communication inclusive, and not communicate in any manner that seeks to expressively exclude others.

Frequently Asked Questions

Setup

Teams and VictoryCan [Character X] be a Witch? Yes, unless [Character X] is one of the Holy characters— the Priest or Acolyte.

Do the Witches know each others’ characters? How? When the Witches first wake up during the Prologue, the Moderator can show them the text on the Moderator App or point to the appropriate jumbo cards.

Can Witches chose not to kill someone? Can Witches kill themselves? Can the last Witch choose to kill only one target instead of two? Yes, yes, and yes.

Can the last Witch stack both of their kills on the same target? No, they must be different.

What if the Angels protect someone with an extra life from a kill? Do they still lose the extra life? No, other forms of protection would count first.

Does the player with an extra life know if they lose it? No, as there isn’t a good way to communicate it. If a player with an extra life survives a kill due to some other reason and still has it, then it will be a happy surprise for that player later.

Can a player have more than one extra life? Yes.

Do extra lives protect against any kill? Yes, except for hangings by the Judge.

CharactersGeneral Extra Life FAQs

AcolyteAt the start of the game, you learn who has the Priest character.

Can the Acolyte be a Witch? No, the Acolyte is a Holy character and is always paired with a Village Clergy team card.

Does the Priest know who the Acolyte is? No.

ApprenticeAt the start of the game, you may select Judge or Gravedigger. You learn who has that character, and take over their duties if they die.

How does the Apprentice know when to take over their selected job? The Apprentice is initially shown what player has the character they selected, and can simply wake up to fulfill that role when it is called for after that player is dead.

Do Witches win if they make up half the Village? Probably, but not always. For example, if the Village team has the Judge character, they could overcome a tie vote and still hang a Witch.

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Assassin

Does the Apprentice enjoy all the normal privileges of the Judge or Gravedigger? Yes, they behave exactly the same way as the original Gravedigger or Judge once they have taken over a job.

Once per game when your death is announced, you may give a target other than yourself an extra life.

[See General Extra Life FAQs on page 19]

Does the B.O.D. have to give someone the extra life? No. If they do not, then they die silently, without the Village knowing they were the B.O.D..

How quickly must the B.O.D. decide? Pretty quickly, at the Moderator’s discretion. There should be no input from the other players.

Is the B.O.D.’s decision public? Yes.

Once per game before the end of any day, you may reveal this card and guess the character of a target. If correct, the target is killed. If incorrect, you are killed.

How does the Assassin activate? The Assassin simply declares their official action, and has the Moderator resolve it.

Can the Assassin activate after a day’s voting time is up, or at night? No.

Can the Assassin ever guess again, on the same or a different target? No, it is once per game.

Can the Assassin name Witch or Villager? The Assassin selects a specific character—

like Judge or Priest—not a team type.

What if the Assassin guesses right, but the target has an extra life? Then the target’s survival is announced, and everyone knows the

guess was correct.

What if the Assassin guesses wrong, but the

Assassin has an extra life? Then the Assassin’s survival is announced, and everyone knows the guess was wrong.

Benevolent Old Dame (B.O.D.)

BomberAt the start of the game, you may select a target to hold the Bomb. Once per game at the end of any night, you may signal to detonate the Bomb. It is removed from the game, and the player holding it is killed.

The Bomb:The Bomb is publicly held by a living player. At the end of each day, the person holding the Bomb may pass it to a new target—even if the person holding it died that day or the previous night.

I don’t get it. The Bomb is the hot potato that players can pass around after each day’s hanging. The Bomber decides which night it blows up and kills someone.

Can the Bomber give themselves the Bomb? Yes.

What if the Bomber dies before detonating the Bomb? The Bomb can still be passed around as normal, since living players may not know the Bomber is dead.

Can a player choose to keep the Bomb instead of passing it? Can they pass it even if they died that day? Yes and yes.

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What if a player with the Bomb dies and does not select a target to pass it to that day? Then they take the Bomb with them, and it is simply removed from the game.

Dirty Old Bastard (D.O.B.) Once per game when your death is announced, you may kill a target.

Does the D.O.B. have to kill a target? No. If they do not, then they die silently (without the Village knowing they were the D.O.B.).

How quickly must the D.O.B. decide? Pretty quickly, at the Moderator’s discretion. There should be no input from the other players.

What if the target survives the kill? Then it’s really embarrassing and/or hilarious.

Emissary The first three days and nights, you enjoy unlimited protection from all kills by other players.

Does this include hangings? Yes—the Emissary survives everything, even the Judge!

Does the Emissary survive a Village or Witch vote even if they voted for themselves? Yes, it’s still regarded as a group kill by other players.

Fanatic Whenever the Priest checks you, you are secretly notified and gain an extra life.

[See General Extra Life FAQs on page 19]

How is the Fanatic notified? The Moderator simply taps them on the head, silently, after the Priest returns to sleep.

Does the Priest know that they checked the Fanatic? Does the Fanatic learn who the Priest is? No and no.

What if the Priest checks the Fanatic again? Then the Fanatic gets another extra life, and things start getting really fun.

Fortune Teller At the start of the game, select a character. You learn what the Moderator will say if that character dies at night.

...okay, I just don’t get it. The Moderator will say some sort of story each morning for everyone who is announced dead, such as, “The Village found their body down by the docks.” The Moderator just tells the Fortune Teller, in advance, what they will say if the selected character dies.

...sorry, I still don’t get it. Let’s say the Fortune Teller picked the Priest, and the Moderator said they would die stuffed inside a Scarecrow. Now one day, when the group wakes up and the Moderator says, “The Village was horrified to discover that Riley’s was found dead, their body stuffed inside a scarecrow!”, the Fortune Teller will secretly know, “Riley was the Priest, and the Priest is now dead!”

Oh, I get it! That’s really clever! Isn’t it?

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What if the character selected dies during the day? The Fortune Teller’s prediction is only valid for people who die at night.

Can the Fortune Teller select Witch? The Fortune Teller selects a specific character (like Judge or Priest), not a team type.

At the start of the game, you may select even or odd. On those nights (but not days), you are protected from a kill.

Does the Gambler survive Village hangings? No, the Gambler only survives kills at night.

Is the Gambler still protected on even/odd nights after thye survives once? Yes, the Gambler is protected on nights of their choice forever, though from just one kill per night.

What’s the point of being a Witch Gambler? Don’t worry, you’ll figure it out.

Gambler

GravediggerAt the start of each night, you learn the cards of anyone who died that day.

Does the Gravedigger see the cards of players who were killed during the night? No, only those killed during the day.

Does the Gravedigger see both cards: character and team? Yes.

Isn’t the Gravedigger a high priority target for the Witches? Possibly, but often they are focused on eliminating the Priest. The Gravedigger is also a very easy target for the Angels to protect, since they see the Gravedigger before even their first protection.

Hunter

InquisitorEach night, you may check a target’s character category (such as Holy, Offense, Defense, or Information).

Is this check swapped by the Demon Meddling like the Priest’s? Does it trigger the Fanatic? No and no.

What does the Apprentice show as? The Apprentice is seen as the category of the character they selected.

JudgeAt the end of any day the players fail to select a target to hang, you may privately decide yourself. This hanging always works, regardless of protection.

Do other players get to know/see who the Judge is? No, the Village goes to sleep early, even though it is technically still day. Their decision is silent, and announced by the Moderator.

Does the Judge have to pick someone to hang? No.

What if the Judge is dead? If there is no Judge (and no Apprentice that chose Judge), then no one is hanged. This is indistinguishable from a living Judge deliberately choosing to hang no one.

The first time a player survives a kill, you may kill a target the following night.

Does the Hunter activate every night following a survival? No, only the first.

Can the Hunter target someone already being targeted with a kill, such as by the Witches? Yes. That person would be killed twice, resulting in death even if they were protected from a (single) kill.

Can the Hunter choose to kill no one? What if the Hunter is dead? The hunter can kill no one. Like the Judge and other characters, this happens by default if the Hunter is dead.

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Loose CannonBefore the end of any day, you may reveal this card. Sacrifice yourself to end the day and decide who to hang.

How does the Loose Cannon activate? The Loose Cannon simply declares their official action, and has the Moderator confirm it. They should do this as dramatically as possible.

Can the Loose Cannon activate after a day’s voting time is up, or at night? No.

What if the Loose Cannon’s target survives? Then the Loose Cannon still dies, and it’s hilarious.

Does the Loose Cannon survive if they had an extra life? Yes—then it’s really hilarious.

Can the Loose Cannon use their ability again, if they survived the first use due to an extra life? Yes, and peak hilarity is reached.

Nurse

Wait, can the Nurse name Nurse? Yes—but no promises as to how the Village might react!

Can the Nurse give an extra life to the Priest or Acolyte? No, the character specified cannot be a Holy character.

OracleAt the start of the game, you learn the identity of a random Village Peasant.

So they just learn someone isn’t a Witch? Yes, and also that this someone is not one of the Village Clergy either.

Shouldn’t the Oracle spill their info immediately? Not always. Think about how this might affect the Witch team’s strategy, and consider cases where a later reveal might have greater impact.

Isn’t a Witch Oracle not very useful? Depends on your ability to lie!

Once per game before the end of any day, you may reveal this card and name any non-Holy character. If the player with that character is still alive, that player gains an extra life.

[See General Extra Life FAQs on page 19]

How does the Nurse activate? The Nurse simply declares their official action, and has the Moderator confirm it.

Can the Nurse activate after a day’s voting time is up, or at night? No.

Can the Nurse ever act again, on the same or a different target? No, it is once per game.

Can the Nurse name Witch or Villager? The Nurse selects a specific character (like Judge or Nurse), not a team type.

Peeping Tom Once per game, you may wake up with any non-Holy character. If that character is dead, you may make decisions in their place.

How does the Peeping Tom use their ability? They just…wake up and watch. Both players get to see each other, and the Peeping Tom shares in any information being shown. They should make sure the Moderator sees and acknowledges their decision to use their ability, though.

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Can the Peeping Tom wake up to watch the Acolyte, Priest, Witches, Angels, or Demons? No, the Peeping Tom can only wake up with non-Holy characters like the Judge, Gambler, Hunter, Watchman, or others.

Can the Peeping Tom spy on Prologue wake-ups, like Apprentice, Gambler, and Oracle? Yes, though these choices tend to be strategically dubious.

Does the Peeping Tom spy on the Spiritualist’s information? No, only people who wake up during the night or Prologue.

What characters can the Peeping Tom make decisions for, if they are dead? The Peeping Tom could make a decision for the Judge, Hunter, or Bomber.

Can the Peeping Tom ever act again, on the same or a different target? No, it is once per game.

PriestEach night, you may check if a target is in the Witch Coven.

Can the Priest be a Witch? No, the Priest is a Holy character and is always given to a Village Clergy.

Are the Priest checks ever wrong? See the Meddlesome Demons section on page 6.

Can the Spiritualist activate after a day’s voting time is up or at night? No.

Can the Spiritualist ever act again, on the same or a different target? No, it is once per game.

Does the Spiritualist see both cards: character and team? Yes.

Can the Spiritualist tell people what the cards were? Of course, though they cannot actually show the cards.

Spiritualist

You start the game with an extra life.

[See General Extra Life FAQs on page 19]

Survivalist

Watchman At the end of the first night, you learn the identity of a random Village Peasant who did not wake up.

So this is like the Oracle? Yes, but it happens later and a few additional characters (like the Grave-digger) are also excluded from the pool.

Can the Watchman learn the identity of someone killed that night? No, the Moderator should exclude killed targets from the random pool.

Does the Watchman learn a random Villager every night? Just the first. (Learning one every night would be more powerful than the Priest!)

Once per game before the end of any day, you may reveal this card and name any dead player. You will privately learn that player’s cards.

How does the Spiritualist activate? The Spiritualist simply declares their official action and has the Moderator immediately show them the chosen player’s cards privately.

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Do Angels and Demons still retain any character abilities they had while alive? No. Dead characters will still be called for at night, but the decisions will default to “none.”

Do the Angels and Demons ever go to sleep? No, they see everything.

Do the Angels and Demons get to know everything? They are entitled to know the team of any other dead player, but otherwise are only entitled to the information they can see unfolding—which is quite a lot!

Can the Angels and Demons share information within their groups? Yes! But they must take the utmost care to make sure no living players can overhear or gain information from observing them. The Moderator should be mindful of keeping dead players from clustering together in visible Angel/Demon groups.

Who goes first? Can they watch each other’s actions? Demons act first, and Angels get to watch. The Demons’ choices affect the Angels’.

Can the Angels protect anyone? Any number of times? Yes and yes, with one caveat. If the Angels choose to protect one of the two people the Demons are meddling with that night, the Angels may never protect that person again.

Does Angelic Protection protect against hangings? Multiple kills? What about the Dirty Old Bastard? No to all; the Angels protect against a single kill, for that night only.

Does Demon meddling reverse Priest checks even if the targets are on the same side? No, the Demons swap the check result between the two players. The checks will only be wrong if the two players would check differently. Demons may still choose to meddle with two Villagers, however, if they are focusing on interfering with Angelic Protection.

Angels & Demons

Moderating

Does Demon meddling last for only one night? Correct, though the Demons are free to meddle with the same targets again in future nights.

What if a rule is broken, or a player has to leave? Modkilling—when the Moderator steps in to remove a player artificially—is tricky business, since it can throw off the balance and proceedings of the game. Careful consideration should be given to multiple options:

◊ In a casual setting, for the first few days a player can be removed from the game without serious consequence.

◊ After a few days, the Moderator may decide that it is more fair for the player being removed to be the Village’s mandatory hanging.

◊ In a tournament setting, the most robust solution is to require the removed player to be a mandatory hanging on a day of the Village’s choice. (Usually this will be immediate, but the group has the option to defer.) Until then, the removed player does not vote or otherwise make decisions, and the Village team loses if they kill every member of the Witch team prior to fulfilling this obligation.

◊ Any sufficiently serious rules violation, such as a dead player revealing information, may require a team forfeiture.

What if the Moderator forgets something, or makes a mistake? If the mistake only affects one or two players, you can try to discreetly give them a clarification. Other times the Village will just have to move forward, making the most of the situation. It is the Moderator’s call if the game deserves to be restarted.

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Game DesignerKyle Brockman

ArtLaura La Vito

Playtest ThanksThe WUGS community, the Fantasy Strike community, the GDC Conference Associates, and countless other playtest groups in various cities and web forums

Special ThanksHenry Payne, Chris Barney, Victoria Phillips, and our Kickstarter backers

FIRST PRINTING BY LEVEL99 GAMES, JULY 2016Contact us at [email protected] or via chocolatepi.net or search your favorite social network for “WitchHunt Game”© 2016 Chocolate Pi Games, all rights reserved. No part of this product may be reproduced without specific written permission.