The Witches: A Discworld Game
Designed by Martin Wallace and published by Mayfair Games
The Witches is a semi co-operative dice rolling/set collection (it’s not as
confusing as it sounds) game in which the players take on the roles of a cadre
of Lancre witches as they roam around the region dealing with the usual trials
and tribulations of their kind such as sick pigs, deaths and the occasional
outbreak of supernatural nastiness!
With the artwork being handled by the Discworld Emporium,
home of the official merchandise for Mr. Pratchett’s workings, the look of the
game is fantastic. The box art features a group of the Discs wise Lancre ladies
and a few of the Nac Mac Feegle hidden thereabouts (small, blue, Scottish pixies
who think they are already dead and in heaven for those of you who are not
readers of the series)
The board is drawn beautifully and shows a birds eye view of
the region of Lancre and all of the locations made famous (or infamous in some
cases) in the books, from Lancre Castle and Granny Weatherwax’s Cottage to The
Place Wher The Sun Does Not Shine and The Long Man (a rock formation in a VERY
suggestive shape.... cue close up!)
The player boards each feature a portrait of one of the four
Witches you play as and a description of their special ability...
Tiffany Aching can become invisible, passing through otherwise
impassable spaces.
Petulia Gristle has the ability to cure one sick pig event
free.
Annagramma Hawkins has a free use of magic but starts with a
cackle token.
And Dimity Hubbub always goes first.
Each has a coloured border and matches the player pieces
which are four coloured wooden witches hats which look really good on the
board, I would have preferred some miniatures of the witches themselves to play
with but there are companies who make them anyway so they can easily be bought
later.
The dice are nice even though they are wooden, I’m not a fan
of wooden dice, and have 2-6 as usual but the one spot shows the face of a
cackling witch. You do not want to roll this in the game too often.
The problem tiles, in two colours green and purple, are
really well printed, have great little images on them and have a great finish
to them as do the cackle tokens, showing a laughing hag and the Crisis Counters
with worried villagers. The tokens you never want are the Black Aliss tiles as
they decrease your end game score if you have any, and you cannot rid yourself
of them.
Lastly the cards. They are the best cards in a game that
isn’t all card focused I have. They are standard poker sized and finished with
a quality coating meaning no sticking and easy shuffling. The pictures on them
are of equal quality to the box art and feature many denizens of the region
featured in the books as well as one or two specials, like invisibility or
Tiffany’s frying pan (useful for dealing with faries apparently)
The components are really good, as I said I would have
preferred some mini’s for the player pieces but I’m very happy with the rest of
the parts.
Gameplay
During your turn you start with placing a problem tile. You
draw the top card from the deck and place the next tile from the holding area
(bottom right of the board) in the location shown on the bottom of the card. If
there is already a problem there it gains a crisis token, which increases its
difficulty by 2, and you draw a new card to try and place it. Continue until it
is placed.
Next you move your Witch for the first time. You may move
your witch up to two spaces along the paths on the board, or to any space if
you use a card with the broomstick image at the top. If you encounter another
witch or a problem tile you must stop and take action. If you are on a space
with a witch you can stop and ‘Have Tea’ which enables you to discard up to
three cackle counters, and your fellow witch(s) up to two. If you are on a
problem you have to decide whether to try and deal with it.
To deal with a problem first check the difficulty of the
problem shown in the bottom right of the tile, then you roll the first two of
the four dice. If you roll a witch icon at any time you gain a cackle token
unless you can play a reroll card to negate it. If there are no cackle tokens
in the pool to take you take one from the player with the most, and if that’s
you you have to take a Black Aliss tile which are worth a permanent -1. If
after this first roll you are confident that you can take the problem out you
now have the chance to play any modifier cards, either for the effect in the
text box or the icon on the top (see picture) and roll the second set of dice.
If you succeed you claim the tile and add it to your player board where every
two of each colour provide a bonus (+1 hand size for two green and +1 to rolls
for two purple) if you fail you have to retreat to the next space on the path
and taking a cackle counter, if the space is not empty you take another cackle
counter and continue in this fashion until you are alone on a space.
The purple tiles, which remain face down until encountered,
are the hardest problems and feature some of the supernatural elements the
witches face and some have extra effects if you fail them such as forcing you
to take Black Aliss tiles or even for the game to automatically end and the
witches to lose if you have three or more elves face up.
You then refill your hand to the maximum, starting at three
cards and then adding one for each green pair you have up to a maximum of
seven.
Once all of the problem tiles are out of the holding area
the game ends and the scores are counted, shown in the lower left of the tiles
you have collected, and the witch with the highest score wins. But there are
two ways that the board can win. As mentioned before, if there are three or
more elves face up on the board, you lose also if you have to place a crisis
counter and there are none to place you lose, meaning taking care of the
problems made harder by crisis tiles is important as is not revealing too many
hard problems unless you are confident you can defeat them.
The game has a semi co-op play style to it as you need to
work together in a sense to stop the board from winning, but you are all
competing to be the best witch so you find yourself swooping in and nabbing a
couple of the easy tiles your opponents are headed for just to bolster your
hand for later.
The game is a brilliant, simple to learn and teach game for
most ages, the guideline says 13+ but the only thing I can see that would be
unsuitable for younger people is the ‘Long Man’ on the board being a tad
suggestive. I will give The Witches 8/10,
if there were mini’s I would give it a nine, it is SO close to being my perfect
idea of a quick, fun game and I would ask any player to give it some
consideration.
Nice work! I am reviewing this one soon as well. You did a great job.
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