Rules of the trial

How to Play

A social deduction card game for 4–12 players. The full interactive tutorial lives in-game at Witch Town Academy — this page is the cheat sheet.

The loop

One day. One night. Repeat until someone wins or everyone stops talking.

Matches flow through role draft, day turns, night actions, and night reveal — until a faction wins or the deck gives up.

Role Draft

Each player picks a role card with a unique ability — Tituba, John Proctor, Giles Corey, and twelve more.

Dawn → Day Turn

Draw from the deck or play action cards. Red accusations stack. Green skills disrupt. Blue equipment changes the social graph.

Trial

At 7+ accusation points (modified by roles), the accused faces trial and reveals their identity.

Night Actions

Witches vote to murder. The sheriff protects. Players may self-guard by revealing identity.

Night Reveal

Murder results, protection outcomes, and infection spread are revealed. Then dawn breaks and the town pretends nothing happened.

Game Over

Good wins when all witch identities are exposed. Witches win when they equal or outnumber survivors. Deck exhaustion causes a draw.

Card colors

A field guide to chaos

Know your colors before someone plays Accusation III on you.

Red — Accusation

Stack points. Face trial at 7+.

Accusation I
Accusation I
Accusation II
Accusation II
Accusation III
Accusation III

Green / Blue / Black

Skills, equipment, and witch events.

Scapegoat
Scapegoat
Black Cat
Black Cat
Infection
Infection
Night
Night
Witch
Witch
Sheriff
Sheriff

Ready when the mist is

Open the game

Head to game.playwitchtown.com and pick a town name.

Train in Academy

Interactive lessons cover day pressure, night watch, and why Matchmaker ruins alliances.

Gather 4–12 players

Quick Play fills empty seats with AI townsfolk. Private rooms use WT-XXXX-XXXX codes.

Survive the bell

Witch Town lobby

Ready for the trial?

Practice in Witch Town Academy, then gather 4–12 players for the real thing. The mist is listening.