Field guide · How it works

Screenshot-backed advice for people who skipped the rulebook. Short bullets. No mercy.

Prefer interactive lessons? Open Witch Town Academy in-game. This page is the cheat sheet with pictures.

Step 0

Enter the mist (politely)

  • Pick a town name. Rowan is taken. Rowan2 is also taken.
  • Quick Play finds humans first — AI townsfolk fill empty seats and judge you silently.
  • Create Room for friends who deserve a private 8-seat disaster.
  • Clear Witch Town Academy before your first trial. The town does not accept "I didn't know."
Witch Town lobby with Quick Play, Create Room, and Academy

Step 1

Choose your role (and your alibi)

  • Every player drafts a role character with a unique skill.
  • Giles Corey needs 14 accusation points for trial. He is not "innocent" — he is structurally inconvenient.
  • Read the skill text. Pretending you didn't is a social strategy, not a legal defense.
  • Hit Confirm role before the timer shames you.
Role draft screen showing Giles Corey with trial threshold skill

Step 2

Read the Town board like a gossip column

  • Open Town to see everyone's role card, skill, and accusation totals.
  • Ann Putnam makes accusations hit harder. Elizabeth Proctor ignores Stocks. Abigail sees witch votes. Plan accordingly.
  • The bottom row is the Town Tableau — public cards and revealed roles. If it's there, stop lying about it.
  • Numbers on the right are accusation points. Red means someone is having a bad afternoon.
Town board showing player roles, skills, and public tableau

Step 3

Day turn: draw, play, or panic

  • On your turn: draw from the deck or play a card from your hand.
  • Red cards stack accusations. Green skills cause problems. Blue equipment rewires relationships.
  • The Black Cat reveals a hidden identity. Sometimes it finds a witch. Sometimes a farmer. Even cats miss.
  • Wait for "Resolving…" to finish. The table is dramatic on purpose.
Day turn with Black Cat revealing a civilian identity

Step 4

Black cards mean the night is coming

  • Infection, Conspiracy, and Night are witch-event cards. Drawing one in daylight is character development.
  • Cards target players or the whole town — read the arrow before you click.
  • Your hand stays visible. So does your reputation.
  • If you have two Accusation II cards, the town already knows what kind of person you are.
Playing an Infection card during a day turn

Step 5

Trial at 7+ (or 14 if you're Giles)

  • Stack enough accusation points and someone faces Trial. Role modifiers apply — do the math.
  • Revealed witch? Eliminated. The town celebrates briefly and suspiciously.
  • Revealed civilian? Awkward silence. Possibly followed by more accusations.
  • Win as good by exposing every witch. Win as witches by outnumbering survivors. Draw if the deck gives up.
Witch identity revealed at match finale with town victory

Step 6

Relive your worst decisions

  • Every match can become a story: Trial of the Innocent, Infection Chain, and other headlines the town will deny writing.
  • Browse verified public replays by theme — infections, lovers, night wins, draws.
  • Search by match ID if you need evidence for an argument with friends.
  • The Replay Theater timeline shows exactly when you played the wrong card. Frame it.
Replay Library with public match stories and filters

Bonus

Replay Theater: your match as a courtroom drama

  • Scrub through day turns, trials, and reveals beat by beat.
  • Tap Highlights to jump to the moment everything went wrong.
  • Share the link. Let history judge you accurately.
  • Speed controls included for people who cannot relive shame at 1×.
Replay Theater timeline with highlights and playback controls

Cheat sheet

Card colors in one breath

  • Red — Accusation (stack toward trial)
  • Green — Skills (scapegoat, curse, etc.)
  • Blue — Equipment (Black Cat, Matchmaker…)
  • Black — Witch events (Infection, Night…)
  • White — Roles & identities
  • Trial — Usually 7+ points. Giles disagrees.

You read the guide. Now survive it.

The bell rings at midnight. Try not to be holding Accusation III.