· updates · 2 min read
Witch Town Cards v2 — Fifteen Roles, Zero Chill
The second ruleset drops fifteen role characters into a deck that already hated you. Here is what changed and why your favorite scapegoat still works.

We rewrote the rulebook, kept the accusations, and gave fifteen role characters actual superpowers. Witch Town Cards v2 is the current ruleset in production — and yes, Giles Corey still refuses to go quietly.
The cast
Fifteen role cards, each with a distinct ability:
- Tituba, Abigail Williams, John Proctor, Elizabeth Proctor
- Rebecca Nurse, Giles Corey, Martha Corey, Thomas Putnam
- Ann Putnam, Samuel Parris, Sarah Good, Mercy Lewis
- Mary Warren, Magistrate Hathorne, Constable Herrick
Each role has a unique ability that interacts with the day/night loop. Some protect, some redirect accusations, some make trials more expensive for the town. All of them attract suspicion by existing.
Card colors still mean things
| Color | Type | Vibe |
|---|---|---|
| Red | Accusation I/II/III | The town’s love language |
| Green | Skills | Scapegoat, Robbery, Curse, etc. |
| Blue | Equipment | Black Cat, Matchmaker, Asylum |
| Black | Witch events | Infection, Conspiracy, Night |
| White | Roles & identities | Who you pretend to be |
Trial threshold
Accusation points stack until a player hits 7+ (role modifiers apply). Then they face trial and reveal their identity. Witch revealed? Eliminated. Civilian revealed? The town has some explaining to do.
Win conditions (unchanged, still brutal)
- Good faction: Expose every witch identity
- Witches: Equal or outnumber surviving non-witches
- Draw: Deck exhaustion — everyone’s least favorite ending
Why v2?
v1 taught us that character flavor and balanced chaos are not opposites. v2 makes role abilities legible, tightens night action resolution, and gives the replay viewer better headlines.
Try it in a Quick Play match. The AI townsfolk have read the patch notes. They will use Scapegoat on you.



