Witches

In this game everyone plays a witch. People try to gather the right ingredients from the forest to make their potions and perform spells.

The idea is that one walks through a forest and can pick ingredients there. But one can also pick from each other’s front gardens, or plant (bad or good) things oneself that others can later pick, or enchant things so that they change or move.

There are two phases: during the day one walks through the forest picking, at night one carries out devious plans.

In the end the person who … is the biggest big evil witch wins?

Or, two groups compete against each other (the evil witches and the happy witches?), and one of the two groups wins. By making a certain potion or having the most points.

EXTRA IDEA: At night one cannot move over the same space as where someone else is (or something like that). This, plus other movement rules, ensures that you might get stuck somewhere, or cannot perform the action you want, etc.

And then during the day you can stand on the same space. And if you do, you can secretly throw a card into someone else’s cauldron. (And mess up their recipe.)

This would require that one gradually fills the cauldron (and possibly has to wait until the recipe is finished). Maybe you can put at most one card into your cauldron per turn, so you cannot do your entire recipe at once?

EXTRA IDEA: One can replace/poison a plant, causing more and more of the forest to change/become poisoned each turn or something (… difficult to do, maybe)

EXTRA IDEA: The players’ front gardens … also have a location in the grid. So if you want to do something with someone’s front garden, you have to go to that location, or at least be near it.

This becomes even more interesting if certain effects move through the forest. Suppose a plant disease reaches your garden—suddenly everything in your front garden is also poisoned!

The Idea It All Actually Started With

One can perform certain secret actions. (For example, if you make a potion or cast a spell, this remains secret until it is activated or something.)

But, if one has done a mean secret action, the other players must be informed that something has happened.

All players do this by performing their witch’s laugh (“hihihi”, “hahaha”, “knibbel knabbel knuisje”, “muwhaha”, etc.)

This may have to be determined beforehand. They do not have to say anything else; only the sound has to be made. The witch’s laugh must be clearly recognizable, not accidentally produced (or confused with something else ordinary), and above all produce a very impressive witch sound.

  • Perhaps the witches are so mean/sneaky that they cannot help themselves and accidentally make evil little laughs at night.
  • You must have made the evil laugh before performing certain actions. Then you must perform that action within the same phase (day or night). (If not, you receive penalty points. If so, bonus?)
  • From the moment you make the evil laugh you may not change anything about your hand anymore? (You made the laugh, so the whole forest is watching you and you cannot do anything secretly anymore?) But yes—what is then the use of laughing early? I actually want to encourage players to make a plan as early as possible and indicate that.

Alternative titles: “the good witches” and “mushrooms and talkative witches”