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Witch's Brew

Claim the role and risk losing it, or take the safe scrap — every round, twelve times over.

Everyone holds the same twelve role cards, picks five, and reveals them in order. Claim a role and you get the strong action — unless a later player claims it too, in which case you must decide: take the weaker favour now, or hold out and risk losing it entirely. Collect ingredients, brew potions, score.

The take-it-or-risk-it decision drives every single roundEveryone holds identical cards — it's pure reading of opponentsBest at five players, about an hour

Who it's for

Groups who enjoy bluffing and second-guessing each other more than optimising an engine. Five players is where it sings.

Not for you if…

You hate having a good play stolen by someone sitting later in the order — that happens constantly by design. At three players the bluffing thins out a lot, and the fantasy theme is entirely cosmetic.

Vibe's take

Nerve-wracking in the best way: a table of people trying to read each other's faces, and audible groans when someone calls your bluff two seats later.

#1,504 on BGG

of over 30,000 ranked board games

Published 2008 · 18 years ago

older than 82% of games

In 4,203 collections

collected more than 52% of games

3–5 players · ages 8+

Best with 5 · publisher: 9+

30–60 min

longer than 62% of games · typical 30–90 min

Complexity: medium

One warm-up round · 1.9 out of 5 · lighter than 59%

Opinions: broad agreement

Most people rate it similarly

Language: little text

A few terms, easy to look up

Play style: competitive

Theme & categories