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A Game by Bruce Baskir

The game of competitive


sorcery that will leave
you spellbound.

30 min 14+ 2-5

Troubles a-brewin’! It’s exam time at the School of Sorcery and the
mischievous witches are crafting their strongest potions and hexes to win
the coveted Witches Cup. The students have gathered together a collection of
magical objects – eye of newt, toe of frog, and wool of bat – all to foil their
fellow witches. Now it’s your turn to mix exotic potions, practice your spells,
and prepare for a battle of magical proportions.
Object of the Game
Witching Hour is a card game in which you play sets of cards to attack your opponents
or use a card’s special power to try and gain an advantage! If your opponent cannot match the
number of cards in your attack, they must take those cards into their Hex pile. The more cards
in your Hex pile at the end of a round, the more points you will score.

The player with the lowest score at the end of three rounds is the winner!

Components
5 Hex pile markers
66 Score tokens (26 x 1pt, 20 x 3pt, 15 x 10pt, 5 x 25pt)
5 Player aids
56 Cards: The cards in Witching Hour represent the implements the players will use to hex
their opponents. The cards have six important sections:

Icon: Each card has a different icon, which is useful for


grouping cards when sorting your hand.
Image
Type
Ability: This is the effect of the card. For a full description of
abilities of all the cards check out page 6.
Point value: These numbers represent how many points you
will score for this card, based on how many copies of it are in
your Hex pile at the end of the round.
Quantity: This number represents the total number of copies
of this card that are in the deck.

Setup
1. Give each player a Hex pile marker and a player aid. Place them on the table in front of you.
2. Shuffle all the cards together facedown, then deal out a number of cards depending on the
number of players. For a two- to four-player game, deal 13 cards to each player. For a five-
player game, deal 10 cards to each player.
3. Set the remaining cards facedown in the middle of the table as the discard pile.
4. The youngest player starts the game.
4
* Note: Remove Book cards from the
deck in a two-player game.
PM

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4:35

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4/6/17

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player’s Hex pile.


4:3

and the other into another


5
PM

Place one into your Hex pile


two cards from discard pile.
Play into your Hex pile. Take
1 Cauldron: (0)
turn.
another card. Take another
at your Hex pile and take
Play into your Hex pile. Look
1 Hourglass: (2)
Hex pile.

2
Play this into any player’s
6 Chalice: (-3,1,5)
card. Take another turn.
Wi

at discard pile and take a


tch

Play into your Hex pile. Look


ing
Ho

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take a card. Take another turn.


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at another player’s hand and


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Gameplay
Witching Hour is played over three rounds. A round ends when each player, but one, has
run out of cards in their hand. At the end of the round, players will reveal the cards in their Hex
pile and score points based on how many of each card type they have.

On your turn, you will do one of two things: Make an Attack or Play a Card.

Make an Attack
First, choose an opponent with cards in their hand

PM

PM

PM

PM
PM

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4:35

4:35
4:35

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4:35

4:35

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PM

4/6/17

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4/6/17
4/6/17

4:35

4/6/17
4/6/17

7
PM

4/6/1

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4/6/1
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4/6/
4:35 4/6/17
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to attack. This player is referred to as the Defender.
4/6/17
4/6/17 07.indd

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4/6/17

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Item
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For example, if you are attacked with three Bell
cards, you can block with three Mirror cards.
Then play any number of cards from your hand
faceup to the middle of the table, following one
very important rule: All the cards you play must
be the same type.

The Defender now has the opportunity to block vs.


the attack. To block an attack, the Defender must
play the same number of cards as the Attacker. The
cards used to block must all be the same type, but
they do not need to be the same type as the cards
used to make the attack. The Defender may choose
not to block an attack.

BLOCKED ATTACK DISCARD PILE

If the Defender blocks the attack,


place all of the cards used by
the Attacker and the Defender
facedown into the discard pile.
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM

UNBLOCKED ATTACK DEFENDER’S HEX PILE


If the Defender does not block the
attack, the Defender places all of
the attack cards facedown into
their Hex pile, under their Hex pile
marker.
4/6/17
4:35
PM
3
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03 07 4:35 PM
2017 4/6/17
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- Ba 03 07.in
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- Ca - Cards
Hour Witching Hour
ing
Witch
4
Round End
Play a Card

the round is over.

player’s hand or Hex pile.


Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM

W
W itc
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abilities of all the cards check out page 6.
your Hex pile to resolve the card’s ability.

ck- 20 03 07. 7 4:35


ind PM
- 2017 d
17 03 07 1
03 .in 4/6
07 dd /17
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1 4/6
/17
resolving this card. For a full description of

4:3
4/
6/ 5 PM
17
4:
35
PM

keep everything separate, be sure the cards


Most of these cards allow you to take another
may reveal one of these cards and place it into

in your Hex pile remain under your Hex pile


marker until you score them at the end of the
this card into your Hex pile.” On your turn, you

your left takes the next turn. Players may attack

Please note: You are not allowed to look at the


Some cards have an ability that starts with “Play

cards in your Hex pile during a round. To help


the same Defender multiple times in a row. They

attack from being mixed up with the cards in a


turn. You will take that turn as soon as you finish

player has cards in their hand. When a player has


may attack whomever they choose as long as that

round. This prevents the cards being used in an


no cards in hand, that player skips their turn until
After you have completed your turn, the player on

Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM


Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM

Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM

Players score cards in their Hex pile at the end of each round.
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
pile instead.

player places all of the remaining cards in their hand into their Hex pile.
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1

Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM


Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM
Witching Hour - Cards - Item - Back - 2017 03 07.indd 1 4/6/17 4:35 PM

The round may also end if no player has any cards in hand at the end of a turn.
4/6/17 4:35 PM
may place it into another player’s Hex
that specify “your Hex pile,” except you
The card works the same as other cards
The Chalice card has an ability that reads
“Play this card into any player’s Hex pile.”

The round ends when only one player has cards in hand at the end of any player’s turn. That
Scoring Scoring example: Lauren has four Bells, one
All players reveal all the cards in their Hex pile, Candle, one Book, and two Mirrors: she will
and then score points for each type of card score 5 + 1 + 0 + 2 = 8 points.
they revealed, based on the number of cards
they have of that type.

The number of points a set of cards scores is


found in the point value section of the card.
If you only have one copy, you score the first
number for that card. If you have two copies,
you score the second number shown, and so
on… The last number represents the highest
quantity scored for that card. All higher
quantities score the same amount.

Please note: Each type of card only scores


once regardless of the number of copies of
that card you have.

Players announce how many points they


scored and then take score tokens equal to
that amount and place them facedown in front
of them. The number of points you score in a
hand is public information until the start of
the next round. If your score for the first round
is negative, you score zero points. If your score
is negative in any other round, you subtract
those points from your score. Your total score
at any point in the game cannot go below zero.

After scoring is complete, shuffle all the cards


back together facedown and deal each player
the same number of cards as were dealt at
the start of the game. The player who last had
cards in their hand in the previous round will
start the next round. Repeat this process for
the third and final round of the game.

End of the Game


After the third round, the players will total

3 3
their score from all three rounds. The player
with the lowest score wins the game. If there
is a tie, all players play additional rounds until
there is only one player with the lowest score.
This may cause one of the previously non-tied 1 1
players to win the game.
5
Abilities
Bell
This card cannot be used to block an attack.

Book
Instead of making an attack on your turn, you may place a Book
into your Hex pile. Look at an opponent’s hand, take a card from
it, and add it to your hand. Then, take another turn.

Note: Remove Book cards from the deck in a two-player


game.

Candle
You may add exactly one Candle card to any attack you make
or any attack you block. Adding a Candle boosts the number of
cards in that attack or block by one.

For example, if you attack with three copies of a card and one Candle,
your opponent would need to block with four cards.

You may still make an attack with any number of Candle cards
if there are no other cards in the attack.

Cauldron
Instead of making an attack on your turn, you may place the
Cauldron into your Hex pile. Take two random cards from the
discard pile. Look at them. Place one card facedown into your
Hex pile and place the other facedown into any other player’s
Hex pile. Since it is not considered an attack, you may place one
of the cards into a player’s Hex pile even if they have no cards in
hand. That player will not know which card they received until
the end of the round.

Chalice
Instead of making an attack on your turn, you may place a
Chalice into any player’s Hex pile. Since it is not considered an
attack, you may place a Chalice into a player’s Hex pile even if
they have no cards in hand. You may play a Chalice into your
own Hex pile. If you only have one Chalice in your Hex pile at
the end of a round, you will subtract 3 points from your score.

Familiar
When you are attacked, you may place a Familiar card from
your hand into your Hex pile to block the attack, discarding the
cards used for the attack.

6
For Example, Thomas attacks Mary with three Mirror cards. Mary plays
a Familiar from her hand to block the Attack. Mary places the Familiar
card facedown into her Hex pile and discards the three Mirror cards.

A Familiar card cannot be used to block attacks involving


Toadstool cards.

Hourglass
Instead of making an attack on your turn, you may place the
Hourglass into your Hex pile. Look at your Hex pile, take a card
from it, and add it to your hand. Then, take another turn.

Mirror
If you block an attack with Mirror card(s), the attack is reflected
and the Mirror cards used to block are discarded. The Attacker
becomes the Defender and may choose to block the reflected
attack or take the attacking cards into their Hex pile. The Mirror
cards (and Candle card if applicable) used to block the attack
are immediately placed facedown into the discard pile.

If the reflected attack is also blocked using Mirror cards,


the attack is once again reflected – the roles of Attacker and
Defender are reversed, the Defender may block and the Mirror
cards are discarded.

For example, Peyton attacks Sarah with three Book cards. Sarah blocks
with three Mirror cards, the Mirror cards are discarded and Peyton
must block or take the three Book cards. Peyton blocks with two Mirror
cards and one Candle card from his hand. Those two Mirror cards and
one Candle card are discarded, and Sarah must once again block an
attack of three Book cards. She cannot, and takes the three Book cards
facedown into her Hex pile.

Skull
Instead of making an attack on your turn, you may place a Skull
into your Hex pile. If you do, look at the discard pile, take a card
from it, and add it to your hand. Then, take another turn.

Toadstool
Attacks involving Toadstool cards cannot be blocked. After
attacking with a Toadstool card, the Attacker must add a
random card from the discard pile to their own Hex pile without
looking at it. The Attacker must do that for each Toadstool card
played during that attack.

Toadstool cards have no special effects when used to block.

7
Round of Play Example
Abby, Bob, and Candy are playing a three-player game. At the start
of the game, they are each dealt 13 cards. The rest of the cards
are placed facedown in the discard pile in the middle of the table.
Abby starts the game because she is the youngest. Abby decides to
attack. She may attack either Bob or Candy. Abby chooses to attack
Candy with three Bell cards. Candy decides to block the attack by
playing three Candle cards. The three Bells and three Candles are
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placed facedown in the discard pile. Abby and Candy now have 10
cards in hand. Bob still has 13.

It is now Bob’s turn because he is to the left of Abby. Bob plays a


Skull card, which allows him to look through the discard pile and
add one of the cards to his hand. He has to place the Skull card in
his Hex pile, which may cause him to score points later if he collects
another one. Bob selects one of the Candle cards from the discard

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pile and places it into his hand. The Skull gives Bob another turn

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has 13 cards in hand because his Skull was replaced with a Candle.
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Bob takes his next turn and attacks Abby with three Chalice cards
and one Candle card. Exactly one Candle card can be added to any
attack. Abby has the opportunity to block this four-card attack
with four cards of the same type. Abby does not have four cards of
the same type, nor three and a Candle, so she accepts the attack.
She places the four attack cards in her Hex pile, facedown under
her Hex pile marker. At the end of Bob’s second turn, he has 9 cards
in hand. Abby and Candy still have 10.

It is now Candy’s turn. Candy decides to attack Bob with three


Familiar cards. Bob chooses to block that attack with three Mirror
cards. The ability of the Mirror causes that attack to be reflected
back to the Attacker. Bob’s three Mirror cards are discarded as they Witching Hour - Cards - Item - Back - 2017 03 07.indd 1
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have been used to block. Candy now has the option to block the
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three Familiar cards. Candy blocks with two Toadstool cards and
one Candle card. The Familiars, Toadstools, and Candle are all placed
facedown in the discard pile. Candy now has 4 cards in hand. Abby
still has 10, and Bob has 6. Witching Hour - Cards - Item - Back - 2017 03 07.indd 1
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It is now Abby’s turn. Play continues until the end of a turn in


which only one (or no) players still have cards in hand.

Credits
Game Design: Bruce Baskir Art Direction: Travis R. Chance
Game Development: Travis R. Chance and Nick Little Graphic Design: Daniel Solis & Scott Hartman
Illustration: Marco Machadinho
8

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