Witching Hour - Rulebook - WEB Draft - 2017 04 13
Witching Hour - Rulebook - WEB Draft - 2017 04 13
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:
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.
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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
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to attack. This player is referred to as the Defender.
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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.
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abilities of all the cards check out page 6.
your Hex pile to resolve the card’s ability.
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Players score cards in their Hex pile at the end of each round.
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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
The round may also end if no player has any cards in hand at the end of a turn.
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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.
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.
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.
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.
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.
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.
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pile and places it into his hand. The Skull gives Bob another turn
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immediately after it’s played. At the end of Bob’s first turn, he still
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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.
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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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