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Number of Players | 2-4 |
Playtime | 60-90 Min |
Suggested Ages | 12+ |
Designer(s) | Martino Chiacchiera, Reiner Knizia |
Publisher | R&R Games |
As established representatives of your guild, you gather around an ancient sacred stone, the significance and magical powers of which are known to only adepts. Each player occupies one of the four towers around the Witchstone and begins from there. Make your magic spells with the help of your cauldron, and put a network of magic energy around the stone. Dispatch your witches, scoop the magic crystals out of the cauldron, make use of the pentagram and the magic wand, and keep an eye on the prophecy scrolls in order to ensure victory.
Not all the options are always available to you. Only if you cleverly make the most of your opportunities will you have a chance of accumulating the most victory points over the eleven rounds and thereby win Witchstone.
Every player in the game has a personal cauldron that bears seven crystals and six pre-printed magic icons, and they share a larger game board that features a crystal ball that shows the entire landscape. Every player has a set of fifteen domino tiles, with each half of the domino being a hexagon; each domino depicts two different magic icons from the six used in the game.
On a turn, you put one of the five face-up dominos in your reserve onto your cauldron, then you take the action associated with each icon depicted on that domino; if the icon is adjacent to other dominos showing the same icon (or the matching pre-printed icon), then you can take that action as many times as the number of icons in that cluster. You must finish the first type of action completely before taking the second action. With these actions, you may:
After each player has finished eleven turns — which could equal 40-60 actions depending on how well you've used your cauldron — the game ends and players tally their points from prophecies and other collected scoring markers to see who has the highest score.
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