Setup
Number of Hard and Easy Problems placed per stack varies by player count.
The number of Hard Problems (always hidden/face-down) and Easy Problems (always open/face-up) placed into each of the six problem stacks depends on the number of players:
Hard Problems per stack:
- 1 Player: 1, 1, 1, 0, 0, 0
- 2 Players: 1, 1, 2, 1, 1, 1
- 3 Players: 2, 2, 2, 2, 2, 2
- 4 Players: 2, 2, 2, 2, 2, 0
Easy Problems per stack:
- 1 Player: 2, 2, 1, 0, 0, 0
- 2 Players: 2, 2, 1, 2, 1, 1
- 3 Players: 2, 2, 2, 2, 2, 2
- 4 Players: 4, 4, 4, 3, 3, 0
Setup
Hard Problems are always placed face-down (hidden).
Hard Problem tiles are always placed face-down on the board, meaning their difficulty and type are unknown to players until a witch attempts to solve one and flips it.
Setup
Easy Problems are always placed face-up (visible).
Easy Problem tiles are always placed face-up on the board, meaning their difficulty and type are visible to all players from the moment they are placed.
Setup
Dimity goes first; otherwise the last witch chosen starts. Witches begin on locations without a problem.
If a player is playing as Dimity, she takes the first turn. Otherwise, the last witch to be chosen by a player takes the first turn. Each witch is placed on a location that does not currently have a problem tile on it. Play then proceeds clockwise.
Setup
Shuffle the deck and deal 3 cards to each player.
After all witches have been chosen, shuffle the full card deck and deal 3 cards face-down to each player. These form each player's starting hand.
Turn structure
A turn has four steps: (1) Place Problem Tile, (2) First Move & Action, (3) Second Move & Action, (4) Draw Cards.
On your turn, you must complete all four steps in order:
1. Place the next Problem Tile on the board.
2. Take your first Move and Action.
3. Take your second Move and Action.
4. Draw cards to refill your hand.
After completing all steps, play passes clockwise to the next player.
Turn structure
At the start of your turn, draw a card to determine where the next problem is placed.
At the beginning of your turn, draw a card from the deck. The card's location symbol indicates where the next problem tile is placed. Resolve as follows:
- If there is already a problem at that location: place a Crisis token on that problem tile (if it does not already have one), then draw again to find a new location.
- If the location is empty: place the top problem tile from the leftmost non-empty problem stack there. Stop drawing — the placement is complete.
Movement
Walk 1 or 2 locations along paths; must stop at a problem location (with exceptions).
When walking, a witch may move 1 or 2 locations along connected paths on the board. If a witch enters a location that contains a problem tile, she must stop there immediately and may not continue moving through it — unless the location is an empty location space (Lancre) or the witch is using Invisibility. Walking does not require discarding any card.