A secret trial for 4–12 players

Gather friends, draw cards, stack accusations — and try not to be holding Accusation III when the town loses its patience.

Fair warning: Every lantern in town may hide a friend, a foe, or a very good liar. The mist is listening.

Why you'll lose sleep

Social deduction, Witch Town edition

Hidden witches. A sheriff with opinions. Fifteen role characters who all swear they're innocent. What could go wrong?

Day court, night murders

Stack red accusation cards until someone faces trial at 7+ points. Then the witches pick a victim after dark. Rinse, repeat, panic.

15 role cards with actual powers

Tituba, Abigail Williams, John Proctor, Giles Corey — each with a unique ability. Giles, famously, refuses to die quietly.

59 action cards of chaos

Scapegoats, black cats, matchmakers, infections, and the ever-popular Night card. Romance was briefly legal in Witch Town. Briefly.

Quick Play with AI townsfolk

No friends online? AI fills empty seats so you can practice lying before the real humans arrive. They are also very good liars.

Witch Town Academy

Interactive tutorials for people who skipped the rulebook. Learn day pressure, night watch, and why you should never trust the Matchmaker.

Replay theater

Every match gets a narrative replay — "Trial of the Innocent," "Night of Shadows," and other headlines the town will deny later.

By daylight

Accuse first. Ask questions never.

Talk fast, point fingers, and remember: in Witch Town, being right and being alive are not the same hobby.

  • Draw or play

    Each turn: draw from the deck, or play an action from your hand. Accusations stack until trial threshold.

  • Trial at 7+

    When accusation points hit seven (role modifiers apply), the accused reveals. Witch? Eliminated. Civilian? Oops.

  • Skills & equipment

    Green cards scapegoat and curse. Blue cards deploy black cats and asylums. Use them wisely — or on your best friend.

Witch Town game table — cards, lanterns, and suspicious neighbors

By moonlight

Witches vote. Sheriff sweats.

Win as good by exposing every witch. Win as witches by outnumbering survivors. Or draw if the deck gives up — everyone's favorite ending.

  • Witch council

    Hidden witches coordinate a murder vote. Democracy, Witch Town-style.

  • Sheriff protection

    The sheriff guards one player. Infection and conspiracy still invent new ways to ruin the night.

  • Self-guard by reveal

    Reveal your identity to protect yourself. Bold. Also tells everyone exactly what you are.

Settlement dawn over Witch Town

The deck

Cards that start arguments

Fifteen role portraits. Four identity types. Fifty-nine ways to ruin a perfectly nice town meeting.

Red — Accusation

The town's love language. Stack points until someone faces trial.

Accusation I
Accusation I
Accusation II
Accusation II
Accusation III
Accusation III

Green — Skills

Scapegoats, curses, and other polite disasters.

Scapegoat
Scapegoat
Robbery
Robbery
Arson
Arson
Curse
Curse
Defense
Defense
Stocks
Stocks

Blue — Equipment

Social tools. Romance was briefly legal in Witch Town.

Black Cat
Black Cat
Matchmaker
Matchmaker
Asylum
Asylum
Lovers
Lovers

Black — Witch events

Dark cards for dark hours. Try to look surprised.

Infection
Infection
Conspiracy
Conspiracy
Night
Night

Identities

Who you actually are. Keep the card face-down until you cannot.

Witch
Witch
Sheriff
Sheriff
Civilian
Civilian
Identity back
Face down

The circle

Twelve faces. Zero trust.

Table avatars for your gathering — not your hidden role. Trust no portrait.

Rowan — townsfolk portrait

Rowan

Milo — townsfolk portrait

Milo

Marcus — townsfolk portrait

Marcus

Isolde — townsfolk portrait

Isolde

Evelyn — townsfolk portrait

Evelyn

Gideon — townsfolk portrait

Gideon

Mara — townsfolk portrait

Mara

Silas — townsfolk portrait

Silas

Beatrix — townsfolk portrait

Beatrix

Lydia — townsfolk portrait

Lydia

Tobias — townsfolk portrait

Tobias

Prudence — townsfolk portrait

Prudence

Role cast

Fifteen roles. All of them swearing innocence.

Pick a character with a real ability — then pretend you drew it at random.

Tituba role card

Tituba

Reads the room before the room reads her. Useful when every lantern looks guilty.

Abigail Williams role card

Abigail Williams

Turns a whisper into a trial agenda. Never let her narrate the evening unsupervised.

John Proctor role card

John Proctor

Honest to a fault — which, in Witch Town, is still a fault.

Giles Corey role card

Giles Corey

Refuses to die quietly. The town respects that. Reluctantly.

Rebecca Nurse role card

Rebecca Nurse

Calm enough to make accusations feel rude. That is her whole strategy.

Samuel Parris role card

Samuel Parris

Believes the sermon first and the evidence second. Sometimes that works.

Three steps to a ruined town meeting

Step 1: Gather your circle

Open Witch Town, pick a town name, and invite 4–12 players with a room code (WT-XXXX-XXXX). Or hit Quick Play and let AI townsfolk fill the empty chairs. They are suspiciously polite.

Step 2: Draft your role

Choose from fifteen role characters — each with a unique ability. Then receive your secret identity: witch, sheriff, or civilian. Act natural. Immediately fail at acting natural.

Step 3: Survive the bell

Play cards, stack accusations, survive trials, and endure the witching hour. Win by exposing all witches (good) or outnumbering the town (witches). Lose by being you, probably.

Bonus: Watch the replay

Witch Town waiting room — where every gathering begins

From the town crier

View all posts »

Dev updates, design notes, and patch notes from the people who keep adding cards you'll hate receiving.

FAQ

Questions the town refuses to answer

Everything you need to know before the midnight bell — and a few things you'll wish you didn't.

Is Witch Town free?

Yes. Open your browser, pick a name, and play. No download, no subscription, no sacrifice required. (In-game sacrifices are a separate mechanic.)

How many players do I need?

4 to 12. Quick Play fills empty seats with AI townsfolk so you can start with fewer humans. The AI are surprisingly judgmental.

Is Witch Town a real place?

Only in the game — and even then, mostly in the sense that your friends will betray you there. Witch Town is a fictional social deduction card game. Play responsibly.

Can I play on mobile?

Yes — Witch Town is built for mobile-first play in the browser. Accuse your friends from anywhere with signal and questionable morals.

What if I have no friends online?

Quick Play joins you with humans first, then AI fills the rest. Witch Town Academy teaches the rules. The replay viewer lets you relive your worst decisions.

Where do I actually play?

Head to game.playwitchtown.com — this site is the brochure. The game is the courtroom.

The mist is 
listening

Gather your circle. Every lantern may hide a friend, a foe, or a very good liar.The bell rings at midnight. Try not to be late — or early, depending on your faction.