
Rules of the trial
How to Play
A social deduction card game for 4–12 players. The full interactive tutorial lives in-game at Witch Town Academy — this page is the cheat sheet.
The loop
One day. One night. Repeat until someone wins or everyone stops talking.
Matches flow through role draft, day turns, night actions, and night reveal — until a faction wins or the deck gives up.
Role Draft
Each player picks a role card with a unique ability — Tituba, John Proctor, Giles Corey, and twelve more.
Dawn → Day Turn
Draw from the deck or play action cards. Red accusations stack. Green skills disrupt. Blue equipment changes the social graph.
Trial
At 7+ accusation points (modified by roles), the accused faces trial and reveals their identity.
Night Actions
Witches vote to murder. The sheriff protects. Players may self-guard by revealing identity.
Night Reveal
Murder results, protection outcomes, and infection spread are revealed. Then dawn breaks and the town pretends nothing happened.
Game Over
Good wins when all witch identities are exposed. Witches win when they equal or outnumber survivors. Deck exhaustion causes a draw.
Card colors
A field guide to chaos
Know your colors before someone plays Accusation III on you.
Red — Accusation
Stack points. Face trial at 7+.



Green / Blue / Black
Skills, equipment, and witch events.






Ready when the mist is
Open the game
Head to game.playwitchtown.com and pick a town name.
Train in Academy
Interactive lessons cover day pressure, night watch, and why Matchmaker ruins alliances.
Gather 4–12 players
Quick Play fills empty seats with AI townsfolk. Private rooms use WT-XXXX-XXXX codes.
Survive the bell

Ready for the trial?
Practice in Witch Town Academy, then gather 4–12 players for the real thing. The mist is listening.