
Field guide · How it works
PlayWitchTown .com
Screenshot-backed advice for people who skipped the rulebook. Short bullets. No mercy.
Prefer interactive lessons? Open Witch Town Academy in-game. This page is the cheat sheet with pictures.
Step 0
Enter the mist (politely)
- • Pick a town name. Rowan is taken. Rowan2 is also taken.
- • Quick Play finds humans first — AI townsfolk fill empty seats and judge you silently.
- • Create Room for friends who deserve a private 8-seat disaster.
- • Clear Witch Town Academy before your first trial. The town does not accept "I didn't know."

Step 1
Choose your role (and your alibi)
- • Every player drafts a role character with a unique skill.
- • Giles Corey needs 14 accusation points for trial. He is not "innocent" — he is structurally inconvenient.
- • Read the skill text. Pretending you didn't is a social strategy, not a legal defense.
- • Hit Confirm role before the timer shames you.

Step 2
Read the Town board like a gossip column
- • Open Town to see everyone's role card, skill, and accusation totals.
- • Ann Putnam makes accusations hit harder. Elizabeth Proctor ignores Stocks. Abigail sees witch votes. Plan accordingly.
- • The bottom row is the Town Tableau — public cards and revealed roles. If it's there, stop lying about it.
- • Numbers on the right are accusation points. Red means someone is having a bad afternoon.

Step 3
Day turn: draw, play, or panic
- • On your turn: draw from the deck or play a card from your hand.
- • Red cards stack accusations. Green skills cause problems. Blue equipment rewires relationships.
- • The Black Cat reveals a hidden identity. Sometimes it finds a witch. Sometimes a farmer. Even cats miss.
- • Wait for "Resolving…" to finish. The table is dramatic on purpose.

Step 4
Black cards mean the night is coming
- • Infection, Conspiracy, and Night are witch-event cards. Drawing one in daylight is character development.
- • Cards target players or the whole town — read the arrow before you click.
- • Your hand stays visible. So does your reputation.
- • If you have two Accusation II cards, the town already knows what kind of person you are.

Step 5
Trial at 7+ (or 14 if you're Giles)
- • Stack enough accusation points and someone faces Trial. Role modifiers apply — do the math.
- • Revealed witch? Eliminated. The town celebrates briefly and suspiciously.
- • Revealed civilian? Awkward silence. Possibly followed by more accusations.
- • Win as good by exposing every witch. Win as witches by outnumbering survivors. Draw if the deck gives up.

Step 6
Relive your worst decisions
- • Every match can become a story: Trial of the Innocent, Infection Chain, and other headlines the town will deny writing.
- • Browse verified public replays by theme — infections, lovers, night wins, draws.
- • Search by match ID if you need evidence for an argument with friends.
- • The Replay Theater timeline shows exactly when you played the wrong card. Frame it.

Bonus
Replay Theater: your match as a courtroom drama
- • Scrub through day turns, trials, and reveals beat by beat.
- • Tap Highlights to jump to the moment everything went wrong.
- • Share the link. Let history judge you accurately.
- • Speed controls included for people who cannot relive shame at 1×.

Cheat sheet
Card colors in one breath
- Red — Accusation (stack toward trial)
- Green — Skills (scapegoat, curse, etc.)
- Blue — Equipment (Black Cat, Matchmaker…)
- Black — Witch events (Infection, Night…)
- White — Roles & identities
- Trial — Usually 7+ points. Giles disagrees.
You read the guide. Now survive it.
The bell rings at midnight. Try not to be holding Accusation III.