Witchcraft:
Pieces:
The Main Board:
Has seven spaces, each labeled with their name and with symbols:
Swamp (with the Eye of Newt symbol)
River (with the Toe of Frog symbol)
Forest (with the Wool of Bat symbol)
Road (with the Houndstongue symbol)
Fields (with the Adder’s Fork symbol)
Townhall (with the symbol of -D)
Inn (with a star symbol)
Power Meters (1 per player)
Detection Counters (1 per player)
Detection Sliders (1 per player)
Power Slider (1 per player)
Avatars (1 per player)
Spell Cards
Resource Cards: Come in five types, each labeled with their name and the symbol representing them:
Eye of Newt
Toe of Frog
Wool of Bat
Houndstongue
Adder’s Fork
Event Cards
Six sided die
The Goal:
Be the first to reach the top of your Power Meter to win. The game ends as soon as someone does this. A player loses if they are not the first to reach the top of their Power Meter, or if they reach the end of their Detection Counter.
Setup:
Place the Main Board in the center of the players. Next to each player, set up a Power Meter and Detection Counter. Give each player a detection slider and power slider. The power slider should be on the first space of the Power Meter, and the detection slider should be on the first space of the Detection Counter.
Shuffle the spell cards and put the deck face down near the Main Board. Separate the resource cards by resource and place them face up near the Main Board. Shuffle the event cards and place the deck face down near the Main Board.
Turns:
When it is a player’s turn, they will:
- Move to any space on the Main Board. If it is still the first turn, players cannot move to the Inn space.
- Collect the resource indicated on that space. For example, collect an Eye-of-Newt card from the Swamp. On the Townhall space, instead of a resource, the player moves their Detection Counter down one. The Inn is different. See Inn section.
- Choose either:
- Cast a spell using a spell card and the recipes it lists
- Pick up a new spell card from the deck
- Repeat steps 1 and 2
After all players have had their turn, one player draws an Event card from the deck. This card applies to all players.
The Inn:
By stopping at the inn, the player can collect one of every resource. It will cost detection points. To determine how many, the player must roll the die.
1 or 2: If the player’s Detection Counter is at seven or less, they go up 7. If the player’s Detection Counter goes up 8.
3 or 4: If the player’s Detection Counter is at seven or less, their Detection Counter goes up 5. If the player’s Detection Counter is at eight or higher, their Detection Counter goes up 6.
5 or 6: If the player’s Detection Counter is at seven or less, their Detection Counter goes up 3. If the player’s Detection Counter is at eight or higher, their Detection Counter goes up 4.
Spell Cards:
A spell card will say three things: the resources the player must give up to cast the spell, the action that will occur as a result of casting the spell, and the spaces the player’s Detection Counter will move as a result of casting the spell.
For example, a spell card might state that it costs 2 Eye of Newt and 1 Toe of Frog to cast, will make the player’s power go up 1, and will cost the player’s Detection Counter to go up 1 as well. A different spell card might state that it costs 4 Adder’s Fork and 2 Wool of Bat, will make the player’s Detection Counter go up 2, but will make the Detection Counter of an opposing player go up 5.
In general, the spells with stronger effects will cost more, in either resources or Detection Counter spaces or both.
A player can have up to 3 spell cards in their hand. In order to be able to collect a new spell card, they must either discard or cast one of the spells they have.
Resource Cards:
There are five resources:
Eye of Newt
Toe of Frog
Wool of Bat
Houndstongue
and Adder’s Fork
Each card represents one resource, and states what it is on the card. The player will know what resource they are picking up when they pick up a resource card.
There is no limit to how many resource cards a player can have in their hand.
Event Cards:
The event cards will have their instructions written on the card, and will contain an action that will affect either all players, or all players that meet certain criteria. They may be good or bad for the players affected. They also may involve chance.
For example, one event card may tell all players with a Detection Counter at less than 5 to move their Power Meter up 2. Another event card may ask each player to roll a die, and to add the number they roll to their Power Meter. Another event might ask players to collect certain resources, or add or subtract from their Detection Counter. An event may even put a certain space off limits during the next round of turns. In that case, the effect of the card will wear off at the end of that round.
Garden Growth:
Goal:
In twelve turns, earn the most points by making the best garden possible.
Pieces:
Garden Boards (1 per player)
Each garden board is split into four sections. Each section has three plant spaces. Connected to each plant space are three weed spaces and three water spaces. (The weed and water spaces are designated by the faint image of the weed and water chips.)
Plant chips
Each plant chip has a colored image of the plant on one side and blackened image of the plant on the other side.
Water chips
Weed chips
Plant Reference Cards (1 per player)
These cards display all the information for each plant contained in the Plants section for easy reference during gameplay.
Turn Reference Cards (1 per player)
These cards remind the player what actions can be taken during their turn.
Setup:
Each player should have a clear Garden Board, one Plant Reference Card, and one Turn Reference Card. The water, weed, and plant chips should be set out for players to pick up as needed. The plant chips should be divided into their appropriate types. (Carrot chips should be kept in a separate pile from the strawberry chips, and so on.) The player does not start out with any plant-they will have 1 action to plant either a strawberry or carrot plant on their first turn.
Turns:
At the start of each turn except the first, the player must:
Remove one water chip from all plants, unless a plant has a bonus exempting it. (See Plants)
Add a weed chip to all plants, unless a plant has a bonus exempting it.
If there are no water chips left to remove, or there are no weed spaces left to put a weed chip, then the plant is dead. Flip the plant chip over so the dead side is facing up. The plant is not dead until the start of the turn where the weed or water action cannot be taken. If in this step the player removes the last water chip from a plant, that plant will not die until the turn where they are unable to remove another water chip.
After doing this, the player should count how many healthy plants they have left. That number plus one is the number of actions they can take. They can:
-Water plants. Watering one plant uses up one action. When you water a plant, you add one water chip to that plant.
-Kill the weeds. Killing the weeds of one plant uses up one action. When you kill the weeds, you remove one weed chip from that plant.
-Buy/plant new plants. Buying and planting one plant uses up different amounts of actions depending on the plant. See Plants for specifics. When you plant a new plant, you put a plant chip on a plant space and put the appropriate amount of water chips next to it. Players may choose to put a new plant in whichever available plant space in their garden that they wish.
When the player has used up all their actions, their turn is over. Each player may take their turn simultaneously or in any order. However, no player may take their second turn until all other players have taken their first, and so on for the rest of the game. There will be twelve turns in total. After each player has completed their twelfth turn, calculate victory points.
Plants:
Strawberries
Costs 1 action to purchase
Starts with 1 water chip
Bonus: Strawberries only lose water chips on even-numbered turns
Carrots
Costs 1 action to purchase
Starts with 1 water chip
Bonus: Carrots only gain weed chips on odd-numbered turns
Broccoli
Costs 2 actions to purchase
Starts with 1 water chip
Bonus: Broccoli gives the player 1 extra action each turn for every two broccolis in the player’s garden
Plums
Costs 2 actions to purchase
Starts with 2 water chips
Bonus: Other plants within the same section as a plum only lose water chips on odd-numbered turns
Blueberries
Costs 3 actions to purchase
Starts with 3 water chips
Bonus: Other plants within the same section as a blueberry only gain weed chips on odd-numbered turns
Lemon tree
Costs 5 actions to purchase
Starts with 1 water chip
Bonus: A lemon tree allows the player to revive a dead plant once per game per plant.
Plant bonuses can be combined. For example, if a player places a strawberry (which only loses water chips on even numbered turns) in the same section as a plum (other plants in the same section only lose water chips on odd numbered turns), the strawberry would not lose any water chips.
If a plant dies, any plants in its section will no longer be affected by the dead plant’s bonus.
Determining Victory:
- Count up living plants. Each player gets 1 point for each living plant in their garden.
- Add bonus points for types of plants. Each living lemon tree gives a player an extra 3 points, blueberries give an extra 2 points, and broccoli and plums each give an extra 1 point.
- Every player that has filled all twelve plant spaces of their garden gets an extra 5 points. (If a player has filled their garden but some of the plants are dead, they still receive this bonus.)
- Add 1 point for every 4 water chips still in the garden.
- Subtract 1 point for every 2 weed chips still in the garden.
- Subtract 2 points for every dead plant.
- If a player has filled one section of their garden with all of one type of plant, they receive 1 bonus point.
The player with the most points wins.