Witch
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Three drops of goat's blood. A lock of hair, torn in anger. The name is spoken, the shadow cast. Walk left foot first down that brambled path, and don't look back.
Storyteller cues
First nightThe Witch chooses a player. ◦
Other nightsThe Witch chooses a player. ◦
How to run it (Storyteller)
How to play
- Curse the player most likely to nominate tomorrow — typically whoever is pushing hardest on a lead or has publicly committed to nominating a specific target, not a passive or quiet player.
- Coordinate with your Demon: curse whoever would nominate the Demon, freeing the Demon from the day's most dangerous vote while also creating a dramatic, trust-destroying kill that the good team must explain.
- Claim a safe information role like Empath or Undertaker — something that gives you a plausible reason to be cautious about nominating yourself, which naturally covers the nights you spend cursing others.
- Rotate your curse off the same player every night; locking onto one person teaches good players to identify who never nominates, which exposes you.
- The most common mistake is cursing someone who was never going to nominate anyway — you waste your night and gain nothing. Always curse based on observed behaviour and public statements from that day.
- When down to 4 players, remember you still have your ability — use it aggressively on whoever would nominate the Demon, since losing it at 3 means the endgame nomination is fully free.
How to fight the Witch
- When a player dies mid-nomination or just after nominating, treat it as a near-certain Witch confirmation — the Witch is in the game and that player was cursed the previous night.
- Spread nominations around: have multiple players commit to nominating different targets each day so the Witch cannot shut down all lines of attack with one curse, and the cost of the curse (one death) becomes more predictable and manageable.
- Bait the Witch by having a trusted player publicly announce they will nominate a specific person tomorrow — if they die on nomination, you confirm the Witch and can begin cross-referencing who knew about that plan.
- At 4 players alive, be very deliberate about who nominates: if you can identify whose nomination matters most to evil, have a different player carry it — the Witch can only curse one person per night.
- A player who is consistently never nominating, especially when they claim an information role that would give them strong leads, is worth scrutinising as the Witch — good information roles typically need to nominate to act on their information.
Key interactions
If the Witch is poisoned on a given night, the curse they place that night does not function — the targeted player can nominate freely the next day without dying. Evil poisoning their own Witch is never intentional, but a good-team Poisoner should prioritise the Witch once confirmed to completely defang their ability.
The Witch and Imp are natural partners: the Witch curses whoever would nominate the Imp, protecting the Demon from execution while also creating a chaos-inducing public death that destabilises good-team communication and trust.