Witchbound
Witchbound Rulebook
Table of Contents
Table of Contents
- Play Right Away!
- Game Concept
- Components
- Action Numbers (AN)
- Instructions in Entries
- Awards
- Encounters
- Broom Stops
- Your Belongings
- Entries
- Energy
- Discoveries
- Doing Something at a Location
- Luck
- Main Actions
- Main Quests
- Hearts
- Broken Tools
- Keywords
- Magic
- Mini-Games
- Playing With Others
- Options in Entries
- Coins
- Side Quests
- Fainting
- Locations
- Location Clues
- People
- Saving and Continuing the Game
- Spots
- Advantage
- Stats
- Rolling Dice
- Potions
- Brewing Potions
- Conditions
- Tips
- Stuck?
Play Right Away!
In Witchbound, you learn the rules gradually as you play. The rulebook summarizes all the rules once more, so you can easily look things up later if you have questions.
Now turn to page 3 in the Entry Book and read the first entry, "Here We Go!", to jump right into the game. Have fun!
Game Concept
Witchbound is a game with an Entry Book, in which you experience a story and decide what happens. The Location Book shows the world around you. You can do all sorts of things — for example, talk to people, look at interesting spots, and use items. Depending on what you do, you get to read passages in the Entry Book, discover more locations, and receive new, exciting quests.
Witchbound is not an ordinary game. There are no turns, rounds, or points. Instead, you simply keep moving forward on your adventure. You can pause and save the game at any time and pick up right where you left off next time.
Play either alone or, for even more fun, together as a team with others!
Components
1 Entry Book, 1 Location Book
4 Player Sheets (2× Player Sheet 1 and 2 each)
1 Rulebook
36 Cards
Discovery Cards:
- Crawling
- Climbing
- Digging
- Broom Stop
- Witch's Kitchen
- Sewer Entrance
- Gathering
- Diving
- Potions (4×)
- Fairy Statue
- Ingredient Magic
- Recovery Magic
- Tool Magic
Encounter Cards:
- Cawing Crows
- Stinging Swarm
- Common Frogling (3×)
- Deafening Screech
- Blazing Heat
- Quicksand
- Burning Ground
- Chatty Rat
- Pumpkin Peddler
- Giant Frogling
- Fluttering Bats
- Will-o'-the-Wisps
Companion Cards:
- Helene
- Nuno
- Lichtl
Other Cards:
- Bookmark
- Advantage
- Important Rules
2 Sticker Sheets
2 Maps (both identical)
6 Dice
You will also need a pen and an eraser.
Action Numbers (AN)
Over the course of the game you will keep getting action numbers (AN). They have one or two digits. You need them to do something at your location — for example, to talk to people, examine spots more closely, and fight encounters.
- Always enter action numbers in the matching area on Player Sheet 1. Also write down what the action number stands for.
- To do something with an action number, put it in front of the number of the thing you want to do something with.
- In the areas where you enter action numbers, it says whether you can use them on people, spots, and/or encounters.
Example: AN "1" in the Main Actions area can be used on people, spots, and encounters.
Important: If you use an action number on something you can't use it on, there's no entry for it. If an entry doesn't match what you intended, stop reading and check whether you combined the action numbers correctly. Remember that you can't always combine action numbers with everything!
Instructions in Entries
Most entries contain instructions. You recognize them by the arrow (→).
- If the instruction is not listed under an option (see Options in Entries), you must carry it out.
- If an entry contains several instructions, always carry them out one after another, from top to bottom.
- If you can't carry out an instruction, don't carry out any instruction below it either.
Examples: If an instruction says → Lose 3 coins and you don't have 3 coins, you can't carry out this instruction, and also none below it. If an instruction says → Mark the side quest as completed or → Get discovery card X and you can't do that anymore because you've already done it, you can't carry out this instruction, so also none below it.
- If you receive something you can't receive in full, e.g. if you receive ingredients or restore hearts, receive as much of it as possible. Then carry out the instructions below it.
Important: If you can't carry out an instruction, don't carry out any below it either!
Awards
You receive awards through certain entries when you do something specific. Note them on your player sheet.
- Every time you have received 3 awards, read entry 4003 and choose 1 of the rewards described there.
- You can only receive each award once.
Encounters
The encounter cards show various dangers that you meet on your adventure. Encounter cards come into play through certain locations or entries.
- If you are told to place an encounter on your current location, take the named encounter card and place it face up on your current page in the Location Book.
- You remove the card again once you have resolved the encounter or you change location.
Some encounters must be resolved before you're allowed to do anything else at your location. Until you've resolved the encounter, you cannot use an action number on another encounter, person, or spot, cannot read entries for symbols that you find, and cannot use a Broom Stop or Witch's Kitchen. So you must either resolve the encounter or turn to another location by using a location clue at your location. (It doesn't have to be your previous location.)
Some encounters show a two-digit number on their card. For these encounters, you may use action numbers from the following areas on your player sheet: Main Actions, Tools, Spells, Companion, and Gifts.
- You can only resolve encounters with a number by using action numbers.
With some encounters, something happens if you leave the location while the encounter is not yet resolved.
Broom Stops
Some locations show broom stops. With them you can move faster from location to location.
- You can't use broom stops until you have received the "Broom Stop" discovery card.
- To use a broom stop, you must be at the location with that broom stop. You can only move to a location where there is another broom stop that you have already found and entered on the map.
Your Belongings
Items you receive are entered in specific areas on your player sheet. The instruction always states what kind of item it is.
- Tools and Gifts are the only items that have an action number (AN).
- Some items you only receive in the form of a keyword.
- The small circles in the fields where you enter your items show how many of that item you can have at most.
- You cannot enter the same item in multiple fields.
Entries
An entry is a passage of text with a number in the Entry Book.
- An entry can span several columns or pages. Always make sure to read the entry in full. It only ends at the number for the next entry in the purple bar.
- Entries consist of narrative text, instructions, and/or tables for dice results. Some entries also give you various options for doing something.
Energy
Your companion needs energy to use its ability.
- You restore its energy when you complete or receive a main quest, and in a few other ways.
Discoveries
The discovery cards show what you discover on your adventure. If you receive a discovery card, enter it on Player Sheet 2.
- You keep all the discovery cards you have already received, and use them every time you continue playing.
- Some discovery cards show certain symbols. If you find one of these symbols at your location, you can do what's on the card (climb, dive, dig, and so on). You may use each symbol as often as you like.
Doing Something at a Location
This phrase appears, for example, on encounter cards. It means that you:
- use an action number on an encounter, person, or spot.
- find a symbol that is also on a discovery card, and read the matching entry.
- use a Witch's Kitchen.
- use a broom stop.
Luck
You can receive luck in various ways. Unlike the other stats, however, your luck is not restored.
- You may spend 1 luck to reroll 1 die (also during mini-games).
- You may spend as much luck as you like at once. However, you cannot spend more luck than you have.
Main Actions
At the start, the two action numbers "1" (eye) and "2" (hand) are already on your player sheet.
- You can use them on people, spots, and encounters.
Main Quests
Your adventure mainly revolves around the main quests, which you complete one after another.
- If you receive a main quest, enter its title and the entry number through which you received it on Player Sheet 2.
- If you complete a main quest, mark the small circle next to it on your player sheet. The instruction tells you which entry to read to receive the next main quest. Write that entry number in the next line on your player sheet.
- After you complete the second main quest, you don't have to move straight on to the next main quest — you may decide when to do that. Simply read the entry you entered on your player sheet.
- You can only receive and complete each main quest once.
- If an entry says Only with main quest X, you may only carry out the instructions below it if you have already received this main quest but not yet completed it.
Hearts
Hearts represent your health.
- You restore your hearts when you complete or receive a main quest, and in a few other ways.
- Hearts are the only stat where something happens when it drops to 0. You'll learn more about this on Player Sheet 1.
Broken Tools
Items in the Tools area can break. If a tool breaks, mark the small circle under "Broken" next to its name.
- You can't use broken tools until you repair them. Explore the village to find a way to repair tools.
Keywords
- If you receive a keyword, enter it in the Keywords area on Player Sheet 2.
- You must write down every keyword you receive.
- You cannot receive a keyword again if you already have it.
- You only lose a keyword if an entry instructs you to.
- If an entry says Only with keyword X, you may only carry out the instructions below it if the stated keyword is on your player sheet.
Magic
You need magic to use spells, and for some options in entries.
- You mostly restore your magic when you complete or receive a main quest, and in a few other ways.
Mini-Games
There are 3 mini-games. Each of them has its own page in the Location Book. Once you have found the location clue for them, you may turn to those pages (just as with locations).
- You don't have to play the mini-games to finish Witchbound.
- You may play mini-games as often as you like, as long as you can pay their cost each time.
Playing With Others
Reni is the only playable character in this game, but you can play Witchbound together wonderfully! Simply decide alternately what you do — for example, who you talk to next, which options in an entry you choose, who plays a mini-game, and so on. You can also take on different roles:
- Reading: you look up the entries in the Entry Book and read them aloud.
- Writing: you enter everything on your player sheet.
- Exploring locations: you turn to the pages in the Location Book and look closely at the locations.
- Controlling the companion: you pick a name for your companion, decide when it uses its ability, and note its energy. (This role is especially suited for younger children.)
Options in Entries
Some entries give you options for doing something. You recognize them by the dark background and ">>>".
- Unless stated otherwise, you may decide for yourself whether to use an option or not.
- Some options have a requirement. For example, you sometimes need a specific keyword. If you meet the requirement, carry out the instructions below it. If you don't, carry out the "Otherwise:" option, if there is one.
- You may always read the requirements, instructions, and consequences of all options. However, you can only carry out the instructions and, for example, read entries if you meet the requirement.
Coins
You need coins to buy items and to play some of the mini-games. You receive them mainly as a reward for completing quests, but you can also find them in some locations.
- You may have an unlimited number of coins.
- If you are told to lose more coins than you have, you cannot carry out this instruction.
- If you buy something, you lose coins.
- If you sell something, you receive coins.
Side Quests
You may not complete all the side quests if you only play through the game once.
- If you receive a side quest, enter its title and the entry number through which you received it on Player Sheet 1.
- If you complete a side quest, mark the small circle next to it on your player sheet.
- You may decide for yourself whether or not to complete each side quest. You can complete all the main quests without completing any side quests.
- You can only receive and complete each side quest once.
- If an entry says Only with side quest X:, you may only carry out the instructions below it if you have already received this side quest but not yet completed it.
Fainting
Every time your hearts drop to 0, you must read entry 4000. The game continues anyway!
Locations
Each page in the Location Book shows a location you can explore, or a mini-game.
- You can only be at one location at a time. Always turn the Location Book so that you only see your current location.
- You may use the numbers and symbols at your location in any order.
- Some locations show a box of rules at the bottom. If you turn to a location, follow these rules first.
- Even if you only turn to a location to get from there to another location, you must follow the box of rules, if there is one (and, for example, place encounters on this location).
Location Clues
Location clues let you change location. They consist of the letter "O" and a two-digit number.
- If you find a location clue at your current location, you may turn to that location. Simply turn to the matching page in the Location Book.
People
People you can use an action number on have a speech bubble with a two-digit number.
- Put an action number from your player sheet in front of the person's number and read the entry with this combined number.
- You may use action numbers from these areas on your player sheet on people: Main Actions, Topics, Gifts.
Important: If you use an action number on a person that you can't use on people, there's no entry for it!
Saving and Continuing the Game
You can pause and save the game at any time and continue later from where you were. It's best to save your game right after completing a main quest.
- To save your game, place the bookmark on the open page in the Location Book and close it.
- To continue playing, check your player sheet to see which cards you have already received, and take all of those cards. Open the Location Book to the page with the bookmark — and you're ready to continue!
Spots
Two-digit numbers at locations that are not in a speech bubble and are not preceded by the letter "O" are spots where you can use an action number.
- Put an action number from your player sheet in front of the spot's number and read the entry with this combined number.
- You may use action numbers from these areas on your player sheet on spots: Main Actions, Tools, Spells, Companion, Gifts.
Important: If you use an action number on a spot that you can't use on spots, there's no entry for it!
Advantage
Sometimes you receive an advantage for an encounter when you do something specific.
- If you receive an advantage, take the advantage card and place it next to that encounter. You may discard it to reroll up to 3 dice for that encounter.
Stats
Hearts, magic, luck, and energy are your stats. If a stat rises or falls, simply mark or erase the circles of that stat.
- You can have at most 5 of any stat at a time, and stats cannot drop below 0.
Rolling Dice
There are 6 dice: 3 green and 3 purple. The colors only matter so you can better tell which dice you just rolled.
- Some entries instruct you to roll 1 or 3 dice.
- If you are to roll 3 dice, you need a certain number of successes, and the entry states what happens. Always roll all the dice at once.
- If you are to roll 1 die, the entry has a table. It shows what happens for the number you rolled.
- In mini-games, dice are used in different ways, as described there.
Example: If an entry says Roll 3 dice. Each 3+ is a success, you roll 3 dice at once. Every die showing a 3, 4, 5, or 6 is a success. If you roll a 3, 3, and 1, you have 2 successes. Check the entry to see how many successes you need and what happens.
Potions
Potions are very useful items that you can find, buy, brew, and drink.
- You may drink potions at any time.
- When you drink a potion, its discovery card states what happens.
- If you receive a potion before receiving its discovery card, you may still drink it. Look up the discovery card and read what happens. You do not receive the discovery card yet, though.
Brewing Potions
- You cannot brew potions until you have received the "Witch's Kitchen" discovery card.
- The ingredients you need for a potion are listed under its name on discovery card I, J, or K.
- To brew a potion, erase the number of ingredients you need for it on your player sheet. Then enter the name of the potion on Player Sheet 2 and mark a small circle next to it.
- You may brew several potions at once, as long as you have enough ingredients and there is enough room in the Potions area.
Conditions
Conditions temporarily change your stats. You can gain and lose conditions in various ways.
- You can have several conditions at once, but not the same condition multiple times at once.
- If you become poisoned, your hearts and magic drop to 3 (if you have more). As long as you are poisoned, you can have at most 3 hearts and 3 magic, until you lose the condition again.
- If you become cursed, your luck drops to 0 (if you have more). As long as you are cursed, you can have at most 0 luck, until you lose the condition again.
Tips
Action number "1" (eye) can be used on all numbers at locations and encounters. It never hurts to take a closer look at something first.
You can address people with action number "2" (hand). Talk to people to learn more about them.
At spots, action number "2" (hand) mostly lets you touch something. Be careful — it could be dangerous!
Stuck?
You can find help at the official help website or Discord server listed in the printed rulebook.