Sickest Witch
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SICKEST WITCH, HAYRIDE for Mörk Borg
Fan Made Video
CARD GAME
HOW TO PLAY VIDEOS
Let The Harvest Begin! Starting with the Eldest Witch and continuing clockwise, each Player takes a turn and tries to kill the Enemy in order to claim its body parts for spell casting. The Witch who strikes the killing blow against the enemy claims the Enemy card and flips it over to reveal what Body Part they harvested. The Body Part side has unique spells the Witch can cast in future fights. Read the Spell effect to see what it can do.
As the enemy takes damage, track this by sliding the enemy card over the Hit Points Card until the enemy drops to 0 and dies at the hands of the coven. After each Enemy is killed, the Player to the left of the Witch who dealt the killing blow draws the next Enemy from the Enemy Deck and goes first. Play continues clockwise once again.
The Witches of Black
Branch harvest body parts from their victims and imbue them with magic powers.
You and your coven are on the hunt. Sever hands and pluck out eyes—collect the
most trophies and become the Sickest Witch. This card game is a simple expansion to the BENEATH RPG series.
Terms and General Rules
Hit Points (HP): The “life” on an enemy.
Armor Class (AC): The strength of an enemy’s armor.
Stun: Witch skips their turn.
Stun: Witch skips their turn.
d4: a 4-sided die
d20: a 20-sided die
Roll with Advantage: Player rolls the 20-sided dice
twice and uses the higher number.
Roll with
Disadvantage: Player
rolls the 20-sided dice twice and uses the lower number.
Don’t be a Wicked Witch: Announce what attack or ability you are using
on your turn before you do it so
everyone is clear and the game is fair. Don’t be that Witch who says “oh, I was
doing a melee attack” after you know you just want to save that Spell Card that
was about to be wasted on your turn.
2-6 Player Set Up
Spread
The Bones: Separate
the game’s cards by type. There are Witch
Cards, Witch Ability Cards, Enemy/Body Part Cards, and The Hit Points
Card. Separate the Enemy/Body Part Cards by their Level
(1,2,3,4, and B) listed on the Enemy side (character drawing). You can dictate the length and difficulty of the game by choosing how many Enemy cards (and which level) to place in the game. Use as little as three cards for a very short game, as many as you want for a longer game.
Summon
the Coven: Each Player
gets 1 Witch Card, 1 Witch Ability Card, 1 d4, 1 Level 1 Enemy/Body Part Card, and 1 Level 2 Enemy/Body Part Card. Shuffle and choose these randomly. Keep
your 2 Enemy/Body Part cards Body Part face up. They have unique
spells you can use during play. Your Witches
Mark on your Witch Card and your
Witches Mark on your Witch Ability Card must the same
numbers. Make sure your Witch Card
has the Level 1 side up and your Witch Ability Card has the Witch Abilities side up.
Name The
Victims: Now
build the Enemy Deck. Separate the Enemy/Body
Part Cards by their Level (1,2,3,4 and Boss). You set the length of the
game by how many Enemies are in the Enemy Deck. More enemies means a longer
game. Randomly select 2-4 Enemy Cards of each Level plus 1 random Boss Card.
Make sure the sides with the character drawings are face up. Place these cards
in ascending order (Level 1s on top, Boss on bottom). The Enemy Deck is
ready. Place it in the middle of the
table so everyone can reach it.
Begin
The Chants: Each Player
rolls their d4 and consults their Witch Ability Card to see what numbered
ability is active. Place the d4 on
top of the Witch Ability Card. This denotes
that ability is active. When you use that ability in combat, you remove the d4 and set it next to the card to show
your ability is inactive.
The
Eldest Shall Lead: The Player who has had the largest organ removed always goes
first. If no Player is missing an organ, each Player rolls the d20 to see who
goes first. Highest number is The Eldest Witch and goes first. The Eldest takes
the Enemy/Body Part card from the top of the Enemy Deck and checks how much HP
the enemy has. The Eldest places the Enemy/Body Part card on top of the Hit Points Card in order to reveal how
much HP the enemy has.
Let The Harvest Begin! Starting with the Eldest Witch and continuing clockwise, each Player takes a turn and tries to kill the Enemy in order to claim its body parts for spell casting. The Witch who strikes the killing blow against the enemy claims the Enemy card and flips it over to reveal what Body Part they harvested. The Body Part side has unique spells the Witch can cast in future fights. Read the Spell effect to see what it can do.
As the enemy takes damage, track this by sliding the enemy card over the Hit Points Card until the enemy drops to 0 and dies at the hands of the coven. After each Enemy is killed, the Player to the left of the Witch who dealt the killing blow draws the next Enemy from the Enemy Deck and goes first. Play continues clockwise once again.
Witches
don’t take damage in combat. They’re on a murderous rampage and cannot be
stopped. All that matters is the mad scramble for body parts to feed the
depraved rituals of the coven and who among them is the Sickest Witch.
Structure of a Turn
On their
turn a Player must either:
A) Use their Basic Weapon or Basic
Spell on their Witch Card or
B) Use a Body Part Card spell
Optional: On their turn, a Player may also use an ability from their Active Witch Ability Card, unless they are using the number 4 Ability, in which case they skip their turn and recharge a spent spell.
All Spell
and Weapon attacks are d20 rolls. If
the number rolled meets or exceeds the AC
of the Enemy Card the attack is a success. Some effects and abilities add
bonuses to this attack roll. Note the damage by sliding the Enemy Card over the Hit Points Card to reveal the enemy’s remaining HP.
The Next
Player to the left then takes their turn. Witches continue attacking until the
enemy dies.
At the
beginning of a fight if a Witch’s ability is already active, they may choose to
keep their current ability or reroll their d4
to activate a different ability.
Mark of
Madness: Whenever a Player rolls
either of their Witch’s Mark numbers
(on their Witch Ability Card or
their Witch Card) their Witch
ability activates, or, if it is already active, the Player flips over the Witch Ability Card to the Focused Witch Ability side.
Level Up! When the first Level 3 Enemy
appears, ALL Witches flip their Witch
Cards to the Level 2 side. Now
whenever they do a Basic Weapon or Basic Spell Attack the Player will roll the d20 twice. The first roll
determines if the attack is imbued with a damage type (Pain, Pestilence, or Poison)
as determined by the chart on the Level 2
side and the second roll is the Attack roll versus the Enemy’s AC.
Enemy/Body Part Cards: There are 52 enemy cards in
all, each with their own distinct art and Body
Parts on the reverse. There are 12 of each Level (1,2,3,4) and 4 Boss
cards. Every Enemy has a weakness as
denoted by a symbol on the card and an explanation of the weakness on the
bottom. Levels 3,4, and Bosses also have a special effect on the bottom of the
card. “Witch that halves HP gains optional +1 to d20 rolls for battle.” This
bonus only applies to the current fight and only to the Witch that damaged the Enemy at or below half their HP.
Any Body Part spell that doesn't makes sense for single Player should be treated as a 2 damage spell with no Pain, Pestilence, or Poison bonus. If a card effect would normally stun a Witch it instead stuns an Enemy.
QUESTIONS (and answers) from the Board Game Geek forum
0. Just one note beforehand: the rules state "Your Witches Mark on your Witch Card and your Witches Mark on your Witch Ability Card must the same numbers.". I am pretty sure it should mean "... must not be the same numbers". That was very irritating for me at first.
A: They are the same. It's so you have a reference on both cards and do not miss that important number when it is rolled. :)
1. What is the difference between Spell or Weapon Standard Attack?
A: Nothing, really. It's all for flavor. Making them +1 or +2 messed up the mechanics, but I also wanted the Witch's basics attacks to be unique, giving them some personality. They are faceless so this adds just enough detail to make them not bland.
2. Do I add the Spell Standard Attack Damage if I attack with a Spell/organ?
A: Nope!
3. What exactly is a turn when using a liver (delay damage for x turns) and other spells? The turns from the witch attacking with it or turns from all witches?
A: A turn is the next player's turn (1) and after that player, clockwise, is the next turn (2). So you can delay that spells attack until the next player (1) or the player after that player (2) -- assuming you have 3 or more players. This doesn't work well with 2 players, obviously.
4. If another witch is rolling a 20 or a 1 with an attack, can i focus my ability if it is already activated?
A: No, only if you roll your Witches Mark number on YOUR turn (1 in 20 chance).
5. Invert cards from Sickest Wizard can be used in addition to attacks instead of the witch ability. But can they also be used in addition to a focused ability since that is an attack? I think not because it's still an ability.
A: Instead of, not in addition to.
6. Do invert cards which are weapons count as an attack or can I use them in addition to an attack. They do not state attack, so I assume they are abilities?
A: Instead of, not in addition to.
7. Some invert cards state "... if Witch has these Runes" instead of "... if Witch has any of these Runes". I assume that's an error.
A: Either way, I think it works, right?
8. Is the rune dependent bonus on the invert weapon cards a passive bonus or just a one time bonus?
A: Passive bonus, if I am understanding you correctly.
9. Do 1s and 20s from the second D20 roll (lvl 2) count for activating abilities? I assume no since the rules state 1 or 20 on attack roll which is the first roll.
A: Abilities only activate on D20 attack rolls.
Optional: On their turn, a Player may also use an ability from their Active Witch Ability Card, unless they are using the number 4 Ability, in which case they skip their turn and recharge a spent spell.
This is
important: if any Player rolls a 1 or a 20 during an attack, ALL Witch Ability Cards activate (roll a d4 and place it on your Witch Ability Card). Players may keep
their hands of Body Parts secret or
demand all Body Parts be visible at
all times. Some covens are more secretive than others.
Witch Ability Cards Additional Rules: At the beginning of every fight (every new
Enemy card) all Witches activate their abilities by rolling their d4 and placing it on their Witch Ability Card.
Once
this Focused Witch Ability is used in
combat, flip the card back over to the Witch
Abilities side. Once flipped back over the card starts as inactive and must
be activated again as normal (if any Player rolls a 1 or 20 at any time on an attack roll). If a Witch enters a new fight while they have a Focused ability active, that card
remains Focused until they use the
ability.
How to Win
The Sickest Witch: The game is over after the
Enemy Deck is depleted and the final Body
Part Card is collected. The Witch with the most Body Parts is declared The
Sickest Witch and is the winner. If Witches tie for the same number of Body
Part Cards, total up the red numbers in the upper left of each Body Part Card.
Whoever scored the most points wins. If there is still a tie, draw a final Boss
Enemy Card and the tied Witches clamber to claim this final victim. Whoever
strikes the killing blow on this Boss is the Sickest Witch.
In-Depth Card Rules
These
cards have an Enemy on the front and
includes their Level, what Spell Type they’re weak against, their AC and their
HP. The back of these cards are Body
Parts. The Body Part side
includes the type of spell it can cast (Pain,
Pestilence, or Poison) and any additional effects the spell causes. When using a Body Part spell in combat the card is
turned sideways to indicate it has been used. If when making an attack roll
using a Body Part spell the Player
rolls a 1 the spell is a dud and the Body
Part is set off to the side and cannot be used again that fight. Body Part spells refresh at the
beginning of a new fight. Additionally, when a Player rolls a 20 on any attack
roll that Player may refresh 1 used spell. The number 4 Ability on the Witch Ability Card can also refresh a
spent spell at the cost of skipping your turn.
Witch Cards: There are 7 Witch Cards.
Each has Level 1 and a Level 2 side. On both sides there is
their first Witch’s Mark number in a
black hexagon. These numbers are from 2-8 and whenever the Player of that Witch
rolls that number on a d20 attack
roll their Witch Ability Card will
activate, or if it is already activated they will flip it to the Focused Ability side. The Witches Mark on a Players Witch and their Witch Abilities Cards must be different.
Witch Ability Cards: There are 7 Witch Ability
Cards. Each has a Witch Abilities and
a Focused Witch Abilities side. On
the Witch Abilities side there is a
number in a triangle at the top. This is the Witch’s second Witch’s Mark number. These numbers are
from 2-8 and whenever the Player of that Witch rolls that number on a d20 attack roll their Witch Ability Card will activate, or if
it is already activated they will flip it to the Focused Ability side. The Witches
Mark on a Players Witch and their
Witch Abilities Cards must be
different. When activating their Witch
Abilities card, the Player rolls a d4,
consults the chart on the card to see which ability they have activated, and
places the d4 on top of the card to
show that it is active. When a Player uses an ability from the card they
deactivate the ability by taking the d4
off the card and using the ability’s effect. When a Witch Ability card is active and an effect would activate that
card, the Player instead flips over the card to the Focused Witch Ability side. Once a Witch uses this Focused Ability the Player flips the
card over and the Witch Ability Card
is once again inactive until activated.
Rules Variants
The Stars Are Aright Rules Variant: You can use 6-sided dice instead of d4s in Sickest Witch. On a 5, reroll. 5 means nothing. On a 6, you get to choose which number (1-4) you wish to place on your ability card.
Lambs To The Slaughter Rules Variant: for an epic campaign of the sickest slaughter, try playing with
5-6 of each Level enemy plus a Boss. For these games there is an additional
rule: Once all Level 2 Enemies are killed, the Witches rest and each receive 1
random Level 3 Enemy/Body Part Card.
The Number of The Beast Rules Variant: for a more super-charged game you can instead
have your Witch Ability Cards
activate when ANY Player rolls your Witch’s
Mark number.
All Belongs to the Coven Rules Variant: friendly psychopathic covens can trade body parts between Witches
at each Witches leisure.
Single Player Set-Up
Spread The Bones: Separate the game’s cards by type. Player begins with 1 d4, 1 Witch Card, 1 Witch Ability Card, and the Hit Points Card.
Player starts with 30 HP using the Hit Point Card under their Witch Card.
Name The
Victims: Now
build the Enemy Deck. Separate the Enemy/Body
Part Cards by their Level (1,2,3,4 and Boss). Player takes 3 random enemies
from the Enemy Deck and lays them out
in a row, Enemy sides facing up. Player
places a d4 on each Enemy Card. These are their Hit Points,
always starting with 4.
Player starts with 30 HP using the Hit Point Card under their Witch Card.
Let The
Harvest Begin! Player
attacks each enemy, one at a time, trying to beat their AC. Player can choose
which enemy they wish to attack first. Each time the Player misses, the enemy
counter attacks. This is the only time the Enemy attacks. The Player cannot attack the same Enemy twice in a row unless they are the
only enemy left.
Your
Pain, My Pleasure: If Player rolls a 20, they do double damage, they regain 1 HP, and
their Witch Ability Card activates.
If Player rolls a 1 their Witch Ability Card
activates. If their Witch Ability is
already activate they may re-roll the d4
for a different ability or flip the card to Focused
Witch Ability as per the normal rules.
Spells
and Abilities act as normal, except you ignore the rules for skipping turns.
When an
Enemy rolls, 20 does double damage. If enemy rolls a 1, enemy takes 1 damage.
Once an
enemy dies, the Player claims their Body
Part spell which can be used once during a battle.
At the
beginning of every fight, Player activates their Witch Ability Card.
Levels 3 & 4 Enemies
have 2d4 as HP, randomly pick which
only has 1d4 for HP.
Important Single Player
Rules
Any Body Part spell that doesn't makes sense for single Player should be treated as a 2 damage spell with no Pain, Pestilence, or Poison bonus. If a card effect would normally stun a Witch it instead stuns an Enemy.
Body Part spells can only be used once per game.
When the boss is encountered, the Player renews every spell card and they can
be used once more as the Player unloads on the boss.
Building
the Enemy Deck:
Battle 1:
two Level 1 and one Level 2 Enemies.
Battle 2:
three Level 2 Enemies.
Battle 3:
one Level 2 and two Level 3 Enemies.
Battle 4:
two Level 3 and one Level 4 Enemies.
Battle 5:
three Level 4 Enemies.
*Before Boss: Heal 2 HP, gain
your Focused Ability, and become Level 2.*
Boss
Battle: The Boss has 5d4 HP. Bosses
always counter attack.
Single Player Difficulty Settings
- Easy: Enemies hit on 11 or
more with d20. Kill 1 Boss to win.
- Medium: Enemies hit on 10 or
more with d20. Kill 1 Boss to win.
- Hard: Enemies hit on 9 or
more with d20. Kill 1 Boss to win.
- Brutal: Enemies hit on 8 or
more with D20. Kill 2 Bosses, one at a time, to win.
- Insane: Enemies hit on 7 or
more with D20. Kill 2 Bosses, one at a time, to win. Last Boss must be the
Plague Knight.
Sickest Wizard Expansion
Using
Sickest Wizard is easy. It ramps up the tension of the game by making each
round count more and adds new abilities to your hand. Please note, when using the runes, the card should ready "Any of these runes." You do not need all of the runes to apply the bonus, just one rune.
There
are new Wizard cards that you can swap out your Witches with. And there are new
level 1,2,3, and 4 enemies you can shuffle into the game. Some of them have
severed heads. Fun!
Separate
the expansion cards by type and add them to your Sickest Witch decks. The Cards with the crystals on their backs are
the special Invert Deck. Shuffle
these and place them on the bottom of the Sickest Wizard box (crystal side up) within
easy reach of all Players. You young witches have opened a portal into a
strange world, The Invert, and can reach into its twisted depths to call forth
abominations and treasures to use in your quest to become the Sickest Witch.
All Players
draw one of the Invert Deck cards at
the beginning of the game and they keep this card as a tool to use during
battle. These cards are used INSTEAD of the Witch Ability Card. Some
of the cards will use four-sided dice which come with Sickest Wizard.
With the
Sickest Wizard Expansion, the Witch
that gets the killing blow on an Enemy claims
their Body Part as normal, but ALSO
draws one card per Player from the Invert
Deck. The Player keeps the one card they want, and then passes the rest of
the drawn Invert Cards to a Player of
their choice. That Player takes a card and passes the rest to the next Player
they wish. It’s a draft. Do this after every Enemy killed.
Cards
from the Invert Deck are one use
only. Once they are used, they are put aside in a communal discard pile. They
are never used again until the coven begins a new massacre to re-name the
Sickest Witch.
QUESTIONS (and answers) from the Board Game Geek forum
0. Just one note beforehand: the rules state "Your Witches Mark on your Witch Card and your Witches Mark on your Witch Ability Card must the same numbers.". I am pretty sure it should mean "... must not be the same numbers". That was very irritating for me at first.
A: They are the same. It's so you have a reference on both cards and do not miss that important number when it is rolled. :)
1. What is the difference between Spell or Weapon Standard Attack?
A: Nothing, really. It's all for flavor. Making them +1 or +2 messed up the mechanics, but I also wanted the Witch's basics attacks to be unique, giving them some personality. They are faceless so this adds just enough detail to make them not bland.
2. Do I add the Spell Standard Attack Damage if I attack with a Spell/organ?
A: Nope!
3. What exactly is a turn when using a liver (delay damage for x turns) and other spells? The turns from the witch attacking with it or turns from all witches?
A: A turn is the next player's turn (1) and after that player, clockwise, is the next turn (2). So you can delay that spells attack until the next player (1) or the player after that player (2) -- assuming you have 3 or more players. This doesn't work well with 2 players, obviously.
4. If another witch is rolling a 20 or a 1 with an attack, can i focus my ability if it is already activated?
A: No, only if you roll your Witches Mark number on YOUR turn (1 in 20 chance).
5. Invert cards from Sickest Wizard can be used in addition to attacks instead of the witch ability. But can they also be used in addition to a focused ability since that is an attack? I think not because it's still an ability.
A: Instead of, not in addition to.
6. Do invert cards which are weapons count as an attack or can I use them in addition to an attack. They do not state attack, so I assume they are abilities?
A: Instead of, not in addition to.
7. Some invert cards state "... if Witch has these Runes" instead of "... if Witch has any of these Runes". I assume that's an error.
A: Either way, I think it works, right?
8. Is the rune dependent bonus on the invert weapon cards a passive bonus or just a one time bonus?
A: Passive bonus, if I am understanding you correctly.
9. Do 1s and 20s from the second D20 roll (lvl 2) count for activating abilities? I assume no since the rules state 1 or 20 on attack roll which is the first roll.
A: Abilities only activate on D20 attack rolls.