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Scott Russell
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0405060708
Wicked Witches Way by Bruno Cathala and Serge Laget published my Asmodee comes in a book shaped box and is as much fun as reading! In this competition, each player plays a broom racing witch trying to perform daring feats to score points for flying feats as well as finishing the course as quickly as possible.

This review is based on two plays each with three players, none of whom had played this title previously.

COMPONENTS
I don't mean bookcase game, I mean bookshaped game. The box looks like a thick magical tome, complete with a brass closing catch. When opened, the box provides an area to roll the dice, complete with a center flap that can cover the rolling area (the reason for this will be explained below). Inside are a gameboard, nine dice, a deck of spell cards, a set of nine cards color matched to a witch token with stand for each player, a curse token, as well as a set of stickers. The last item concerns me a little, because they are included in case the dice faces become hard to see. At this point, however, the nine wooden six-sided dice are clearly marked with orange and black paint (or possible silkscreened). On each face one of nine magical symbols appear in black or orange. The gameboard shows a convoluted 23 dot race course proceeding from a tent encampment through a nicely decorated landscape to end at the finish line. Each space is numbered in ascending fashion. The game related part are the dots and with three there wasn't an overcrowding problem. With six witches on one space, it would be a little crowded, but still functional. Each player gets a set of nine cards, one for each symbol along with an appropriate magical sound listed on it. The twenty seven "Black Magic" cards are amusingly illustrated and have the name of the card as well as a one or two line explanation of its effects in a font that is large enough to read easily. The witch markers and the curse marker are of stiff cardboard and also thematically illustrated. The eight page rulebook is well organized, includes examples appropriately and includes short, cute blurbs about each competing witch. There are also a list and explanation of each spell card. We were able to read the rules, understand them and get started in only a few minutes.

GAMEPLAY
As mentioned, this is a broomstick racing game. The dice are rolled and each player must quickly examine the dice to come up with the appropriate incantation. The players look at the dice until one player closes the cover, then each player places as many cards as desired into a stack. When all players are committed, the cards are turned over and read out. This is where the spell like syllables come into play. They are purely for flavor, but add a nice touch. Then each player's spell is evaluated and the witch token for that player is moved forward (or back occasionally) the appropriate number of spaces. Sometimes the player will also receive a spell card. When one or more player cross the finish line, the scores are tallied and the witch with the highest score wins.

The dice determine the appropriate spell(s) for each turn of the race. As mentioned above, each die will show one of nine orange or black symbol. The player must play cards that match symbols that appear on one color dice, but not the other. For example, if the spider web and lightning appear on black di(c)e, but not on any orange ones, then playing a spider web and lightning card would be a valid spell. Each player that has a valid spell moves forward one space for each card played. If the player puts any cards out with a symbol that appears in both colors or in neither color, the spell is invalid and the player does not advance. If the player plays symbols that are valid, but from both colors, the spell is also invalid. For example, if there are only red skulls and black eyes, playing the skull and eye card would be invalid. If the player that covered the box plays an invalid spell, his witch is backed up two spaces. If a player plays cards matching all valid symbols of orange, there is a two space bonus, while playing all of the black symbols earns a spell card. These combinations are referred to as perfect spells and could be only one die/card. The player(s) in the lead are not eligible for either bonus although they still gain one space for each correct card played each turn.

The spell cards can add points at the end represnting a daring maneuver or can be played to help the player or hinder opponents. For example, there is a card called Tailwind that moves the player forward a number of spaces equal to position. So the witch in third place would move forward three spaces. There are also spells that allow changing the witch's formula after seeing the dice, by adding or exchanging a component.

The first player to cross the finish gets 25 points, any other players crossing the line that turn score one less (24, then 23, etc.). Players that do not finish get points equal to their space on the board from the start. Any spell cards that represent acrobatic maneuvers earning VP are added in. In case of tie, the player that moved the furthest wins.

There are suggested handicaps to even the odds by giving a six or seven dot head start to beginners and/or not allowing bonusses (extra spaces for orange or cards for black perfect spells) for expert players.

IMPRESSIONS

After two turns, everybody clearly understood the rules. In the first couple turns there was some confusion regarding valid combinations. However, we all enjoyed it enough that we immediately played a second game. One game was very close, first to third was only two spaces. The second game went to a tiebreaker, but third was six spaces back.

Players that enjoy pattern recognition games will enjoy this game. Players that are more deliberate may find this game frustrating because the viewing of the dice ends as soon as one player is ready. This allows for a few strategic paths. One can try for perfect spells to gain the bonus cards/spaces or quickly make sure one or two symbols are valid and close the box.



Scott Russell
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0405060708
I forgot to mention that this game has a fairly unique feature! The instructions specifically state to "Unfold the board and place on the side of the table."
 
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