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Clumsy Witch box art

Clumsy Witch

Players

2-4

Time

?-?

Age

5+

Weight

1.25

Rating

5.76

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.

Replay value

The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game adapts well to different player counts without compromising its appeal or balance. It is moderately easy to learn with a good balance between depth and accessibility. Overall, Clumsy Witch has a strong replayability score of 7.8.

Luck profile

The final luck score for Clumsy Witch is 6, indicating a balanced mix of luck and strategy. The game outcome is influenced by random elements like dice rolls or card draws, but players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. While luck plays a significant role, player strategy and decisions also have a notable impact on the game outcome.

Overview

The Clumsy Witch has brewed ten potions. Each potion contains twelve ingredients - but unfortunately, she forgot one ingredient in each potion and put one in twice. The potions (large tiles) are placed on the track on the game board, the witch is put anywhere between two potions. Now a die is rolled. It determines how many steps the witch should go forward - but she doesn't actually move. Instead, each player calculates in his/her head where she should land, then looks at the next potion. The first player who can tell which ingredient is missing scores a point. When the players are familiar with the system, various difficulty levels can be added by rolling more than one die: - One die to determine the movement direction - One die to determine whether the witch looks in the cauldron ahead or the one behind - One die to determine whether the witch is used or the fox - who always does the opposite of what the dice say (including finding out which ingredient is used twice instead of missing) The more dice are in play, the trickier it is. Another way to increase the difficulty is to use the dice cup and only leave the dice visible for a short moment. The first player to collect a certain number of points is the winner. (User summary by HilkMAN)

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Credits

Designers

3
Sabine Kubesch Markus Nikisch Laura Walk

Artists

1
Marc Robitzky

Publishers

1
HABA

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