3 Witches is a trick-taking game that knows exactly what it is and it's not trying to wedge itself into any other area. No silly solo mode attempt or no compromises to attempt larger player counts. As the name may have clued you in, it is for exactly 3 players.
One of the key hooks for 3 witches is that your role can change from round to round. You can either be the singular lead witch or one of the two lesser witches. At the beginning of a round, you predict/bid how many of the 5 tricks you think you can win. This twist is you can only bid 3 or 4 tricks. Win the bid or if you bid four tricks you automatically become the Lead Witch. As the Lead Witch, you will be playing against the other two witches, the lesser witches, and try to exactly reach your bid. Succeed and you earn two points. Fail and the lesser witches earn a point apiece. This mitigates the need to have a “good” hand every round in order to win the game. Instead, the game relies on you to play well with others when you are a lesser witch and execute clever card play when you are the lead witch.

With only 18 cards in 5 suits, the game uses a enticing mechanism where the Lead Witch plays two cards per trick, the lesser witches play one card apiece. One of the Lead witch's cards is played face up and this is the lead suit for this hand. The Lesser witches must play that suit if they are able and, unlike other trick takers, you won't find any trump in this release. Instead, you will be determining the trick winner using the following criteria: If both cards have the same rank/number, you add the ranks together. If both cards have the same suit, add the ranks/numbers together. Otherwise, take the higher rank/number of the two cards. The wild card at your disposal is the elixir card, which doubles the other card played.
I don't want to get too bogged down in doing a rules recital but one other spell the lead witch has at the ready is leading a 2. 2's are the lowest card in each suit but, if the Lead Witch leads with one face up, the lesser witches must play their cards for that trick face-down. As you can imagine with the previously described ways to score, it works extremely well to disrupt the planning/reactions of the lesser witches.

If there is one negative to 3 witches is that it lacks any real truly exciting moments. Since there is no reason to ever “Shoot the moon” and sweep all five tricks as a lead witch or a reason for the lesser witches to do the same: it never has that huge “moment.” Instead, the rounds are more intense scrutinizing and scheming. The lesser witches can discuss if they think they should try to win or lose a individual trick (but not discuss specifics like number and suits), it's up to the Lead Witch to smirk and hope they can put a little doubt into the cauldron they are brewing.
The way 3 witches subverts expectations can take a bit to adjust to. That natural “Must...Win...Every... Trick” inclination doesn't serve you well. Switching from playing as the Lead Witch or Lesser Witch means you have to be ready to work with another player as a partner and that partner will likely switch between the other players. You might have “that vibe” with one player and not the other. So, you have to get into the zone with all of the other players at various different times. And that is not even taking into account that, with the way the scoring works, there will be times where you don't actually want to get a point as a lesser witch because it would push your partner over the five victory points needed to win.

Can you play well with others? Will you be able to lose with style? Are you able to take charge when the timing is right? Sure, it sounds like a kindergarten report card but it all influences your success in 3 witches. For a small card game with an equally small price, 3 witches comes up big.
A review copy of this release was provided by the author. Therewillbe.games would like to thank them for their support.
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