
- Team
- Villagers
- From
- Daybreak
- Wakes
- #33 of 49 (the night order)
- In a deck
- One card
What it does
The Witch may look at one center card. If she does, she must exchange it with the card of any player, herself included.
Rules and edge cases
- She knows which card she handed out; the player who received it does not.
- The card she took from that player goes to the center unseen.
- She wakes after the Robber and before the Troublemaker, and cannot choose a shielded player.
How to play it
- Found a village role? Give it to the player you suspect. If they were a wolf, the wolf card now lies in the center and they are harmless.
- Found a Werewolf? You have to put it in front of someone. Put it in front of another player and say so: you have made a wolf whom you can name.
- Taking the card yourself tells you exactly what you are, which few players can say.
When it is in the deck
- A Witch claim rewrites two stories: the player she names is no longer what they were dealt, and their old card is out of the game.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Witch. She plays its action at once, inside her own turn.
Around it
Wakes just before it: Robber. Wakes just after it: Pickpocket.
More from Daybreak: Sentinel, Alpha Wolf, Mystic Wolf, Apprentice Seer, Paranormal Investigator, Village Idiot, Revealer, Curator, Dream Wolf, Bodyguard.
See every role, or read how to play.