The 10-Player Witch Deck — Roles and Rules
Of the standard decks, this 10-player table is where a single move weighs the most. The reason is plain: the Witch's revive and poison work once each, for the whole game.
The lineup
| Role | Count | Faction |
|---|---|---|
| Villager | 3 | Village |
| Knight | 1 | Village |
| Seer | 1 | Village |
| Medium | 1 | Village |
| Witch | 1 | Village |
| Madman | 1 | Werewolf |
| Werewolf | 2 | Werewolf |
10 players total (village 7 : werewolf faction 3).
The protagonists: the Witch's two potions
The Witch carries a life-saving revive and a life-taking poison, one of each.
- The revive pulls that night's attack victim back. If the Knight's guard is the save that connects, the revive is the save that takes it back after a miss — a second layer in the village's net.
- The poison kills one chosen player, without fail. It cuts through guards and through the Fox's immunity — the most certain removal in the game. (No Fox sits in this deck, but the property is worth remembering.)
Each is single-use, so the Witch's whole game is when. Spend the revive early and the endgame's linchpin — a confirmed villager, the Seer — dies unrecoverable; fire the poison on a hunch and it kills a villager. Dying with potions unspent is the classic losing line — yet panic-spending them is the other one. That tension is this table's flavor.
The verification line: Seer and Medium
This lineup seats both the Seer and the Medium.
- The Seer checks the living; the Medium learns each executed player's result that night.
- When multiple "Seers" stand up (a counterclaim), the executed one's truth arrives by morning — a fake dies verified within one night.
Which is where the Madman earns the seat: reading 'Not' to both checks, the Madman can pollute the table as a barefaced fake Seer. Executed, no 'Werewolf' appears — the village has burned a rope on nothing. Precisely because this table can verify, the one body that slips verification decides games.
The wolves' plan
From the wolf seats, this table is a race to shave the power roles down. A village with Witch, Seer and Medium all alive is too hard — the two wolves spend their nights choosing which pillar falls first. The village's counter is the mirror image: keep who-holds-what hidden as long as possible.
How to pick it
In the room-creation settings, open 'Choose Deck Preset' and pick '10P Witch Room'. Capacity derives from the role total automatically (10), and the game starts when the room is full.
Related
- Witch — the potions' exact behavior
- Medium — only a Werewolf reads 'Werewolf' (the Madman reads 'Not')
- Witch Strategy — Timing Revive and Poison