The Witch's Game
I know the rules, show me the story!Take me to the pink truths!
The Witch's Game is a pure battle of wits using nothing but text!
The game is played between two teams, the Humans and the Witch.
The Witch is the Game's Master, and everyone else plays on the Human team with the goal of defeating the Witch.
The Game Master will weave together a tale, creating a scenario in which one or more people are murdered in a mysterious fashion.
The game is centred around these mysteries.
The Witch's goal is to convince the Human team that the mysterious events can only be explained through the use of a Witch's Magic!
The Witch is allowed to use any amount of deception and illusions in their narrative to accomplish that goal. However, a witch can't be trusted!
After all, there's no such thing as magic right? The illusions shown in the narrative must have an explanation!
So, the goal of the Human team is to come up with an explanation, ANY explanation that explains how a human could have possibly committed the crimes.
The Human team wins if they are able to explain the crimes through human means.
However, isn't this too easy? You can just come up with any crazy explanation and claim that you have won...
But the Witch is given a single weapon to fight against these crazy theories!
That weapon is the Witch's
Pink Truth!When the Witch speaks in pink, it will be the truth.
When the Witch speaks the truth, it will be in pink.By using the Pink Truth, the Witch is able to cut down opposing theories and preserve the illusion of magic.
Pink statements are the only trustworthy words that a Witch will speak. They are the only absolute truth within this game.In other words, if it's not in pink, you have every right to doubt it!
The Witch may use the Pink Truth at their own leisure.
If the human team asks a question, the Witch can choose whether or not to answer it in pink.
If the human team asks for a statement to be repeated in pink, the Witch has every right to refuse should they choose to do so.
It's the Witch's ultimate weapon!
However, isn't this a bit unfair, again?
If the Pink Truth is the one thing in this game that can be trusted, what if the Witch never speaks in pink? What if they just never drops a single solid footing for the human team to stand on, and vanishes forever within the shadow of illusions?
With no lead, the humans stand no chance, which is why they are given a weapon of their own!
That weapon is the counteracting
Blue Truth!A blue statement must provide a complete theory on how a mystery is possible for humans.
If the blue statement is valid, then it MUST be countered in pink, or the Witch must forfeit that mystery to the Human team.In other words, if the Human team can land a Blue Truth for every mystery in the tale that the Witch is unable to counter, it is their win!
There is no limit to the number of Blue Truths you can say, as long as it provides a valid human theory, you can fire away.
That's the game's premise. If it doesn't make sense to you, don't worry. Once you give it a try you'll understand how it works very quickly.
The remaining rules are just some logistical guidelines to follow.
There will be one Witch and Game Master for each game session.
The Witch's Pink Truths will be spoken in
Bold and the colour "violet".
Everyone else is on the Human team.
The Human team's Blue Truths will be spoken also in
Bold and the colour "dodgerblue" (This one you have to type out).
Should the human team win, the person who lands the final blue truth can decide the next Witch.
The last thing is a guarantee of fairness in the game. As this must be a fair game in nature, the Witch must have an appropriate line of "logic" for the Human team to find. In other words, to be a fair game, the human team needs to have a fair chance at winning.
Any situation where a Witch's pink truths make it truly impossible to construct a blue truth is called a "Logic Error". It is the one thing the Witch cannot allow to happen on their gameboard.
In any situation where you don't trust the game itself and suspect a Logic Error has occurred, we can call in an "Observer".
The Observer will check that the Witch's Logic is still valid and does not contradict any of the prior pink truths.
You may have noticed the slight change I made. Pink is a lot easier to read than red, so hopefully this will make the Truths easier to follow.
Enough talk! Let's begin!
You turn the ring over in your fingers. Oh, your client is going to be incredibly pleased when they see what you have collected for them this time. And although the hefty cash sum waiting for you at the end of a car ride will be happily received, it's the thrill of the job that really keeps you going. You smile as you recall the most recent job - the police were incredibly close, but incredibly far. And there's no chance their investigation will lead them here. You scoff as you recall the rumours around DI Burroughs - who has been the detective in charge of investigating (or failing to investigate) your last five jobs - his "magic powers" that help him solve even the toughest of cases.
"You ain't solving this one, buddy," you chuckle, as you place the ring back into its case. "It'll be out of the country before you can say 'witch'."
You look up suddenly, as you hear the door handle being jiggled. You roll your eyes.
"Not
again," you mutter. You only just found this abandoned house, and now you'll have to find another.
The jiggling stops. Whoever was at the door has given up. If it's a police force, the door will be kicked down in three... two... one...
Nothing. You turn as you hear the kitchen window creak.
"Just one this time, eh? Maybe I'll have get to have some fun." You pick up your trusty baseball - one of the only things you have left from America, where you grew up - and venture to the kitchen. As the figure comes towards you, you lift it up and whack it very deliberately on the person's head. They fall to the ground - knocked out cold.
On closer inspection, you realise this person is none other than the DI Burroughs you were mocking just before. What a stroke of luck that he decided to investigate your house seemingly all on his own. He obviously told someone where he was, but that decision gave you fair warning,
and meant you had a most annoying DI at your mercy.
"He has to go," you mutter - but how? You love your victims to die in the worst ways possible - and to know that they are. Then it comes to you.
You drag his body to the shower and set up your plan. There's no hot water, but it doesn't matter - the colder, the better. You block up the shower and turn it on - not too much, he needs to realise his fate. You strip the clothes off the DI and shove his body inside. You stand back to admire you handiwork for a second, then remember that the police could be on your tail any minute. You rush outside.
.....
Little did you know, DI Burroughs really is a witch, although he doesn't like to use his powers unless absolutely necessary.
When he wakes up in the shower, he deems it definitely necessary.
With a wave of his hand, the water drains.
Another wave, and the glass is shattered.
The witch conducts a quick wander of the house.
He then leaves through the window he came in......
While you are halfway across town in a stolen vehicle, you remember that you left the ring back at the abandoned house. Cursing yourself, you make the quickest turn you can and head back. Your client gets
very angry when he doesn't get what he wants. You check the area for police and enter the house quickly.
You find a strange woman in the room that you left the ring in. On closer inspection you realise she is dead, but with no obvious injuries. The ring is nowhere to be found.
Panicking, you rush to the bathroom. Nothing is out of place, except for the broken glass across the floor and the lack of the DI.
Across the floor. The glass was broken from the inside.
No man could have broken it without some sort of superhuman strength. The rumours must be true then, you decide.
DI Burroughs must be a witch.
Let us begin our game, humans.