3 Witches Deep Dive
What the Community Thinks About 3 Witches
3 Witches from Allplay is a divisive trick-taking game that has struck remarkably different chords with reviewers. The consensus is clear on one point: this is a genuinely clever design with innovative mechanics. Where reviewers diverge is whether that cleverness translates into fun. Some found the puzzle-like depth deeply satisfying, while others felt the complexity-to-experience ratio made the game feel like work. The game's strict three-player requirement is another point of contention, with some enthusiasts seeing it as an elegant constraint that makes the teaming mechanic possible, and others viewing it as an unnecessary limitation on when and with whom they can play.
Core Mechanics That Define 3 Witches
Trick-Taking with Shifting Teams
The foundation of 3 Witches is trick-taking, but with a critical twist: the teams are not fixed. Each round, one player bids to win either three or four tricks out of five, becoming the Lead Witch. The other two players automatically form a team against the Lead Witch. This creates a dynamic where player allegiances shift constantly. As reviewers described it, you're "constantly changing up who your ally is as you attempt to maneuver out of position the current lead witch." This structural decision drives much of what makes the game unique. The Lead Witch plays first in every trick, playing one card face up and one face down, while the other two players must follow suit if they can. When cards are played, same-numbered or same-suited cards add their values; otherwise, only the highest card counts. The bidding is tight, allowing only for bids of three or four tricks, which means players are always pushed toward difficult decisions.
Card Distribution and Puzzle Depth
The deck of only 18 cards with unusual distributions is central to the game's puzzle nature. Rather than a standard deck, the suits have asymmetrical values: one suit might include 1, 2, 4, and 7, while another has only 2, 4, and 5. This design creates a mathematical challenge where players must figure out what cards remain in play and predict what opponents might hold. Reviewers appreciated this depth, noting that the game rewards careful attention to which cards have been played and which suit distributions are still in circulation. The puzzle-like quality means that each decision has calculated weight, and players who track the cards carefully gain a significant advantage.
The 3 Witches Experience
Tension and Strategic Satisfaction
When the game lands well, reviewers consistently described a sense of satisfying control and tactical payoff. One reviewer mentioned feeling "really clever" specifically while playing as the Lead Witch, noting the appeal of controlling play order throughout the round and having the ability to come back from setbacks through careful sequencing. There is genuine tension in the bidding phase, as players must decide whether to push their luck on a marginal hand or pass and risk being outbid. The bluffing element, where players can strategically play cards in a way that misleads opponents about their holdings, adds another layer of psychological play beyond pure math.
Complexity and Cognitive Load
The flip side of the puzzle is that some reviewers found the mental effort required exhausting relative to the experience offered. One reviewer called the game "a lot of rules" for what feels like a micro-game in scope. The need to track card distributions, calculate probabilities, manage bluffing, and coordinate (if on the losing team) creates decision trees that some found more laborious than enjoyable. Newer players reported having to "wrap their brain around it" multiple times before understanding how all the pieces fit together, and even then, not feeling confident in their play.
What Makes 3 Witches Stand Out
A Three-Player Trick-Taking Game
3 Witches is one of the few trick-taking games explicitly designed for exactly three players. This rarity alone is notable. The strict player count is not a limitation but a feature that makes the two-versus-one teaming dynamic possible and forces the unique bidding and play structure. For groups that frequently find themselves with an odd number of players, this is genuinely valuable. The game solves a real problem for game nights where one person is suddenly late or needs to sit out, offering something quick and different to play while waiting.
Depth in a Compact Package
The game delivers surprising strategic richness in an 18-card deck. Reviewers consistently marveled at how much game is present in such a small box. There is no filler here: every card has meaning, every decision matters, and the replayability comes from the combinatorial possibilities of which cards you draw versus which remain in the deck. The simplicity of the core rules masks the complexity underneath, and players willing to engage with the puzzle find real substance.
Potential Drawbacks
Three-Player Requirement as a Gatekeeping Factor
While some see the three-player constraint as elegant design, it is a genuine barrier to inclusion for many groups. Reviewers noted that this limitation "just kind of annoying" if your regular group is larger or if you prefer games that scale flexibly. You cannot accommodate four players, cannot play with two, and cannot substitute for a larger group game. This inflexibility means the game will spend time on the shelf if your typical game night has fewer or more than three people.
Declining Replayability After the Puzzle is Solved
Several reviewers noted that once you understand how to math out the card distributions and optimal sequencing, the game's initial puzzle appeal diminishes. One reviewer described playing it multiple times and experiencing an arc: first play was learning, subsequent plays showed appreciation for the intricacies, but eventually "the charm of figuring out the puzzle was kind of lost." With such a small card pool, players will begin to recognize patterns quickly, and the bluffing element cannot fully compensate for the diminished sense of discovery. This is not a game that deepens with familiarity in the same way that deeper games do; it can feel more like a solved puzzle you replay than a game that evolves.
If You Enjoy 3 Witches
The comparison most reviewers reach for is The Crew, the benchmark for trick-taking that asks players to read each other through card play. Board Gaming Ramblings positions 3 Witches as a shorter and simpler cousin of Robot Trick, though still one that makes you wrap your brain around it. Tables that enjoy the shifting "team, but not team" tension should look at Inside Job, a trick-taker in which everyone works together except one hidden player. For another tight three-player design built on a two-versus-one split, reviewers mention Chimera.
What Reviewers Are Saying
"It's a game of allegiances that are going to shift every single round because the lead witch in one round might not be the lead witch in another round, which means you're constantly changing up who your ally is as you attempt to maneuver out maneuver the current lead witch."
— BoardGameCo
"There's a very clever series of decisions, right, where you might choose to like, "Okay, I want to win obviously as the team. I want to win three tricks so that the other player doesn't win three of them." But there's also a turning point where we say, "Our hands might be so bad that we want to try to actually lose these.""
— The Dice Tower
"I think it's really good. And I also think it's an 18 card game. There's a lot of game in here in this box, which doesn't weigh anything, which has a few cards and tokens."
— Board Gaming Ramblings