The Witch is Dead Fantasy; Comedy; Narrative-Driven; Streamlined; Rules Lite; Low Prep; Quick-Play; Classless

At‑a‑glance: One‑page caper • d6 tests • 3–6 + GM • Near‑zero prep • Rules‑lite • 1–2h sessions

Theme and Setting

A cozy, slightly macabre fairy‑tale: your witch has been murdered by a witch‑hunter, and you—her animal familiars—swear revenge. Play leans whimsical over grim: woodland cottages, sleepy villages, and opportunistic mayhem as you sneak, scam, and improvise toward payback. The tone is comedic and mischievous rather than bleak, making it a crowd‑pleaser for mixed‑experience groups.

Core Mechanics and Rules

Resolution is ultra‑simple: roll a small pool of d6s based on what your familiar is good at; high results succeed, low results complicate in funny or perilous ways. Characters are classless and defined by animal type, a knack or two, and a small list of trouble‑making spell prompts. There’s no tactical grid, initiative mini‑game, or heavy bookkeeping—just clear fictional positioning, quick rulings, and consequences that keep the caper moving. The GM frames scenes, escalates complications, and rewards bold ideas; tables often use clocks or simple tracks if they want a bit more structure without adding crunch.

What Makes It Unique

It embraces chaos as the engine of play: being small, clever animals forces creative problem‑solving, slapstick risk, and delightful failures. The spell prompts are intentionally open‑ended—fuel for improvisation rather than rigid lists—so magic feels surprising and bespoke to the table. Because everything fits on a page, you can explain the game in minutes and start the heist immediately; it’s an ideal icebreaker or palate cleanser between heavier campaigns.

Target Audience and Player Experience

Designed for one‑shots and short arcs, it shines with new players, convention slots, classrooms, and groups that enjoy fast, collaborative antics over build math. Expect quick scenes, frequent laughter, and consequences that steer the story rather than stall it. If your table wants crunchy advancement or tactical subsystems, you’ll need house modules; if you want speed, clarity, and memorable capers, this delivers.

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What do players think?

Players consistently praise The Witch is Dead for being effortless to teach and riotously fun in 60–90 minutes. Its one‑page rules, animal‑familiar playbooks, and mischief‑first tone make it a go‑to con game. Common notes: it’s built for one‑shots, so long campaigns need added scaffolding.

Related TTRPG Games

Compare The Witch is Dead with other great ttrpg games.

Honey Heist logo

Honey Heist

Also a one‑page caper by Grant Howitt, Honey Heist shares the same fast, comedic energy. If Witch is Dead is fairy‑tale vengeance, Honey Heist is pure heist chaos—two stats (Bear/Criminal) and escalating fiascos for instant laughs.

Lasers & Feelings logo

Lasers & Feelings

Another ultra‑lite 2d6 classic: Lasers & Feelings trades fantasy for pulpy space opera, keeping the rapid teach and rulings‑first play. Pick it when you want bright, crew‑based adventures instead of woodland mischief.

Fate Accelerated logo

Fate Accelerated

For tables that loved Witch’s speed but want a longer campaign chassis, Fate Accelerated stays rules‑lite while adding Aspects, Approaches, and Stunts—still fast to teach, with more scaffolding for ongoing stories.

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