



Witness: On the Trail of the Chameleon
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Someone nods in agreement, someone regrets not listening better, someone misunderstood everything. And in the end, you find out together who was right.
WHAT IT'S ABOUT
A secret agency, eight cases, one enemy
Witness: On the Trail of the Chameleon is the new chapter in the detective series by Dominique Bodin for Deep Print Games. Eight intertwined cases in a campaign that puts you on the trail of the Chameleon, an international spy intent on stealing the plans for a revolutionary invention against climate change. Illustrated by Jochen Ewert, the game maintains the LongPack format (the thin vertical box) and the unique mechanism of the series: whispered clues, shared memory, no written notes.
At the table, you are exactly four members of the Witness agency. Each case opens with a prologue read together, then each receives secret clues. In four rounds of whispers, information circulates — but never all of it, never in the same order. In the end, you answer three questions. Whoever listened well, whoever deduced better, whoever memorized everything wins points. There's no board, no apps. Just cards, low voices, and concentration.
What they say abroad
"Witness rewards careful listening and sharp memory in a unique social deduction experience."
Witness rewards careful listening and sharp memory in a unique social deduction experience.
— Meeple Mountain
Un gioco che ti fa capire quanto sia difficile ascoltare davvero. E quanto sia bello farlo insieme.
— FroGames
Witness: On the Trail of the Chameleon
What's in the box
Clues, cards, and nothing else
Clue Cards
Each player receives a secret set at the beginning of each case. These are fragments of information: locations, times, names, seemingly insignificant details that together form the truth.
Whisper Cards
They indicate the direction in which to pass clues in the four rounds. The arrows change, the flow of information intertwines, and in the end everyone has heard different things.
Question Cards
Three questions per case. Answer in secret after the fourth whisper. Whoever guesses all three earns points. Whoever gets it wrong learns to listen better next time.
Case Booklet
Eight numbered investigations that form a campaign. Each prologue introduces the case, then the solutions and points. The Chameleon leaves traces, you follow them.
In a few hours, you'll know if the problem was memory or someone's whisper. It always happens with Witness.
A game in five moments
What happens at the table
Not the rules. The experience.
The Prologue
Someone reads the case introduction aloud. A theft, sabotage, a spy sighted. Everyone hears the same story, then each receives their secret clue cards. No one shows them. The table falls silent.
First Whisper
The Whisper card indicates the direction. You turn right and whisper your clues to your neighbor. They listen, you speak softly. The other two do the same on the other side of the table. No one writes anything down. You must remember.
Whispers multiply
From the second round onwards, you also whisper what you heard in the previous round. Information travels, intertwines, mixes. Someone starts to see the picture, someone else missed a crucial detail. Concentration is at its peak.
The Questions
After the fourth whisper, everyone receives three questions about the case. Answer them secretly. Who was the culprit? What time did it happen? What was the motive? No discussion: just memory, deduction, and a little hope.
The Solution
Read the correct answers aloud. Someone cheers, someone curses their neighbor for miswhispering a name. Score points, laugh, and move on to the next case. The Chameleon is still out there.
How to play
The flow of each case
Each investigation takes place in five linear phases: prologue, four rounds of whispers, questions, solutions.
One player reads the case prologue from the booklet. Then everyone receives their secret clue cards and looks at them without showing them to others.
Look at the Whisper card to know which way to speak. Whisper your clues (and those heard in previous rounds) to your neighbor. No one takes notes.
Each player receives three questions about the case and answers them secretly on a sheet of paper. Those who listened well and deduced best know the answers.
Read the correct answers from the booklet. Each correct answer earns points. Add up individual points and move on to the next case.
Why it's different from others
Six distinguishing features
Exactly four players
Not three, not five. The circular whispering mechanism is calibrated for four people. The geometry of the table, the flow of information, the number of rounds: everything only works this way. It's a rigid limit, but it's also the heart of the design.
Pure oral communication
No apps, no board, no notes. Just low voices and memory. Clues travel from mouth to ear, transforming, getting lost, getting stronger. It's a social game that forces you to be present, to truly listen.
Asymmetric and progressive information
Everyone starts with different clues. In the four rounds, information circulates but not all of it reaches everyone at the same time. The picture slowly comes together, and whoever deduces first has an advantage. Whoever forgets a name pays the price.
Eight-case campaign
These are not disconnected investigations. There is a plot that runs through all eight cases: the Chameleon, the climate invention, international spies. Each case adds a piece, and at the end of the campaign, you complete the circle. Then the game is exhausted.
Very short games
A case lasts between 10 and 25 minutes. You can play just one as a filler, or string two or three together in an evening. No downtime, no dead phases: you either whisper, or listen, or think. Always focused.
Cognitive challenge without complexity
The rules are half a page long. The difficulty lies entirely in the ability to retain details, connect fragments, and remember who said what. It's a game that challenges the mind, not patience with the rulebook.
How it ends
How to win and how to evaluate the team
Witness is pure cooperative: the entire group wins or loses. But there is also an internal ranking based on correct answers.
Team success
- Sum the points of all players at the end of the eight cases
- Consult the scoring table in the booklet: more points = better performance of the Witness agency
- If you scored the maximum, you stopped the Chameleon. If you are below the threshold, it escaped
Individual evaluation
- Whoever correctly answers all three questions earns the maximum points for that case
- Whoever makes one or more mistakes gets partial points or zero, dragging down the team's total
- Individual 'defeat' means not having listened well enough: no mechanical penalty, just fewer points
Witness: On the Trail of the Chameleon is an elegant, fast, memory-demanding cooperative game. If you want a detective game that can be played without accessories, relying only on concentration and voice, this is the purest form.
Frequently asked questions
FAQ about Witness: On the Trail of the Chameleon
Can it be played with fewer or more than four people?
No. The circular whispering mechanism is designed for exactly four players. The geometry of information, the number of rounds, the Whisper cards: everything only works this way. There are no official variants for other numbers.
After playing all eight cases, can I replay it?
Technically yes, but the experience loses a lot. The cases are always the same, you already know the answers. Witness is a one-shot campaign: eight evenings (or four, if you string cases together), then it's over. The price reflects this nature.
Should I take notes or can I use my phone?
It is forbidden by the rules. No written notes, no recordings, no photos of the cards. Only memory. If you cheat, you only cheat yourself: the final score loses meaning.
Is it suitable for children or does it require experience with detective games?
The recommended age is 10+, but it depends on concentration and memory capacity. The rules are very simple, but the cognitive challenge is high. No experience with other detective games is needed: you need to be able to listen and remember.
Is it available in Italian?
This edition is in English. The clue cards contain text (names, places, details), so a basic knowledge of the language is required. There is currently no official Italian edition.
Witness: On the Trail of the Chameleon is a cooperative detective game for exactly 4 players, designed by Dominique Bodin and published by Deep Print Games. Eight interwoven cases lasting 10-25 minutes each, based on whispers, memory, and deduction without apps or written notes. Each player receives secret clues, whispers them to neighbors in four circular rounds, then answers three questions about the case. Suitable for ages 10 and up, with limited communication mechanics, asymmetric information, and a campaign structure. Available on FroGames.it.

Witness: On the Trail of the Chameleon
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