


Witchbound
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You've just discovered you're a witch. The island awaits, full of secrets. No one knows how you'll end up — not even you.
What it's about
A Witch on Coven Cove Island
Coven Cove Island hadn't seen a witch in over a hundred years. Then you arrived — by chance, or by destiny. Magic has awakened, and now you are bound to the island. No one knows how to break the bond. Perhaps the answer is hidden among the ruins the witches left behind.
Witchbound is an open-world narrative game designed by Thatcher Cohen and published by Dark Doll Games. You explore isometric scenes full of details, interact with objects and characters by combining action-numbers, and follow the story through a book of hundreds of branching entries. Like a 90s video game — Zelda, Earthbound — but on the tabletop.
There are no rigid turns, no mandatory path. Go where your curiosity takes you. Learn spells, brew potions, confront monsters, discover secrets. Every decision matters and the world changes as the days pass.
Witchbound is the only game where the number of a button + the number of a person leads you into a story you didn't expect.
Witchbound's secret in one line
The world breathes. Characters remember. Secrets await. You're not playing a game — you're living a story that becomes your own.
From the game experience
Witchbound
Witchbound was born as a solo game. The experience is complete, intimate and designed for those who want to lose themselves in a story alone — without compromise.
What you bring with you
A witch's tools
Isometric maps
Every location on the island has its own illustration. Numbers on objects, points of interest everywhere — and always something you haven't explored yet.
The Book of Entries
Hundreds of numbered entries with branching narrative, riddles, dialogues, and illustrated scenes. Every combination leads somewhere unexpected.
Spells and potions
Learn magic, brew elixirs, collect items. Your arsenal grows with the story — and changes the options available.
The cycle of time
The world changes as the days pass. Characters move, events evolve, secrets are revealed only at the right moment.
Tonight you could start your story on Coven Cove Island. No two adventures are alike — and yours is yet unknown.
🃏Recommended Sleeves1 size · 36 total cards
A session in five moments
What happens at the table
Not the rules. The experience.
You wake up on Coven Cove
Open the box, set up the isometric map in front of you. Your bedroom is depicted in every detail — windows, shelves, objects with numbers. Choose what to look at first. The story doesn't wait for instructions: it begins as soon as you decide.
The first discovery outside home
You go out into the town. Every character has their number, every object its own. You combine "greet" + florist's number and read an entry in the book. Something unexpected happens — a joke, a clue, information you don't yet know where it leads. You note everything down.
The ruins and the first spell
You venture out of town towards the witches' ruins. The atmosphere changes. Something dark is stirring. You use the first spell you learned — and the book takes you to a completely different part of the story. You've found a secret.
Night changes everything
The day ends. You mark your progress on the character sheet, update open quests. Some characters have moved. An unexpected event happened on the island while you were elsewhere. The world moved on without you — and this changes your plan for tomorrow.
A secret no one told you
Session after session, a piece of the puzzle falls into place. A character that seemed secondary was hiding something. A ruin you had only half-explored reveals a passage. The story of Coven Cove was there all along — you just had to look at it the right way.
How to play
The flow of each session
Four simple steps that repeat. You learn in minutes, you discover for hours.
You place the isometric map of the location you want to visit. Each object and character has a number. Choose what interests you — there's no mandatory order.
Choose an action from your repertoire (touch, speak, use item, cast spell...) and add it to the scene number. Go to the corresponding entry in the book.
The entry tells you what happens — sometimes with choices, sometimes with a dice challenge, sometimes with a revelation that overturns what you thought you knew.
You note down items found, spells learned, quests advanced. At the end of the day, the world evolves — and tomorrow Coven Cove will be a little different.
Why it's different from others
Six things that make it unique
The numeric system
Action + point of interest = entry in the book. A system so simple to learn in a minute, yet so deep it generates hundreds of unique combinations per scene.
Illustrated isometric maps
Every location is a visual tableau. Not text that describes — an image that shows. Like entering a 90s video game printed on paper.
A changing world
Each day ends and the cycle of time progresses. Characters move, events unfold, secrets are revealed only at the right moment — even if you weren't there.
Non-linear branching story
No mandatory path. Go where your curiosity leads. Every session you can find something that changes your understanding of everything you've experienced before.
Real and functional magic
Spells are not decorative — they change available interactions. Learning new magic reopens places you thought you had already explored.
Paper JRPG
The spirit of Earthbound and Zelda SNES in a tabletop format. For those who loved those games and want to rediscover that sense of discovery — without screens.
How it ends
Your journey, your conclusion
Witchbound is not a race. It's a story you build — and every ending is different depending on how you experienced it.
Complete the adventure
- Uncover the dark secret of Coven Cove
- Complete the main story quests
- Discover what it truly means to be a witch on the island
Fail and resume
- Dice challenges can have narrative consequences
- Some choices close paths — but open others
- You never lose everything: the story keeps track of what you've experienced
Witchbound is one of the most original solo narrative games of recent years. A unique experience, built by one person with passion — and you can feel it on every page.
Frequently Asked Questions
Witchbound FAQ
Is it suitable for those who love narrative video games but don't often play board games?
Yes, it's one of the rarer cases: a game designed for those who love stories and worlds to explore, regardless of board game experience. The system is explained in a few minutes; no complex mechanics need to be known. If you loved 90s JRPGs or point-and-click games, Witchbound speaks exactly your language.
Is it really just solo or can two people play?
It is designed as a solo experience, but two people can play — one explores, the other reads, both decide. It's not the primary mode, but it works well as a shared adventure. Ideal for couples or for playing with a child who loves fantasy stories.
How long does the full campaign last?
It depends on how much you explore. A game session can be played in 20-30 minutes — and you can stop and resume at any time. The complete story may require many sessions spread over time, like a book you pick up chapter by chapter.
Is it replayable or single-use like a book?
The main story has a unique thread, but the island is full of secrets and alternative paths that a single run rarely covers all. Many players replay to find hidden entries, untried combinations, and secondary characters half-explored. It's not single-use like an escape room — the world is bigger than the first exploration.
The game is in English — do you need a good language level?
Witchbound's English is narrative and accessible, not technical. There are no complex rules to interpret — you read a story. An intermediate level is sufficient to enjoy the experience. If you can easily read an article in English, Witchbound will not be a problem.
Are there expansions or additional content?
Witchbound is an independent game published through crowdfunding by a single author. The core experience is complete in itself. Future updates and content depend on the success of the original campaign — it's a story that grows with its community.
Witchbound is an open-world narrative board game for 1-2 players (age 14+, duration 20-200 min). Designed by Thatcher Cohen, published by Dark Doll Games. Main mechanic: numeric combinatorial system on isometric maps, with a branching entry book. The player explores the island of Coven Cove, learns spells, brews potions, confronts monsters, and uncovers the secrets of an island founded by witches. Story-driven solo adventure inspired by 90s JRPGs (Earthbound, Zelda), with a time cycle that evolves the world during the campaign. English edition. Available on FroGames.it.

Witchbound
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
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