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FroGames — Moments You'll Remember
Someone forgot a package. Someone flies too low. Someone reaches the top before the others. And in the end, only impossible deliveries are remembered.
WHAT IT'S ABOUT
Apprentice witches racing to become official Delivery Witches
Eric Rodriguez signs a game that takes the classic pick-up & deliver and dresses it in handcrafted fantasy. The illustrations by Mado Peña and Ernest Sala bring to life a colorful island where witches fly between houses, shops, and mountains. It was released in 2025 by Undigital, after a successful Kickstarter.
Each turn you have 4 actions. You use them to move on the map, accept deliveries, upgrade your broom, and your abilities. Delivering doesn't cost actions: just fly over the right house. The more you deliver, the more you earn. The more you earn, the higher you climb towards the summit. The first witch to collect 4 medals triggers the final round.
What they say abroad
Delivery Witches transforms pick-up and delivery into a vertical race. It's not just about carrying packages: it's about choosing which path brings you closer to the top.
— FroGames
The theme works because every choice has weight. Upgrading your broom today means flying further tomorrow. But in the meantime, others are climbing.
— FroGames
Delivery Witches
What you'll find in the box
Components and Witches' Tools
Modular Board
An island to explore. Colorful houses, shops, pickup points. The mountain in the center: that's where you climb, that's where you win.
Player Boards
Your broom, your abilities, your upgrades. Each improvement costs coins and ability points. Start basic, end up powerful.
Delivery Cards
Each card indicates how many packages to pick up and where to deliver them. The further you go, the more rewards you earn. Choose wisely.
Objective Medals
Obtained by delivering certain combinations or reaching certain milestones. The first to 4 medals triggers the end.
In an hour, you'll have decided whether to improve speed or carrying capacity first. And someone will have already climbed halfway up the mountain.
📜 REGOLAMENTO
A game in five moments
What happens at the table
Not the rules. The experience.
Everyone starts from the base
Identical brooms, no upgrades. The first delivery is close, easy. Everyone collects their first coins and skill points. Nobody knows which strategy to follow yet.
Initial upgrades diverge
Some improve broom speed, others load capacity. Routes begin to diverge. Those who go far earn more, but take more actions.
The race to the mountain begins
The first medals come out. Someone has completed three long deliveries, someone else has climbed higher. The tension rises: whoever reaches 4 medals ends the game.
Brooms fly fast
Upgrades work. Someone crosses half the island in one turn. Someone accumulates packages and delivers them all at once. Medals are getting close to the limit.
The last round
Someone has reached the fourth medal. Last round for everyone. Medal points, delivery points, position on the mountain are counted. The one who optimized best wins.
How to play
The flow of each turn
Each witch has 4 actions. She uses them as she wishes. Then it's the next player's turn.
You can move, accept deliveries, upgrade your broom or skills. Each action costs 1 point. You can perform the same action multiple times.
Each movement between adjacent spaces costs 1 action. If you fly over a house with a package to deliver, you deliver it for free. No action spent.
On pick-up spaces, spend 1 action to draw a delivery card. It indicates how many packages to take and where to deliver them. You deliver by flying over the correct houses.
Spend coins and skill points to buy upgrades in the shop. The stronger you are, the further you go. The more you deliver, the higher you climb the mountain. Medals are unlocked.
Why it's different from others
Six mechanics that make a difference
Free deliveries on the go
Delivering costs no actions. Just fly over the right house while moving. This makes every route a choice: do I go straight or take the long way around to deliver more?
Progressive broom upgrades
The broom improves during the game. Speed, capacity, special abilities. Start slow, end up crossing the island in one turn. Upgrades change the way you play.
Climbing the mountain is a parallel objective
It's not enough to deliver. You also have to climb the mountain. The more you deliver, the higher you climb. But the path is limited: whoever arrives first occupies the best positions.
Medals trigger the end
Medals are earned with variable objectives: long deliveries, specific types of packages, height on the mountain. Whoever reaches 4 medals starts the last round for everyone.
Variable choice delivery cards
You draw cards, but you choose which ones to accept. Some give more money, others more skill points. Some are far away but lucrative. You plan based on your upgrades.
Solo mode included
The game also works solo. You have an automated opponent who climbs and delivers. You must beat them before they reach the summit. Same rules, different pace.
How it ends
How to win and how to lose
The game ends when someone obtains the fourth medal. Then a full last round is played.
Victory
- Points from medals obtained (each medal is worth points)
- Points from position on the mountain (the higher you are, the more points you get)
- Points from deliveries completed during the last round
Defeat
- You don't reach 4 medals and someone else does
- You have few completed deliveries and are behind on the mountain
- You've misspent upgrades and others fly faster than you
The player who has best optimized the pick-up-delivery-upgrade-climb sequence wins. Not the one who did the most things, but the one who did them at the right time.
Frequently asked questions
FAQ about Delivery Witches - English Edition
Is it suitable for 9-year-olds?
Yes. The actions are intuitive (move, pick up, deliver, upgrade) and the theme helps. The first game helps understand how to balance upgrades and deliveries, but the rules can be explained in 15 minutes. Perfect for families who want a touch of strategy without being overwhelming.
Does it work well solo?
Yes. There's an automated opponent who climbs the mountain and accumulates medals. You have to beat them by optimizing your deliveries and upgrades. The pace is different from multiplayer, but the tension remains. Good for those looking for an optimizing puzzle to solve.
How much does luck matter in delivery cards?
Cards are drawn randomly, but you choose which ones to accept. If you draw a delivery that's too far, you can ignore it and draw another one next turn. Luck is present, but you mitigate it with your choices. It's not a game where a bad draw ruins your game.
Is it better with 2 or 4 players?
It works well with any number. With 2, it's more tactical, you control your routes better. With 4, there's more competition for pick-up points and positions on the mountain. The duration remains the same, only the density of interaction changes. Recommended: 3 players as the sweet spot.
Is it available in Italian?
No, this is the English edition. The text on the cards is limited (mainly symbols and numbers), so language has little impact. English is needed to read the rulebook, but once learned, the game is language-independent.
Delivery Witches is a pick-up & deliver board game for 1-4 players, lasting 45-60 minutes, ages 9 and up. Designed by Eric Rodriguez and illustrated by Mado Peña and Ernest Sala, it brings to the table a race between apprentice witches who must deliver packages by flying on brooms. Each turn you have 4 actions to spend on moving, picking up deliveries, upgrading your broom, and climbing the mountain. Deliveries cost no actions: just fly over the right houses. The more you deliver, the more coins and skill points you earn to power up your witch. The game ends when someone obtains 4 medals, then points are counted to see who has the most. Published by Undigital in 2025, it is a family game with a dose of tactical optimization. Available on FroGames.it.
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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