


Night Witches
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FroGames — Moments You'll Remember
Engine off. Gliding through the dark. The searchlight sweeps for you, AAA awaits. And you still have two bombs to drop before dawn.
WHAT IT'S ABOUT
The 588th Night Bomber Regiment flies into history
Night Witches tells the true story of the Soviet female pilots of the 588th Regiment, who flew at night on the Eastern Front in Polikarpov Po-2 biplanes. Wooden and canvas planes, with no radio or parachutes. Their tactic: shutting off the engine to glide, dropping bombs silently, restarting, and escaping. The Germans called them Nachthexen — night witches — because of the wind whistling through their wings. Designed by Liz Davidson and David Thompson, with the unmistakable graphics by Ian O'Toole.
It's a light cooperative wargame played in a ten-mission campaign. Each mission lasts half an hour: two planes fly into enemy territory, complete objectives, bomb targets, dodge AAA searchlights. Between sorties, you manage fuel, stress, and upgrades. Win enough victory points and the 588th becomes the 46th Guards Regiment — a rare honor in the Red Army. Losing pilots, running out of time, or accumulating too much stress means failing the mission. And history does not forgive.
What they say abroad
Light wargame that delivers tension, history, and meaningful cooperation in 30 minutes.
A light wargame that delivers tension, history, and meaningful cooperation in 30 minutes.
— FroGames
Every sortie feels like holding your breath. Every return feels earned.
Every sortie feels like holding your breath. Every return feels earned.
— FroGames
Night Witches
Night Witches is also designed for solo play: you control both planes and manage decisions, stress, and fuel as if they were two distinct pilots. The experience is complete, the tension identical. In fact: solo, the campaign becomes a personal diary, mission after mission, upgrade after upgrade. No automa, no additional rules. Just you and the 588th against the night.
What you bring on a mission
Your survival tools
The Po-2 biplane
Wood, canvas, two wings. Top speed 150 km/h. No radio, no parachute. But quiet enough to glide over enemy lines unnoticed. Until you drop the bombs.
Mission objectives
Each mission has a primary objective (destroying a depot, bombing a column) and bonus points for secondary actions. Completing them brings you closer to Guards promotion. Failing them means flying again tomorrow night.
The bag of fate
Success, failure, stress tokens. You draw to bomb, to dodge AAA, to navigate through clouds. Each mission you build your bag with upgrades and risks. And every draw counts.
Upgrade cards
Spend victory points between missions to improve crew, equipment, tactics. Better pilots, better bombs, better maneuvers. The campaign evolves with you.
In a few hours, you'll know what it means to fly in the dark with the engine off. And what it means to return.
A game in five acts
What happens at the table
Not the rules. The experience.
Pre-mission briefing
Quick setup: terrain hexes, objectives, starting bag. Read the mission objective. Decide who flies where, who carries what equipment. The tension begins here, when you realize there won't be enough fuel for everyone and someone will have to take a risk.
First enemy contact
You advance on the hexes, drawing tokens from the bag to explore. Then the first searchlight appears. Or a dense cloud. Or the AAA looking for you. The first stress draw always hurts: the engine sputters, someone curses, someone laughs nervously.
Bombing the target
You are over the target. You draw from the bag to hit it. Three success tokens and you've hit it. Two failures and you've wasted bombs. One stress and the searchlight has locked onto you. At the table, no one breathes as the tokens come out, one by one.
Escape under fire
Target hit, now you have to return. But fuel is low, stress is high, and the AAA shoots at everything that moves. Someone suggests gliding to save fuel. Someone wants to accelerate. The wrong choice can cost you the plane.
Debriefing and promotions
Count victory points. Mark damage, losses, successes. Decide how to spend points for upgrades. A won mission feels good. A lost one stings. And tomorrow night you fly again, with a better bag and another story to tell.
How to play
The flow of each sortie
Each mission is divided into multiple sorties. Each sortie follows this cycle: flight, action, return, recovery.
Move the plane on the hexes. Draw tokens from the bag to reveal the terrain: it could be a quiet night, clouds, searchlights, AAA. Each token changes the situation.
When you're on target, you draw again to bomb. Successes = damage to target. Failures = wasted bombs. Stress = immediate problems (searchlight, enemy fire, malfunction).
You return, managing fuel and stress. You can glide (save fuel but risk detection) or accelerate (burn fuel but escape fire). Every choice has a price.
Rest, repair damage, reload bombs. Manage your time: every action costs minutes. If you run out of time before completing the objective, the mission fails. If you accumulate too much stress, the same applies.
Why it's different from others
Six mechanics that make a difference
Tactical bag-building
Not a deck: a bag of tokens that you build mission after mission. Add successes with upgrades, remove stress with recovery. Every draw is a consequence of your previous choices. The bag is your war diary.
Asymmetric night flight
Two planes cooperate but with different objectives and positions. One distracts the searchlights, the other drops bombs. One explores, the other covers. Cooperation is not about declaring actions: it's about synchronizing risks.
Real-time management
Each sortie consumes minutes. Each repair consumes minutes. Run out of time and the mission fails, even if the objective is right there. You can't do everything. You have to choose what to leave behind.
Stress as a narrative resource
Stress is not just a mechanical debuff: it's a flaming engine, a panicked pilot, a broken compass. Every stress token in the bag is a consequence that follows you. Recovering it costs time. Ignoring it can cost you the plane.
Persistent campaign
Ten missions linked by a narrative and mechanical progression. Upgrades you buy in mission 3 change how you approach mission 7. Pilots you lose stay lost. The campaign is a story you write by flying.
Guards promotion as objective
You don't win a single mission: you win the campaign by accumulating enough victory points for promotion to 46th Guards. You can fail missions and recover later. You can win them all and still be short on points. The tension lasts until the last night.
How it ends
How you win and how you lose
Each mission has specific win and loss conditions. The campaign has a single objective: to reach the necessary victory points for Guards promotion.
Victory
- You complete the primary mission objective before time runs out
- You accumulate enough victory points in the campaign for Guards promotion
- You return to base with both planes operational (or at least one, depending on the missions)
Defeat
- You run out of time before completing the primary objective
- You accumulate too much stress and a plane crashes or is shot down
- You run out of fuel far from base and the plane crashes in enemy territory
Night Witches is not a wargame that simulates battles. It is a wargame that simulates what it means to fly at night knowing you might not return. And what it means to return anyway.
Frequently asked questions
Night Witches FAQ
Is it a complex wargame or an accessible game?
It's a light wargame with essential rules. Setup in 5 minutes, turn in 3 steps (move, draw, act). The complexity doesn't come from exceptions but from decisions: when to risk, when to retreat, how to spend time and fuel. Perfect for those who want tactical tension without studying 40 pages of rules.
Is the campaign mandatory or can I play single missions?
Each mission also works standalone. You can play them one at a time, out of order, or as a one-shot to try the game. But the campaign gives meaning to the progression: upgrades you buy, pilots you train, stress that accumulates from mission to mission. The story emerges from persistence.
How important is communication in 2-player co-op?
Essential but not verbose. It's not a co-op where you declare every move: it's a co-op where one distracts while the other bombs, one explores while the other covers. Communication is tactical, quick, synchronized. Like flying in formation at night.
How long does a full game (entire campaign) last?
Ten missions of 30-45 minutes each = approximately 6-8 total hours. You don't have to play them all in a row: each mission is a complete episode. You can play one mission per evening, save progress, resume next week. The campaign adapts to your pace.
Is the game available in Italian?
Night Witches is available in an English edition. The text on the components is limited (upgrade cards, event cards, mission objectives) and manageable with a good knowledge of English. The rulebook is clear and well-structured.
Night Witches is a cooperative wargame for 1-2 players set on the Eastern Front of World War II. Designed by Liz Davidson and David Thompson, with art by Ian O'Toole, published by Fort Circle Games. Each game lasts 30-45 minutes and tells the story of a mission of the 588th Night Bomber Regiment, the famous Night Witches. Bag-building, stress and fuel management, a narrative campaign of ten missions. Recommended age 12+, accessible mechanics but high tactical tension. Perfect for those looking for close cooperation, true history, and games that leave a lasting impression. Available on FroGames.it.

Night Witches
Frequently Asked Questions
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