



The Witches' Road
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You have just made the path to the village safe. Now an arcane animal is looking for you, it wants a garden to stay in. Choose: do you welcome it or continue building? The evening is played out on these small yeses.
WHAT IT IS ABOUT
Witches who help, not curse
The Witches' Road is signed by Edoardo Eibenstein and illustrated by Ryan Lynch. Published by Fiammingo Games, the game overturns the classic imagery of the witch: here you are a healer who moves between villages and woods to help citizens and magical creatures. The setting is gentle, the mechanics clear.
You move on a map with 10 Locations connected by roads. You distribute Magic to make those roads safe, collect resources and place them in a 3D cauldron. In the villages you look for books in libraries or prepare potions for citizens. In the Wood you visit cottages (yours or other players') to tend the Gardens, or you go to the Venerable Witches who give you tasks. The game ends when the two cities are connected by safe roads, a semi-cooperative objective. The winner is the one who has contributed most to the well-being of the region and the study of magic.
What they say abroad
"You are a group of gentle witches intent on helping the townspeople and the magical creatures of the Wood alike."
— Fiammingo Games
The Witches' Road is one of those titles that arrive without hype but with a clear identity. We will follow it closely and update the card as soon as we have a chance to try it. First reading, July 2026.
— FroGames
The Witches' Road
The witch's tools
What you use to help the world
Magic
You distribute it on the roads to make them safe. Each improved road unlocks new resources and makes arcane animals appear looking for a home.
3D Cauldron
It's not decoration: you physically insert the resources you collect into it. A tactile detail that makes management more immediate and satisfying.
Libraries
In villages you look for books to acquire arcane knowledge. Each book is a card that gives you advantages or brings you closer to victory.
Gardens
Each cottage has its own garden. You can tend it (yours or others') to attract arcane animals. The creatures you host give points and abilities.
🎲How to playThe rules in four steps▼
How to play
The flow of each turn
Each turn is quick: you move, you act, you pass. The pace is fluid, choices are few but weighty.
You move along an adjacent road towards a new Location. Movement is point-to-point: you directly connect spaces on the map.
Perform the action of the Location you arrived at. Village: search for books or brew potions. Forest: tend a garden or visit the Venerable Witches. Cottage: gain benefits from your refuge.
Take the resources offered by the road you just crossed (depends on the Magic level on that road). You place them in the 3D cauldron.
The next player does the same. The game proceeds until the two cities are connected by safe roads.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Choosing your cottage
Each player takes a witch and places their cottage on a corner of the map. Choose where to start: near the forest to tend your garden immediately, or near a village to accumulate knowledge from libraries? Even here, you can tell who aims for magic and who for potions.
First roads, first doubts
Someone places Magic on a key road. The road improves, now it gives better resources. But there's a problem: that road serves everyone, and no one wants to waste too much Magic for a shared benefit. First silent conflict: who pays for the common good?
The cauldron fills up
You've collected wood, herbs, crystals. You slot them into the 3D cauldron. It's not just cute: you physically see what you're missing for the potion you want to brew. Someone goes to the Venerable Witches for a mission, someone else visits an opponent's cottage to tend their garden (and gain points).
An arcane animal arrives
You've made a forest road safe. Draw a card: a moon owl is looking for a garden. If yours is ready, you welcome it, otherwise it goes to someone else. Each animal gives points and special abilities. Those who tended their gardens smile, those who ignored them bite their nails.
The cities connect
Someone places the last Magic that connects the two cities with safe roads. Game over. Points are counted: books collected, potions brewed, animals welcomed, tasks completed. The winner is whoever best balanced community help and personal ambition.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things you need to know
Semi-cooperative on the edge
You need to connect the cities (common goal) but the player who scores the most points wins (personal goal). If messy cooperation isn't your thing, this might annoy you: someone might not contribute enough. If you enjoy the dilemma, it's perfect.
Static map
The 10 Locations are always the same. No modular setup, no board randomization. Variability comes from cards and missions, not geography. After 4-5 games, you might feel like you already know the way.
Confirmed light weight
It's an entry-level eurogame: clean mechanics, quick turns, intuitive choices. If you're looking for Lacerda-level depth or Splotter-style combo chains, this isn't your game. If you want to introduce someone to euros or play without burning brain cells, yes.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win
The game ends when the two cities are connected by safe roads with enough Magic. Then points are counted.
Victory
- Books collected in libraries (arcane knowledge accumulated)
- Potions brewed for citizens
- Arcane animals welcomed in gardens
- Tasks completed for the Venerable Witches
- Personal contribution to road improvement
Defeat (no elimination)
- No elimination: everyone plays until the end
- If no one improves the roads, the game never ends (but this is theoretical)
- Those who ignore the common goal risk losing points from cooperative missions
The Witches' Road focuses entirely on a gentle atmosphere and an accessible eurogame. If the theme speaks to you, it's worth the wait.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about The Witches' Road
What mechanics does The Witches' Road use?
Point-to-point movement (you move between connected Locations) and Area Majority / Influence (you place Magic on roads to improve them and gain advantages). Resource management happens via the 3D cauldron where you physically insert collected materials.
Is it truly semi-cooperative or just competitive?
It's genuinely semi-cooperative: the goal of connecting the cities is shared, without it the game won't end. But the player who scores the most points wins, so there's tension between contributing to the common good and maximizing personal score. If someone acts as a free rider, others will notice.
Is the 3D cauldron just aesthetic or does it actually serve a purpose?
It serves a purpose. Resources are physically slotted into the cauldron, so you can see at a glance what you have and what you're missing for potions. It's not a gimmick: it makes management more immediate and tactile. If you like functional components, this is a plus.
Does it scale well for all player counts?
Plays 2 to 4. With the fixed map and point-to-point movement, it probably scales better with 3-4 players where interaction on cottages and roads is more frequent. With 2, it might feel more solitary. But these are suppositions: we're waiting to try it.
Is it available in English?
The edition sold on FroGames is in English. Text on cards is present (libraries, missions, arcane animals), so a basic understanding of the language is needed. There is no news of an Italian localization at the moment.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
The Witches' Road is a strategic board game for 2-4 players, lasting 40-75 minutes, ages 12+. Designed by Edoardo Eibenstein and published by Fiammingo Games, the game uses point-to-point movement and resource management mechanics with a functional 3D cauldron. Gentle fantasy theme where you play witches helping villages and magical creatures. Semi-cooperative objective: make roads between cities safe, but the player who contributes the most by gathering knowledge, brewing potions, and welcoming arcane animals wins. Accessible eurogame with illustrations by Ryan Lynch. Available on FroGames.it.

The Witches' Road
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
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