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Witness

A few clues about the culprit, shown once. Flip down every suspect they rule out, then name the one left standing.

  • Four levels: Easy to Extra Hard
Witness on iPad: a board in progress
Witness on iPhone: a board in progress
About the Game

How Witness Works

Professor Tile, who explains the hints

A witness saw the culprit and left a few clues, written as the culprit speaking: “I don't live in the water”, “I have four legs”. You read them for as long as you like and tap Ready. Then they are gone, and a board of suspects appears: animals, a robot, and five that are not real, including a dragon and a unicorn.

In round one you flip down every suspect who could not have given all the clues. A suspect who still fits will not go down, and trying costs a heart. When the round ends, the board shows who is left, and each clue over the suspects who could not have given it.

Round two brings a fresh set of clues about the suspects still standing, again shown once. These can be about habits and famous facts as well as looks — “I hunt for my food”, “I am usually more active at night”. Exactly one suspect fits every clue, and you accuse them.

When the case closes, a report goes through every suspect and its verdict. If you tried to rule out someone who still fitted, or accused the wrong one, the report opens on that card and goes through the clues one by one.

The Rules

  1. 1

    Memorise the Clues

    The culprit gave all of them, and nobody else could have given every one. They show for as long as you like, and they disappear when you tap Ready.

  2. 2

    Round One: Flip Down Who They Rule Out

    A card that contradicts any clue is out. A card that still fits will not go down, and trying costs a heart. Hearts never run out in the daily set.

  3. 3

    Stop When You Have Gone as Far as You Can

    I'm Done turns face down every suspect the clues rule out that you had not flipped yet, then moves the game on. You keep every suspect you found, and you still get to name the culprit.

  4. 4

    Read the Second Set

    Once the board is narrowed, a fresh set of clues arrives, shown once again, about the suspects who are left. These can be about what the culprit does or what it is known for, not just what the picture shows.

  5. 5

    Round Two: Eliminate or Accuse

    Tapping a suspect offers two choices. Eliminate turns the card over to keep track of your own working, and crossing off anyone but the culprit costs nothing. Accuse names them as the culprit, and a wrong name costs a heart. Exactly one suspect fits every clue.

  6. 6

    Eliminate the Culprit and the Case Is Over

    Crossing off the culprit in round two loses every heart at once, and the case closes on whoever you left standing. Nothing else you eliminate in round two costs anything.

  7. 7

    Every Round Ends With Its Reasons

    When a round closes, the board shows who is still standing and each clue over the suspects who could not have given it. The round is already over and scored, so reading costs nothing.

  8. 8

    A Hint Gives a Clue Back

    It hands you one clue you were shown, word for word, and never points at a card. It skips the clues you have already finished with.

History

Where Witness Comes From

Witness is a deduction game Dayzle made, and it borrows from yes-or-no guessing games. The oldest well-known one is Twenty Questions: in a letter of 1786 Hannah More wrote of teaching it to guests at a London dinner party, and Charles Dickens put a version called Yes and No into A Christmas Carol.

Witness changes who does the asking. Nobody answers your questions: the clues arrive all at once, you read them once, and after that you work from what you remember. A hint can hand one clue back, word for word.

Four Levels

How the Levels Differ

Easy: 6 suspects and 2 clues, and you are told that 4 will be left standing; round two brings 2 more clues. Medium: 9 suspects and 3 clues, with the count still shown; round two brings 3. Hard: 16 suspects and 4 clues in each round, and from here no count to check yourself against. Extra Hard: 24 suspects, 5 clues in round one and 4 in round two, and no count.

The clues you have to hold are what make a band harder: 4 across both rounds on Easy, 9 on Extra Hard. More suspects mean more cards to check against them, and without the count you cannot tell how many are left to flip until you have checked every card.

The Technique Ladder

How a board gets harder.

Witness has one deduction — does this card contradict a clue I was told? — and a ladder with one step would teach nothing, so a hint gives back one of the clues word for word. What grows with the band is how much you hold and how many cards you hold it against: 4 clues and 6 suspects on Easy, up to 9 clues and 24 suspects on Extra Hard. The number left standing after round one — 4, 4, 6 and 8 — follows a different rule: it is always more than the standard 3 hearts, so flipping every card to find the survivors costs more hearts than a board starts with.

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