How to play Witness Official Rules

By: Dennis B. B. Taylor

Welcome to the Witness Game!

Are you ready to embark on a challenging adventure? In this mind-bending puzzle game, you will explore a beautiful island and uncover its deep mysteries. But remember, the rules are peculiar and require a sharp mind and keen observation skills.

The Basics:

1. Observe Everything: Pay careful attention to your surroundings. Look for patterns, clues, and hidden connections. Every detail matters.

2. Explore and Solve: Travel across the island, solve puzzles, and unlock new areas. Each puzzle you solve brings you closer to unraveling the island’s secrets.

3. Interactive Panels: The puzzles in the Witness Game take the form of interactive panels. You must solve these panels by drawing lines to connect specific points, separating colors, or following specific rules.

4. Learn from the Environment: The island is your teacher. As you progress, you will encounter new puzzle mechanics that are introduced subtly through your surroundings. Pay attention to changes in the environment and adapt your approach accordingly.

Tips for Success:

1. Think Outside the Box: The Witness Game challenges your conventional thinking. Don’t limit yourself to the obvious solutions. Sometimes, the key lies in thinking differently.

2. Collaborate: Engage with other players, share insights, and discuss solutions. Sometimes, a fresh perspective can lead to a breakthrough.

3. Take Breaks: If you’re stuck on a challenging puzzle, take a break and come back later with a fresh mind. It’s amazing what a little time away can do.

4. Embrace Failure: Don’t be discouraged by failed attempts. Mistakes are a part of the learning process. Learn from them and keep trying.

Remember:

The Witness Game is a journey of curiosity, exploration, and discovery. It will test your patience, creativity, and problem-solving skills. Every puzzle you solve brings you closer to understanding the island’s enigmatic story.

So, are you ready to embark on this immersive adventure? Let the Witness Game captivate your imagination and challenge your intellect. Get ready to explore, connect, and unravel the island’s secrets. The journey awaits you!

Are you and your team ready for an adventure? Get ready to solve mysteries with your group of four players. Each player will receive a Clue booklet and a matching Character tile. Find a spot around the table, and take your seats in the order shown on the right.

Now, place one of the two Whisper tiles in the middle of the table. It doesn’t matter which side, just make sure The Yellow “M” is on the first square.

Let’s get into the game play! First, choose a number from the back of the Case booklet. Open the booklet to the matching page and read the introduction out loud. There are four difficulty levels to choose from: Beginner, Normal, Difficult, and Diabolical.

Next, each player will privately consult their clues on the page of the chosen case in their personal Clue booklet. You can always go back and re-read the clues and introduction whenever you need to.

Finally, we come to Whispers.

Hey there! Let me tell you about the exciting game of whispers. It’s a game that’s all about passing clues secretly to your teammates. Here’s how it works:

There are 4 rounds of whispers in the game. During each round, specific players are chosen to pass clues to the person sitting next to them. It’s important to pay attention and remember the clues you receive, so you can pass them on efficiently.

Now, when it’s your turn to whisper, you have to share not only your own clue but also all the clues you’ve received so far from the other players. The trick is to be quiet so that the other two players don’t hear what you’re saying!

Here’s the catch: when you receive clues, you can’t ask questions to the person whispering to you. The only thing you can do is ask them to repeat the clues if you didn’t catch them the first time.

And here’s another important thing to remember: you don’t give out your own clues when you receive them. It’s a one-way street!

4. Notes

After the 4 rounds of whispering are done, it’s time to reflect. Take a moment to silently jot down what you remember from all the clues you received. This will come in handy later!

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  1. First, Nasir tells Labrousse his clues. At the same time, Mortimer tells his clues to Blake. Then, the Yellow “M” is moved to square 2.
  2. Next, Labrousse tells Mortimer all the clues he knows. This includes both the clues from his Booklet and the ones Nasir whispered in the previous round.

As I continue to receive clues from Blake, I share them with Nasir. We then move The Yellow “M” to square 3, using the information we have gathered so far.

  • Once again, Nasir shares his clues with Labrousse, and Mortimer does the same with me. We advance The Yellow “M” to square 4 based on these revelations.
  • In the next round, Labrousse shares the information he has learned with Mortimer, while I pass on my knowledge to Nasir.
  • Finally, we move The Yellow “M” to the last square, marking the point where we can finally start taking notes!
  • 5. Questions

    We open the Questions booklet and turn to the page for the case we have chosen. Each player reads out loud one of the three questions related to the puzzle. After each question, we each secretly write down our answers, without any communication between players.

    End of the Game

    Hey there! Let’s dive into the Solutions booklet and find the page for the case you’ve chosen. Once we have it, we’ll read aloud the three correct answers for that case. Ready to score some points? Let’s go!

    • 12 points: Wow! You’re absolutely amazing!
    • 10 or 11 points: Whoa! You were so close to perfection!
    • 7 to 9 points: Oh no! Just a few tiny mistakes! Keep trying!
    • 6 points or less: Uh-oh! Share your clues and give the case another shot!

    Welcome to the World of Blake & Mortimer

    I’m Professor Mortimer, a man of science and action. It seems like I always find myself in the right place at the right time to solve the most incredible cases. Ever since the Secret of the Swordfish, I’ve been part of every adventure.

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    Now let me introduce you to Captain Blake. He’s a clever and determined field agent who works for MI5, the British secret services. Captain Blake is the go-to guy for delicate diplomatic situations and cases of espionage.

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    I used to be in the Indian army, where I worked alongside Blake in the Secret of the Swordfish. Ever since then, I’ve been joining Blake and Mortimer on thrilling journeys, like the ones we had in The Mystery of the Great Pyramid and The Yellow ‘M’.

    I’m a quiet and alert person, always paying attention to the details around me. But when the time comes, I’m not afraid to jump into action.

    The French National Weather Services’ Director, Labrousse, lends a hand to Blake and Mortimer in the S.O.S. Meteors case. I’ve gotta say, his expertise and practicality really come through and help our heroes crack the case wide open.

    I first encountered Colonel Olrik in The Secret of the Swordfish. Since then, he’s been a recurring foe for Blake and Mortimer.

    Olrik is dangerous, totally unscrupulous, and downright Machiavellian. But what really amazes me is his uncanny ability to escape when the tide turns against him.

    As Blake and Mortimer have worked on case after case, they’ve built up a reputation that has allowed them to form partnerships with law enforcement agencies all around the world.

    In England, they team up with Inspector Glenn Kendall from Scotland Yard (remember The Yellow ‘M’?). In France, it’s Division Commissioner Pradier who joins forces with them for adventures like S.O.S Meteors and The Affair of the Necklace. And when they’re in Egypt, they team up with Commissioner Kamal for The Mystery of the Great Pyramid. Finally, in Japan, they work alongside Commissioner Hasumi for Professor Sato’s Three Formulae.

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