SALVIO HEXIA

Form SH-1 · Dept. of Settled Disputes

HOW TO PLAY

Five fights. Six Witches. One increasingly questionable way to settle a disagreement.

No decks to build, no cards to draw, no resources to spend. You are handed 9 Witches, you throw 3 away, and then you argue about numbers 5 times.

2 PLAYERS · 5 FIGHTS · 1 WINNER

Section 01 · The opening

ANSWER THE CALL

9 Witches answer. You send 3 away. The 6 that stay are your match.

9 answer

Dealt face up. Yours alone to read.

Banish 3

Gone from the match. Nobody ever learns who they were.

Keep 6

Your hand for the whole match. No draws, ever.

You read all 9 in private, then banish exactly 3. They leave the game entirely — not to a discard pile, not into anybody’s hand, and your opponent never learns who they were. The 6 survivors are the only Witches you will ever hold: there is no draw step and nothing comes back.

This is already the strategy. Banishing your three worst Witches has one obvious answer and would be no decision at all — but the six you keep also decide your Affinity bonuses for the whole match, so the real question is whether the stronger Witch or the third sister is worth more to you.

Note · Only 5 fights are ever played, so one of your 6 never takes the table. Remember her. She becomes important in §8.

Section 02 · Affinity

YOUR COVEN

Every Witch belongs to one of four families. Keep her sisters and they lift each other.

The moment you banish, your six are counted by family and each family is priced. The bonus is folded into their numbers there and then, and it is locked — playing a Witch never takes back what her sisters granted.

  • Greed

    Raises

    PressureDelusionDanger

    Never her own Greed. Never Witchcraft.

  • Delusion

    Raises

    PressureGreedDanger

    Never her own Delusion. Never Witchcraft.

  • Pressure

    Raises

    GreedDelusionDanger

    Never her own Pressure. Never Witchcraft.

  • Danger

    Raises

    PressureGreedDelusion

    Never her own Danger. Never Witchcraft.

The ladder

The Affinity bonus by how many of your six kept Witches share a family
Sisters kept23456
Each of them gains+5+10+15+20+20

Each family is counted on its own, so a 3 / 2 / 1 hand collects two bonuses and one nothing. A Witch with no sisters is worth exactly what is printed on her.

four of your six are Danger

+15

on each of those four Witches’ PressureGreedDelusion

Her Danger is untouched — a coven covers what it is bad at, not what it already does for a living. The bonus is locked in the moment you banish, and playing a Witch never takes it back off her sisters.

Note · Four Witches share an Affinity. Congratulations: you have accidentally formed a coven.

Chasing a stack is powerful and it is not free. Taking a family to 4 is worth +15 across three attributes on all 4 of them — and you paid for the last one by banishing somebody better. That trade is the entire opening, and there is no correct answer to it.

Section 03 · The loop

FIVE FIGHTS

One player leads. The other answers. Both Witches are spent either way.

Lead

Play a Witch and call one of the five attributes.

Answer

They see both, then commit any Witch from their hand.

Resolve

Special Powers fire, in a fixed order.

Score

Higher final value takes 1 point.

Spent

Both Witches leave the table. Winner leads next.

The leader plays a Witch and calls

Pressure

You lead

FRACTAL

Predictable Abundance, Terms Unspecified

GREED
Witchcraft80
Pressure
74
Greed
46
Delusion
71
Danger
44

FRACTAL FIELD ANCHOR

Win or lose, her owner leads the next fight.

Pressure74

They answer

SIRIUS

Twin Flame Union, Foot Pain Included

DELUSION
Witchcraft80
Pressure
49
Greed
23
Delusion
90
Danger
44

PAIN DID GO AWAY

The opposing Witch loses 25 Witchcraft this duel.

Pressure49

FRACTAL takes it

74 beats 49 by 25 · 1 point · both Witches are spent

Both are real, published Witches: FRACTAL and SIRIUS.

The lead is binding

Choosing the Witch and choosing the attribute are one action. There is no taking it back once the defender has seen it.

Every Witch fights once

Win, lose or tie, both cards are spent. Your best Witch is worth exactly one duel, which is the rule the whole game balances on.

The winner leads next

Whoever won the duel calls the next fight. If both attribute and Witchcraft tie, nobody scores and the lead passes to the defender.

If the numbers come out level

  1. 01 · The higher number

    Both final values are compared on the contested attribute. Higher takes the point.

  2. 02 · Exactly level

    A Witch who wins ties outright takes it here, before anything else gets a word.

  3. 03 · Witchcraft decides

    Still level, and the two Witchcraft values are compared. If those tie too, nobody scores.

Section 04 · The numbers

THE FIVE ATTRIBUTES

Every Witch prints all five, 0 to 100, counted off her real claims. Only one of them decides a fight.

  • Witchcraft

    Her editorial rating, ×10. Also the tiebreaker, which makes it a sixth attribute in disguise.

  • Pressure

    How hard the promise hits: certainty, named outcomes, transformation, deadlines.

  • Greed

    Commercial aggression. What it costs, what it promises back, how fast the clock ticks.

  • Delusion

    The mystical machinery — unmeasurable mechanisms, and logic that seals itself shut.

  • Danger

    Health-harm signals only. Discouraging real care is the heaviest weight in the system.

  • Every number is answerable — each one is counted from her verified claims by code. The arithmetic →

The leader chooses which attribute the fight is about. That is the most important sentence on this page.

Neither of these two is simply the better card. Below them, the same pair asked two different questions — nothing about either Witch changed, only what was called, and the winner changed with it.

You lead

FRACTAL

Predictable Abundance, Terms Unspecified

GREED
Witchcraft80
Pressure
74
Greed
46
Delusion
71
Danger
44

FRACTAL FIELD ANCHOR

Win or lose, her owner leads the next fight.

They answer

SIRIUS

Twin Flame Union, Foot Pain Included

DELUSION
Witchcraft80
Pressure
49
Greed
23
Delusion
90
Danger
44

PAIN DID GO AWAY

The opposing Witch loses 25 Witchcraft this duel.

The same two cards · two different calls

  • Greed

    FRACTAL 4623 SIRIUS

    FRACTAL wins

  • Delusion

    FRACTAL 7190 SIRIUS

    SIRIUS wins

Note · Same cards, same numbers, both times. FRACTAL is very happy to discuss Greed and would much rather you did not bring up Delusion.

Section 05 · The cheating

SPECIAL POWERS

Nearly every Witch brings one legal cheat to the fight. The printed numbers are not the whole card.

A power fires by itself, at a fixed moment, in an order that never changes — so two powers meeting always resolve the same way. There are seventeen families. Three of them, doing three genuinely different things:

  • Boost

    Changes a number

    +20 Pressure when attacking.

  • Void

    Turns a loss around

    If this Witch loses, the point is not scored. The winner still takes the lead.

  • Haunt

    Follows you into the next fight

    After this duel, the opponent's next Witch fights at −15 on whatever stat is contested.

You do not have to learn the other fourteen to play — the table names every power as it fires, and the glyph tells you what family it belongs to. Learn the glyphs and you will recognise the trick before it lands.

The field guide to all seventeen →

Section 06 · The two that ask a question

RISK & TRAP

Two powers do not simply happen to you. One is a dare. One is bait.

Risk

“Do I dare?”

When you lead with a Risk Witch, the table offers you a wager. Take it or leave it — the choice is part of committing the attack, so your opponent answers already knowing what is at stake. Declining costs nothing at all.

One wager, of 12

make this fight worth 2 points to whoever wins it.”

Win
this fight is worth 2 points to you.
Lose
the opponent scores 2 points instead of 1.

An exact tie pays nobody. Other Witches wager different things: a surge of raw numbers, immunity from losing the point, a Witch traded out of your hand.

Trap

“Did they walk into it?”

A Trap Witch only matters when she defends, and there is nothing to declare. Your whole decision is answering with her. If the condition printed on her holds, the trap springs by itself — and the attack was already committed.

One snare, of 23

When the called attribute is her highest

Then she fights at +20.

Every condition reads facts you can already see — the called attribute, the printed numbers, hand sizes, the score. While you are deciding, the table tells you whether she is armed.

Note · Calling the attribute she is obviously best at is the most natural thing in the world, and it is exactly what the snare above is waiting for.

Section 07 · The weather

OMENS

One condition is rolled before anyone touches a hand, and it bends the whole match. There are three, and you always see it coming.

  • THE SILENCE

    One stat cannot be called for the whole match.

  • THE ECLIPSE

    Witchcraft no longer breaks a tied stat — a tie scores nothing.

  • THE VEIL

    In fight 3, both Witches' Special Powers are inactive.

The Omen is public from the deal, before either player banishes, so it is never a surprise — it is a condition you build your six around. It sits above the table all match, in case you forget. You will forget.

Section 08 · The tiebreaker

THE FINAL TRIAL

Five fights end level. The two Witches nobody played are turned face up.

The Final Trial

Some disputes refuse to remain settled.

Never played · revealed at last

FRACTAL

Predictable Abundance, Terms Unspecified

GREED
Witchcraft80
Pressure
74
Greed
46
Delusion
71
Danger
44

FRACTAL FIELD ANCHOR

Win or lose, her owner leads the next fight.

SIRIUS

Twin Flame Union, Foot Pain Included

DELUSION
Witchcraft80
Pressure
49
Greed
23
Delusion
90
Danger
44

PAIN DID GO AWAY

The opposing Witch loses 25 Witchcraft this duel.

The two unplayed Witches compared across all five printed attributes
PrintedFRACTALSIRIUS
Witchcraft8080
Pressure7449
Greed4623
Delusion7190
Danger4444
Attributes taken21

Witchcraft and Danger tie — neither Witch takes them.

FRACTAL takes the match.

Only when the score is level after fight 5. Each player has exactly one Witch left, hidden all match; both are revealed and compared across all five printed attributes at once. Most attributes taken wins the match. Equal values give the attribute to neither.

It is not a sixth fight. It reads the numbers as printed on the cards — no Special Powers, no Affinity bonus, no Omen, no Witchcraft tiebreak. A coven that fought all match at +20 arrives here with nothing but its printing. If the tally is also level, the draw stands.

Note · Which makes the Witch you never play a real decision, made nine cards ago, by someone who had no idea it would matter.

Section 09 · Summary

HOW TO WIN

Keep 6

Build your coven

Pick your fights

Use your powers

Win more points

Most points after 5 fights wins the match.

That is the whole game. The rest is other people.