A Witch's Game is a tactical card game on a hexagonal grid which focuses on displacement in a turn-based combat system. The goal is to destroy the enemies resources before they destroy yours. Displacement Enemy moves are telegraphed one turn before they occur, allowing the player to act upon the enemy's plans. Because the game focuses on displacement, this means that much of the tactics comes from displacing units to avoid damage or redirect damage to other units. The enemy does not readjust its attack after displacement, so its possible to make an enemy accidentally attack its own friendly unit through displacement. Undo/Redo To encourage experimentation and discovery, any move/engagement can be undone or redone as the player sees fit. You can undo an entire round of combat if you find you've made a mistake. Lore Not implemented yet -- Each card has its own description written in the perspective of The Witch. These descriptions give insight into the world of A Witch's Game, a post-apocalyptic world set after the 1980s but oddly themed as medieval. Some descriptions are poetic expressions of the witch's character, while other descriptions reveal history about the world. Hex Combat Combat takes place on a hexagonal grid which adds more complexity to combat while also allowing for more attack vectors. For displacement, this also means there are more opportunities to move a unit in six directions.