Choose an element
Each player takes a crystal wand and its Witch Code card. Water, earth, air and fire determine elemental advantages as players race toward their matching space in the central pentagram.
Witching Hour / Board game · Illustration · Packaging
An action board game where elemental witches battle mythical creatures, gather resources and hex their opponents.
View detail +THE PROJECT
Create a playable fantasy world with a coherent identity across its physical components. Witching Hour puts players in the role of elemental witches, with creatures, resources and spells shaping the path to victory.
01 / THE WORLD
The identity introduces a dark, mystical setting through weathered lettering, lunar symbols and elemental imagery. Those cues carry across the box and game components so the world starts before the first move.
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View detail +02 / THE COMPONENTS
Creature illustrations, resource cards and spell graphics each have a role at the table. Repeated frames, symbols and typographic treatments connect the varied components into a single visual system.
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View detail +03 / THE PHYSICAL GAME
The original edition brings the board, card decks, reference material and packaging together as a complete physical design project. These photographs document that edition. Version 2 is coming soon, with a new cover direction. A dedicated promotional site will follow as the next edition develops.
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View detail +FROM THE SKETCHBOOK
Original pencil studies explore the creatures’ silhouettes, textures and personalities. Trees, stone, wings and crystals become a cast of strange inhabitants, developed across these annotated sketchbook pages before the finished card illustrations.
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View sketches +DESIGNING THE GAME / ORIGINAL EDITION
Witching Hour was a game-design project as well as an illustration project. Developing its turn structure, elemental advantages, resource combinations and competing routes to victory was a major part of the process. The original manual brings those systems together.
Each player takes a crystal wand and its Witch Code card. Water, earth, air and fire determine elemental advantages as players race toward their matching space in the central pentagram.
Each turn begins with an Event card. A matching element gives immediate control of the encounter; otherwise, the player has up to three rolls of the Hex die to match it. Events determine movement and rewards.
Hex cards challenge opponents to a dice race. The winner gains a resource and the loser takes the Hex’s damage—so attacking can backfire. Matching the Hex’s element gives a two-roll head start.
Used resource cards form combinations that unlock Witch titles and advantages. Playing all five resources earns Grand Master and a win on the next turn, offering an alternative to reaching the end of the board first.
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Read the rules +NEXT CHAPTER / V2 COMING SOON
Witching Hour is moving into Version 2. This new cover direction brings a torch-lit group of witches into the foreground, with a richly textured blue-and-gold palette. Here’s a preview of the next chapter, alongside illustration studies and the original packaging artwork.
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View detail +Version 2 is in development. Release details and its dedicated promotional site are still to come.
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FROM PAPER TO PLAY
Pen drawings start the visual language. Digital development brings those marks into a connected family of cards and game components.