Tonight We Fly
Night Witches is a tabletop role-playing game about women at war. As a member of the 588th Night Bomber Regiment, you’ll answer the call of your Motherland in her darkest hour. Can you do your duty and strike blow after blow against the Fascists? Can you overcome discrimination and outright sabotage and rise above your sexist comrades? Are there limits to patriotism—or endurance? Play Night Witches and find out!
Actual Plays
Night Witches: Nachthexen Cards
This high quality deck of 109 full-color cards is a supplement for Night Witches.
Each deck includes a set of quick advancement cards with fictional prompts that make running a one-shot even easier. In addition, portrait cards and medal cards can be used as visual props in play.
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Praise
“Night Witches is a remarkably powerful game. It unites contemporary
gender issues with world war two drama and never hesitates to deliver
terrible beauty. Perhaps most importantly, it’s an RPG that creates
stories about heroes who are women, and that’s something in this genre
that we desperately need.”
—Kira Magrann
“The stories that come out of Night Witches feel so very real, and
full of ferocity and heartbreak. Having the chance to play it and get
even a glimpse into the lives of these airwomen has been one of my most
intense and rewarding roleplaying experiences.”
—Sara Williamson
Want to know more?
Expand to read more about how the game plays.
Night Witches requires 3-5 players, who will take turns in the role of game master during the game. It can be played for a single two-hour session or expanded into a literal campaign following the Regiment across the entire Second World War. Either way, you’ll tell an epic tale of heroism and sacrifice that honors the women who did it for real.
The game is based on Vincent Baker’s brilliant Apocalypse World and is heavily modified from that core to meet the demands of Night Witches. We also took inspiration from the many offshoots already on tables everywhere—Dungeon World, Monsterhearts, Sagas of the Icelanders, and others.
In play you will alternate between day and night, with unique moves for each. Days are about renewal and interpersonal conflict, and nights are about hair-raising bombing missions on historically accurate targets across the Soviet Union, Poland, and, in the end, Germany. Missions are crazy dangerous and you have to make hard choices constantly. And when they end, a whole new kind of danger is waiting back at the airbase—paranoid secret police, sexist Red Army officials who want you to fail, and chronic supply shortages are just the beginning of your troubles.