
Fight against the Student Council President with ≪Lulu≫! ≪Witch and the Council: The Card≫ is a roguelite deck-building game where you assemble a party with charming characters, build a powerful deck, and defeat your enemies. Experience the thrill of overcoming powerful foes with various strategies!
Modeled estimate, not a reported figure. How we estimate →
Media

About
Experiment with various party and card combinations to find the winning formula.
Assemble a party with your favorite characters, obtain rare cards, and enhance them to challenge the Student Council President with your unique strategy!
The witch ≪Lulu≫ has lost most of her magic after ≪Sibylla≫ stole her precious heirloom. Will ≪Lulu≫ defeat the Student Council officers and reclaim her heirloom?
The path to the Student Council President is perilous. Fight monsters to obtain skill cards, acquire rare relics and scrolls from merchants, and grow stronger. Recruit fearsome Student Council officers to fight alongside you!
● With 6 playable characters, two modes, 140+ cards, and various monsters, relics, and scrolls, create your own strategies and compete with players worldwide via leaderboards.
- 'Story Mode' and 'Witch’s Tower Mode'
- 6 playable characters
- Over 165 cards
- 64 unique monsters
- 32 relics
- 26 scrolls
- A leaderboard to compete with players worldwide based on scores
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
저는 일단 스토리만 밀고 환불을 받았습니다만.. 중립평가를 내릴수있으면 좋겠는데 그럴수가 없어서 긍정적평가로 내려야한다는게 안타깝네요. 스토리는 느긋하게해도 2시간내면 클리어할정도로 짧은데 그정도면 즐길만치 다 즐겼다고 생각하는 정도입니다. 스토리의 연장선으로 마녀의 탑이라는 곳이 개방되는데 사실상 하는방식이 똑같아서 여기서 하차했습니다. 덱빌딩게임 좋아하시는 분들은 관심을 가질법 하겠습니다만.. 차라리 다른 게임이나 라오루같은걸 하는게 더 낫지 싶습니다. 뭐 그렇다고 단점만 있는건 아니고 카툰좋아하시는 분들은 해볼만한 디자인이고 난이도가 크게 어려운게 아니라서 덱빌딩게임 입문용으로는 적절하지 않을까합니다.
本来入首发玩了很痛苦的2个小时后想等更新再看看给好评的,不过看来制作组也放弃了继续优化,总体是强烈不推荐买的,就算是冲着可爱的画风,也支撑不起来这匮乏的游戏性和无聊的卡组构建,就是这样
가장 큰 문제점인 전투 템포를 뭔가 나사 빠진듯이 업데이트하고 5월 현재 2달째 개발사는 감감무소식. 전작에 이어서 또 유기 될 가능성이 매우매우 높아보임. 단순히 아트워크 보고 샀으나 아쉬운 게임 중 하나네요. 편의성 패치나 컨텐츠 좀 더나오면 해야지하고 묵혀두다가 발견해서 찾아보니 그저 아쉬울 따름. 사실 스토리에서 주인공들간의 케미나 대화가 재미있어서 편의성 업데이트만 기다리고 있었는데 그대로 2달째 감감 무소식. 디코를 안하는 저로썬 무슨일이 있는지도 모르고 트위터도 30퍼세일이후 감감무소식인듯. 한줄평은 "전작처럼 유기 당하는 엔딩이면 70%이상 세일해야 살까 말까 고민하는 수준. 아트워크만 아쉽게 된 게임"
+1 有中文 有成就
我的遊戲本來可以玩,但是電腦某次當機後,他的遊戲就不能玩,我有試過重新下載等作法, 也有將錯誤訊息都貼到dc,但都沒有回應,所以這遊戲就變成擺設,沒人處理,只能貼不喜歡了。
[h1]《魔女与学生会》:缺点是内容不够,优点是还在更新[/h1] 「缺点是内容不够,优点是还在更新」——其实标题的这句话用来概括本作倒是蛮合适的,如果再加一句话,那就是「都给美工赶紧磕一个吧」这句经典台词。这很好地点出了本作的两大特点:1.画风好;2.数值烂。在类尖塔作品里,《魔女与学生会》显然是玩法不太出挑的那批,玩法几乎是原封不动的照搬,数值也一团浆糊,怎么玩怎么膈应;不过却因为吸晴的画风吸引来许多本不属于它的目光,于是就更加悲剧了,不然我觉得以本作的制作水准怎么也能跑个80%左右的好评率,实在是因为数值太过艹蛋,打起来负反馈太强,多少有些视觉欺诈的意思。 该说不说,本作并非全然没有创新,相反,火堆的「强化、删卡、休息」等多维度选择在这里变成了一合三,一个火堆可以有三次提升卡组的机会,看起来是不是有点超模?别急,这里奖励给你的,在敌人那沟槽的数值面前统统会扣回来。而且这里要提到本作另一特色设计「小队作战」,你并非独自前往爬塔的高峰,而是跟其他魔女一同战斗!所以说最多三人小队的情况下,拥有三次提升机会看起来也不算加强嘛。 并且这带来了更加负面的卡组管理,理论上能同时玩三个人的卡组肯定更加有趣,如果能做出卡牌间的配合还能带给你点RPG经典战法牧的合作搭配,几乎是等同于尖塔里自带棱镜的效果,不过实际上由于目前BD的稀缺,小队作战的体验谈不上有多好,反而会陷入敌人的数值陷阱里感受大量负反馈——总之,是机制以及美工都被数值拖累的游戏,如果能优化数值体验会好很多,继续努力吧。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
Witch and Council : The Card, developed and published by G1 Playground, is a roguelike deckbuilding game that attempts to expand on familiar genre foundations by introducing a party-based system rather than focusing on a single protagonist. It follows the journey of a young witch reclaiming her stolen powers, framing its progression as a series of encounters against a domineering council. While the premise is light and somewhat whimsical, the real focus lies in how the game approaches deckbuilding through multiple characters and shared strategy. The most notable aspect of the design is its multi-character structure. Instead of refining a single deck, players manage a team, each member bringing their own cards, abilities, and passive effects into play. This creates a layer of strategic planning that goes beyond individual turns, requiring players to consider how different characters interact and complement each other over the course of a run. In theory, this system adds depth and encourages experimentation, as different combinations can lead to varied approaches to combat. However, while the idea is strong, the execution does not always fully deliver on its potential, with some interactions feeling less impactful than expected. Combat follows a turn-based format that emphasizes careful decision-making over speed. Players must manage resources, choose when to attack or defend, and plan ahead to maintain momentum across encounters. The pacing allows for thoughtful play, giving each move a sense of importance, especially during more difficult battles. When the systems align, the gameplay can feel satisfying, with well-planned turns leading to efficient victories. At the same time, the balance between strategy and randomness is not always consistent, and some runs can feel overly dependent on the cards and relics acquired early on. Progression is structured around repeated runs, as is typical for roguelike games, but it lacks a strong sense of long-term development. There are limited persistent upgrades to carry forward, which can make failed attempts feel less rewarding than they might in similar titles. This design choice places more emphasis on immediate decision-making within each run, but it also reduces the sense of gradual improvement that often drives engagement in the genre. As a result, players may find motivation fluctuating depending on how successful or satisfying individual runs feel. Visually, the game stands out with a bright and expressive art style. Character designs are colorful and distinct, and the overall presentation carries a playful tone that contrasts with the strategic nature of the gameplay. Animations and effects are lively enough to keep battles visually engaging, even if they do not significantly evolve over time. The narrative elements are relatively simple, serving more as a backdrop than a driving force, but they align well with the game’s lighthearted aesthetic. In terms of content, the game offers a decent variety of characters, cards, and modes, including both story progression and challenge-based play. These elements provide some replay value, but the lack of deeper mechanical variation can make extended sessions feel repetitive. The core systems remain largely unchanged as players progress, and while there is room for experimentation, it does not always translate into significantly different experiences from one run to the next. There are also noticeable balance and design issues that affect the overall experience. Difficulty can fluctuate unpredictably, and certain encounters or builds may feel disproportionately challenging or underdeveloped. This inconsistency can undermine the strategic aspects of the game, as success sometimes feels tied more to favorable conditions than to player skill alone. Additionally, the interactions between characters and their decks, while conceptually interesting, are not always as cohesive or impactful as they could be. Despite these shortcomings, Witch and Council : The Card manages to remain engaging through its core idea and accessible design. It offers a fresh take on the deckbuilding formula, even if it does not fully refine its systems to the level of more established titles in the genre. The combination of approachable mechanics and a unique party-based structure gives it a distinct identity, making it worth exploring for players interested in variations on the roguelike card game format. In the end, Witch and Council : The Card is a game defined by its potential as much as its execution. It introduces interesting ideas and presents them with charm, but it falls short of fully realizing the depth those ideas suggest. For players looking for a lighter, more experimental take on deckbuilding, it offers an enjoyable experience in short sessions, even if it may not hold attention over the long term. Rating: 7/10
他レビューでもある通り、様々な要因から今はオススメしないとしておく。 現状評価が低めな理由として完成されたスレスパを基準にしている方が多く、完成品から類似品を評価する際はそりゃ厳しめになるかなぁといった印象。自分はやってない。 割引された際に1000円以下になるカードゲームとしては悪くないし、キャラがカワイイ。 値段を鑑みないゲームとしての評価となると、やはりカード翻訳が適正じゃない、描かれている文言とアクションに違和感を覚える事がちらほらある。 これはカードゲームとしては致命的なので対応してほしい。 また毒や火傷、スタンといったお馴染みの状態異常があり、それらでビルドや使うキャラどうしようかなーといった楽しみを、完全免疫といった形で潰しにかかるのは非常に、非常に興を削ぐ要素。まじで楽しくない。 せめて半減とか、免疫なので毎ターン1多く解除されていくとかでいいじゃんまじで… スリップ系を懸念するならその分ボスのHP増やしてくれた方がマシ、毒付与でシールドを得るみたいな構築してたら、藪から棒にはい毒無効ですwwwwwwwwはセンスがマジでない。一瞬で瓦解する。 ボスのスタン無効も有効になるタイミングを設けてくれないと、ただのデッキ肥しで邪魔にしかならないわけで… 折角選んで強化したのになんだこの展開しょーもな…って印象になるのは仕方ない。 あとは折角手に入れたカードコスト減少アイテムが全くビルドしてないキャラでした~のパターンも萎える要素。 ランダム性は欠けるがどのキャラに適用しますか?とか、アイテム売って他のを買うとか出来ないとただの肥しになるのでハズレ体験が強すぎるかな。 手触りとキャラは悪くないんだ、あとはユーザーが本当に楽しいか?を見つめ直してくれるだけで評価は順当に上がるはず。状態異常免疫だけで2段階くらい評価落としてるよこれ。
개성 있고 이쁘면서 귀여운 그림체 캐릭터가 너무 좋습니다. 턴제 카드 게임도 무난무난해서 간단하게 즐기는것을 추천합니다. 더욱 많은 업데이트가 되어서 이젠 플레이어끼리 싸우는 구도로 넘어갔으면 좋겠습니다. 후반으로 갈 수록 반복적인 게임이 되지만 초반만큼은 확실한 재미 보장합니다.
카드게임을 좋아해서 해봤는데 캐릭터도 예쁘고 재미도있어요 수정 업데이트도 빨리 했으면 합니다 없데이트입니다 지금 너무 지루합니다
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| THE LAST TRAIN: Baquedano | $81K | 400 | 92% | $7.99 |
| Corridor Z | $81K | 480 | 74% | $7.99 |
| Terrors to Unveil - Day Off | $81K | 1K | 53% | $4.99 |
| Organs Please | $81K | 331 | 83% | $13.99 |
| Bloody Chronicles - New Cycle of Death Visual Novel | $81.1K | 105 | 77% | $24.99 |
| War Trigger Classic | $80.9K | 931 | 60% | $4.99 |
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Don't Starve Together | $130.6M | 373.1K | 95% | $14.99 |
| Mount & Blade: Warband | $101.9M | 171.6K | 98% | $19.99 |
| Darkest Dungeon® | $83.5M | 160.7K | 92% | $24.99 |
| Slay the Spire | $80.1M | 216.5K | 97% | $24.99 |