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Waz Baraz is a deduction card game. There are two decks each showing 20 witches numbered 1 to 20. One deck is used to create a "magic circle" of cards placed face up on the table in ascending order. The second deck is used to secretly selecting two or three witches (it depends on the difficulty level chosen). The selection is done by the Master of the witches a role that is played by one of the player. The game is completed with another deck of numbered cards and some conical wooden tokens in different colours.

The object of the game is to deduct who are the witches secretly selected by the master, moving along the magic circle and receiving clues from the Master.

The movement is done using the numbered cards. One places a card on the starting points on the magic circle. Then the first player plays one of his/her numbered cards and counts as many "spaces" (each single card on the magic circle counts as a space) from the starting points as the value of the card played. The player place the card close to the space reached determining in this way a portion of the circle comprised between the starting point and the movement card played. If one of the witches that are inside this portion is one of selected, the Master says "WAZ", and nothing more, otherwise he/her says nothing.
Now the card that determined the starting points is taken by the player who just made his/her move and the game proceeds clockwise. The last played card is the new starting points so next player counts the spaces of his/her move from this card, determining a new portion of the magic circle. Again, the Master can say "Waz" or nothing. Every time the Waster says "Waz", everybody knows that in the portion of the circle between the two movement cards there is one of the secretly selected witches, but not exactly which one. Round after round you can deduct where are the selected witches, but no one can take note of what the Master said during the game. Every time a complete round on the circle is completed, the Master gains one points and move his/her token. At your turn you can always try to guess who are the selected witches and if you are right you move your tokens 5 spaces also becoming the new Master for a new game round. But if you are wrong the Master moves he/her token two spaces. The first player to complete with his/her token the round of the magic circle is the winner.

There are two special rules that add a small twist to the game. The first one is that the portion of the circle selected with the movement card comprises only the witches that are in between these cards. The second one is that if you can reach exactly the first card of the circle you can say the name of a witch, no matter where she is on the circle, and the Master will give you a secret card saying "Yes she's one of the selected, or "No, she don't".