⚡ DECK OF DEATH — QUICK REFERENCE GUIDE
🔄 TURN PHASES
- 1. DRAW: Top up your hand back to exactly 7 cards. (No hand limit during out-of-turn actions).
- 2. ROLL: Roll 2d6 and advance clockwise.
- 3. CHALLENGE: Intercept and resolve the card you landed on.
- 4. CARD: Place/Replace a card ONLY on your current space. (See Placement Rules below).
- 5. END: Discard up to 3 unwanted cards. Trim hand size back down to 7 if over.
🚶 MOVEMENT & TRACK RULES
- Laps: Moving clockwise past or landing exactly on Start = EVERYONE AT THE TABLE DRINKS.
- Going Backward: Reversing over Start due to card layout penalties does NOT trigger a lap drink.
- The Inner Circle: Landing on an Arrow Space sucks your token into the 10-space inner penalty track loop.
🃏 CARD PHASE PLACEMENT RULES
- Empty Space: Drop any card directly from your hand onto the space immediately. Zero restrictions.
- Occupied Space: You MUST successfully pass the challenge first. If you survive, you choose one option:
• Free Upgrade: Same Color + Higher Tier = Replace the card instantly with no issues.
• Conflict Takeover: Different Color OR Lower Tier = Triggers a DUEL.
⚔️ MINIGAME DUELS (Conflict Takeovers)
- The Setup: Moving player is the Attacker; the player who originally seeded the space is the Defender.
- The Choice: The Defender selects any quick, agreed-upon minigame (e.g., Rock-Paper-Scissors, High-Die Roll, Trivia).
- The Outcome: The winner's card claims the board space layout. The loser's card is sent directly to the discard pile.
- Ties: Duel resets immediately. Defender can choose a brand new minigame or replay the tie.
🧱 FULL BOARD LOCKOUT STATE
- Once every single outer board space contains a card, empty placements are locked out permanently.
- Every subsequent space landing triggers a mandatory Challenge ➔ Upgrade/Conflict Duel cycle.
⚡ DEFEND & REACT SYSTEM (The Target Rule)
- If directly targeted by an opponent's card, you have one window to react. Max one reaction per challenge:
- ❌ CANCEL: Discard ANY card of the exact same Tier to completely vaporize the incoming effect.
- 🔄 REFLECT: Discard a card matching the exact Tier AND Color to bounce the action directly back onto the attacker. The attacker cannot counter-react to a reflection.
🌀 INNER CIRCLE ESCAPE CONDITIONS
- Method 1 (Luck): Roll Snake Eyes (Double 1s) during your Roll Phase to break containment immediately.
- Method 2 (Endurance): Spend 5 consecutive turns trapped inside. On your 6th turn, you can walk out automatically, but you must pay the exit fine: Finish your entire drink on the spot or take 2 heavy shots.