🎲 DECK OF DEATH

MASTER RULEBOOK β€” Version 2.2

πŸ“¦ Game Overview

Deck of Death is a competitive, high-chaos tabletop board game that blends strategic board control with intense social, physical, and wild group challenges. Players navigate a dual-ring circular board, seed the track with cards from their hands, complete tasks, and engage in high-stakes duels to rewrite the rules of the game in real-time.

πŸ’€ The Golden Rule

"There is no formal winner. The game does not conclude when a specific score is reached; instead, the session ends whenever the group collectively decides they have endured enough madness and utters the phrase: 'Yeah... that's enough chaos.'"

πŸ“¦ Components

🏁 Setup

πŸ”„ Turn Structure

Each player's turn is broken into five distinct, sequential phases. You must resolve each phase entirely before proceeding to the next.

1. Draw Phase

Count the cards remaining in your hand and draw from the deck until you hold exactly 7 cards. (Example: If you entered your turn with 3 cards, you must draw 4). Note: There is no hand limit during other players' turns. If you acquire extra cards from duels or card mechanics, you hold them until your own End Phase.

2. Roll Phase

Roll both six-sided dice (2d6) and advance your token clockwise along the track by the total value rolled.

3. Challenge Phase

You must interact with and completely resolve the card currently occupying the space where your token lands.

4. Card Phase

You may only place or replace a card on the exact space your token currently occupies.

5. End Phase

You may choose to discard up to 3 unwanted cards from your hand to the face-up discard pile. If you still hold more than 7 cards at this point, you must discard down to 7.

🚢 Movement & Track Rules

πŸƒ The Card System & Board Control

Card Type Behavioral Rules & Mechanics
●Blue
Persistent Rules
Environmental parameters (e.g., No pointing, Speak in accents). They remain active constantly while on the board, stack infinitely with no limit, and affect everyone.
●Orange
Social
Direct player interactions, dynamic voting, group tasks, or psychological prompts.
●Green
Physical
Coordination, movement, or endurance checks (e.g., Balance items, Planks, Dance challenges).
●Red
Chaos
Unpredictable wild cards, heavy drink penalties, spatial displacement, or swift tactical shifts.
●White
Rare Chaos
Ultra-rare anomalies with zero operational restrictions. Can be played at any time.
β€’ Immunity Card: Completely ignore all drinks, challenges, and card effects until your next turn.
β€’ Rule Creator Card: Write a brand new, permanent rule directly onto a space.

πŸ“ˆ The Tier System

Cards within the Blue, Orange, Green, and Red decks are categorized into hierarchical Tiers (1 through 3) reflecting their severity and penalizing power. Higher tiers offer more devastating effects and are harder to cleanly replace.

πŸ” Card Replacement & Upgrades

If you land on an occupied space and successfully complete its challenge, you earn the right to attempt a takeover during your Card Phase:

βš”οΈ Minigame Duel System

🧱 The Full Board Lockout State

Once every outer space has been seeded with a card, players can no longer place cards into empty spaces. Any landed card interaction becomes entirely replacement-based, turning the board into a state of continuous, aggressive conflict.

⚑ Defend & React System (The Target Rule)

If you are explicitly targeted by an offensive or punishing card played or triggered by an opponent, you have one window to defend yourself. Only one reaction is permitted per challenge. Once a reaction card is played, the interaction ends immediately.

πŸŒ€ Inner Circle Rules

Once sent inside via an outer ring Arrow Space, your token circles these 10 internal spaces indefinitely. Normal turn phases still apply inside, but you cannot return to the main outer board until you achieve one of two escape clauses: