5b Dead Mans Draw Rulebook
5b Dead Mans Draw Rulebook
5b Dead Mans Draw Rulebook
Contents:
-1 Rulebook
traits
traits
GAMEPLAY
On your turn, choose to:
-4 Gameplay Cards
If the drawn card is the same suit of any
card in the play area it is a BUST!
Your turn is over and all cards in the Play
Area go to Discard Pile.
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Set up:
1a
3 1c
1b
2 2
3. Shuffle the Gameplay Cards (one card per player always including
the “Starting Player” card). Deal one card to each player to
determine the starting player. These cards also serve as player aids.
2
Gameplay:
Draw a Card:
On your turn draw the top card from the Draw Pile and place
it face up in the Play Area.
Bust!
3
Gameplay Continued:
Collect, Bank:
Instead of drawing another card you may Collect. When you
Collect, move all the cards from the Play Area to your Bank.
Organize the cards in your Bank by suit, creating one Suit
Stack for each of the ten suits. Cards in each Suit Stack should
be placed in descending order (7 on the top down to 2 on the
bottom). Your Suit Stacks must be able to be seen by all players,
and the cards in each Suit Stack are public knowledge.
End of Turn:
A player’s turn ends after he or she either Busts or Collects.
Play then proceeds to the left.
Game End:
The game ends after the turn in which the last card is drawn
from the Draw Pile. The player who draws the last card gets to
finish his or her turn as normal, either by Busting or Collecting.
Players may count the number of cards remaining in the Draw
Pile at any time.
Determining Winner:
You only score the most valuable card of each suit. Players
each add the value of the top card of each Suit Stack in their
Banks to determine their scores. The player with the highest
score is the winner.
Tie:
If there is a tie, the tied players count the number of cards in
their Banks. The tied player with the most cards in the Bank
wins the game. If there is a tie after that, both players share
the victory.
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Suit Abilities:
Anchor:
Collect all cards drawn before the Anchor,
even if you Bust.
Example: Eliza has two cards in the Play
Area, a Mermaid and a Cannon. She draws
an Anchor, then draws another Mermaid
and gets a Bust. The first Mermaid and the
Cannon are moved to her Bank. The Anchor
and second Mermaid are discarded.
Hook:
Choose the top card from any Suit Stack
in your Bank and place it into the Play Area.
You MUST play a card from one of your Suit
Stacks even if the only available card will
cause a Bust. If your turn ends in a Bust, you
will not recover your card that was moved to
the Play Area by the Hook. It is discarded
with the rest of the cards. If you do not have
any cards in your Bank, this Suit Ability is
nullified.
Cannon:
Place the top card of a Suit Stack from any
other player’s Bank into the Discard Pile. If
there are not any cards in any opponent’s
Bank, this Suit Ability is nullified.
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Key & Chest:
If there is a Key & Chest in the Play Area
when you Collect, draw as many bonus cards
from the Discard Pile as you moved into your
Bank.
Example: Zach chooses Collect and he has
five cards in the Play Area. Two of them are a
Key & Chest. After he moves five cards from
the Play Area into his Bank, Zach shuffles the
Discard Pile and adds five more bonus cards
to his Bank.
Map:
Shuffle the Discard Pile and reveal three cards
from the Discard Pile. You must place one
card in the Play Area, even if this causes a
Bust. If there are no cards in the Discard
Pile when the Map is drawn, the ability is
nullified. If there are less than three cards,
draw the remaining cards.
Oracle:
Reveals the next card on top of the Draw Pile.
Example: Eliza places an Oracle into the Play
Area and flips over the top card of the Draw
Pile. She may decide to place the revealed
card into the Play Area, or flip the card back
over and leave it on top of the Draw Pile,
choosing to Collect instead. If the Oracle
is the last card in the Draw Pile, the ability
is nullified.
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Sword:
Steal the top card from any other player’s
Suit Stack and place the stolen card in the
Play Area.
You must choose a Suit Stack of an opponent
that you do not have in your own Bank, even
if the chosen card will cause you to Bust.
Example: Zach draws a Sword. Zach has
Anchor, Hook, and Cannon Suit Stacks
in his Bank. Zach cannot select an Anchor,
Hook, or Cannon from Eliza’s Suit Stacks.
Kraken:
Forces you to place two additional cards in
the Play Area before you can Collect. You
will draw two cards from the Draw Pile,
unless the first card drawn is a Hook, Sword
or Map. Any of those three Suit Abilities
adds an additional card to the Play Area.
Both scenarios fulfill the Kraken, since at
least two additional cards were added to the
Play Area.
Mermaid:
This suit does not have an activated Suit
Ability, but card values range from 4-9,
rather than 2-7.
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Traits:
Traits add a powerful special ability to each player and
remain active the entire game. All Traits must be activated
if possible. At the start of the game, shuffle and deal each
player two Trait cards. Players choose one Trait card to keep
and discards the second back to the game box. Players then
reveal their chosen Trait card to the other players.
Golden Scales, Mermaid:
Mermaids are worth an extra five points.
Casanova, Mermaid:
Mermaids are Banked as soon as you draw a
Mermaid from the Draw Pile. If you have a
Kraken in play and you draw a Mermaid, it
does not count towards the Kraken because
the Mermaid is Banked before it is placed in
the Play Area.
Scavenger, Cannon:
Place the card discarded by your Cannon into
your Bank instead of the Discard Pile.
Mystic, Oracle:
Reveal three cards instead of one. You may
not change the order of the cards revealed.
Swordsman, Sword:
Steal the top card from an opponent’s Suit Stack,
even if you have that Suit Stack in your Bank.
Miser, Hook:
When you place a Hook in the Play Area, the
Hook and the card it adds are protected from
a Bust.
Example: Eliza has a Cannon in the Play
Area, and subsequently draws a Hook and
adds a Mermaid. Next she draws a Cannon
which causes a Bust. Eliza adds the Hook and
Mermaid to her Bank, but the two Cannons
are discarded as normal.
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Captain’s Hook, Hook:
Must play two cards from your Bank instead
of one.
Fisherman, Kraken:
Krakens are Banked as soon as you draw a
Kraken from the Draw Pile.
Beastmaster, Kraken:
All opponents must add four cards instead of
two when the Kraken is drawn.
Misfire, Cannon:
Each opponent that draws a Cannon must
place the top card of a Suit Stack from his or
her own Bank into the Discard Pile.
Parry, Sword:
Opponent’s Sword must steal a Kraken. If
there is not a Kraken to steal, discard the
Sword without any effect.
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Davy Jones’ Locker:
Sir Lovesword
Mermaid Variant Rules:
To play Dead Man’s Draw with the Mermaid Suit Ability,
remove the 8 and 9 value Mermaid cards from the Loot Cards.
Add the 2 and 3 value Mermaid
cards to the Loot Cards. Add the
Siren Trait card to the rest of the
Trait cards. Set Up is the same
as the original game. Play is the
same except the Mermaid suit
now has a Suit Ability.
Anchors:
If either the Siren or Casanova Trait collects an Anchor,
the cards that the Anchor protected from a Bust are still
protected from a Bust after the Hook is Banked.
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Pirate Party Game Variant:
Dead Man’s Draw is a tense push your luck game for 2-4
players. If you would like to play with 5-8 players, combine
an additional copy of Dead Man’s Draw and shuffle the two
games together. At the beginning of the game you will have
20 cards in the Discard Pile and 100 cards in the Draw Pile.
Mix all the Trait Cards together, but still give just two Trait
Cards to each player. Play resumes as normal.
http://maydaygames.com/dead-mans-draw.html
www.deadmansdrawgame.com
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Producer: Ryan Bruns
Game Design: Derek Paxton, Leo Li, Chris Bray
Illustrator: Leo Li
Graphic Design: Allison Litchfield, Benjamin Shulman
Rulebook: Daniel Peterson, Paula Hiatt
Mayday Games Play Testing: Adam Drew, London
Malmrose, Daniel Benson, Jordon Field, Seth Hiatt,
and Leo Wild.
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