Full rules

Dead to Rites playtest edition · rules v0.2 · 4 players · 45–60 minutes

Overview

Dead to Rites is a 4-player free-for-all card game. Every player is always racing to finish a 5-step Ritual, and the other three must work together to stop whoever is closest.

How you win: the first player whose Step 5 Rite resolves wins immediately.

Components

Each player has:

Shared between everyone is the Altar mat: each player's step track (0–5), the Altar where a Rite waits while players respond, and the Defense Pool where opponents commit cards against it.

Ember Throne Crown
Crown
Ember Throne tracker
Tracker
Spark, Step 1 Rite
Rite (Step 1)
Flame Herald, Champion
Champion
Hidden Dagger, Interrupt
Interrupt
Truce of Ash, Pact
Pact

Main deck card types

TypeWhen you play itWhat it does
ChampionYour Main phaseStays on the table. Adds +1 Ward to your Rites, or attacks other Champions.
TacticYour Main phaseA one-shot effect, then it's discarded.
InterruptAny time, on any player's turnA reaction: block, counter, steal.
PactYour Main phaseA temporary deal with one other player.

Block value: every main-deck card has a Block number (0–3) in its corner. Any card can be committed face down to the Defense Pool for that value, so even a weak card still helps stop the leader.

Key terms

Favor
The resource you spend to play cards and attempt Rites.
Power / Guard
A Champion's attack and toughness, written 3/1 (3 Power, 1 Guard).
Block
The number on a card's shield: what it's worth when committed to a Defense Pool.
Ward
A Rite's defense: the total Block needed to stop it. Not the same as a Champion's Guard.
Engaged / ready
A Champion engages (turns sideways) when it attacks or uses an "Engage:" ability. Engaged Champions can't attack and don't add Ward. Your Champions ready (turn upright) at your Dawn.
Destroyed
Put into its owner's discard pile.
Target
A card that says "target" makes you choose a player or Champion when you play it. "Target Champion" can be any Champion, including your own; "target opponent's Champion" can't be yours. If the target is gone or can't be targeted when the card resolves, that part does nothing. Attacks aren't cards, so a Champion that can't be targeted can still be attacked.
Counter
Cancel a card. It has no effect, goes to the discard pile, and its cost isn't refunded.
Expel X
Put the top X cards of your deck into your discard pile.
Poison
A keyword on some Champions. Damage they deal doesn't clear at Dusk.
Ace Champion
A Crown's gold-framed signature Champion. You can't control two with the same name.
Reminder text
Small italic text in parentheses. It only reminds you of a rule and never changes it.
Leader
The player furthest along the step track. If players are tied, "the leader" on a card means one of them of your choice. (Threat only applies to a player alone in the lead.)

Setup

  1. Lay out your Crown and Rites. Place your Crown card and lay out your 5 Rite cards face up in order.
  2. Start at Step 0. Every player's marker starts on Step 0 of their track.
  3. Draw 6. Shuffle your main deck and draw 6 cards. Once, at the start of the game, you may mulligan: shuffle those 6 back and draw 6 new ones.
  4. Pick a first player. Choose at random. Play goes clockwise.
  5. Starting Favor. Players 1 and 2 start with 0, player 3 with 1, player 4 with 2. This offsets going later.

Turn structure

Each turn has five phases. Any player can play Interrupts during any phase.

1

Dawn

Ready your Champions, gain 3 Favor (up to your cap), then draw 1 card.
2

Main

Play any number of Champions, Tactics and Pacts by paying their Favor cost.
3

Combat

Your Champions may attack. No Champions, Tactics or Pacts; Interrupts are still allowed.
4

Rite

You may attempt your next Ritual step, at most once per turn.
5

Dusk

Discard down to 7 cards. All damage on Champions clears (except Poison). Pass to the left.

Saving Favor matters. Favor only refills on your own turn. Favor you hold back is what pays for Interrupts on everyone else's turns.

Favor cap: you can never have more than 6 Favor (Hollow Market: 7), at any time, on any player's turn. Favor gained over the cap is lost. For example, at Dawn with 5 Favor you gain only 1.

First turn: every player, including the first player, gains Favor and draws at Dawn as normal. Starting Favor already offsets going later.

Combat

Champions only fight other Champions; there are no attacks on players. The point of attacking is to strip Guard away from a Rite before it hits the Altar.

Attacking (during your Combat phase)

  1. Declare all attacks at once. For each Champion you attack with, choose one target: a Champion controlled by any opponent. Several of your Champions may pick the same target, or you can split them across targets and opponents.
  2. Engage your attackers. A Champion can attack once per turn.
  3. Interrupt window. Any player may play Interrupts (for example, Iron Wall cancels the whole attack on one Champion; Scorched Ground lowers an attacker's Power).
  4. Resolve each fight. The attackers deal damage to the target equal to their total Power.
  5. Strike back. Every target strikes back once, whether or not it was destroyed. The defending player chooses which attacker it hits, and deals damage equal to the target's Power.

Combat rules

Flame Herald, 3/2
Flame Herald 3/2
Ashwing Drake, 5/3
Ashwing Drake 5/3
Bastion Golem, 1/5
Bastion Golem 1/5
EXAMPLEEmber Throne's Flame Herald (3/2) and Ashwing Drake (5/3) both attack Ironveil's Bastion Golem (1/5). They deal 8 damage, at least its 5 Guard, so the Golem is destroyed. It strikes back for 1 damage at Flame Herald, whose Guard is 2, so Herald survives. Both attackers are now engaged, so neither adds Ward to Ember Throne's Rite this turn.

The Ritual track

To advance, pay your next Rite's cost and place it on the Altar. It resolves only if the other players fail to block it.

Step12345
Favor cost12345
Ward (Block needed to stop it)23568
Rite bonuses for every Crown
CrownStep 1Step 2Step 3Step 4
Ember ThroneSpark: your first Champion each turn costs 1 lessKindling: your Tactics cost 1 less (min 0)Blaze: your Champions can attack the turn they're playedWildfire Crown: your Champions get +1 Power
IronveilFirst Stone: your Champions get +1 GuardIron Oath: when one of your Champions is destroyed, gain 1 FavorThe Bulwark: your Champions strike back with +1 PowerUnbroken Gate: opponents' cards that destroy your Champions cost 1 more
Whisper SyndicateFirst Whisper: once per round, peek at one face-down card in the Defense Pool before it flipsLedger of Names: gain 1 Favor whenever a Rite you helped block failsSilent Pact: the first card you commit to each Defense Pool counts +1 BlockThe Unseen Hand: opponents' Interrupts cost 1 more
Gilded CovenantOpening Offer: when a player accepts your Pact, gain 1 FavorSealed Contract: players in an active Pact with you can't attack your ChampionsGolden Ledger: at your Dawn, gain 1 Favor per active Pact you're in (max 2)The Grand Bargain: breaking a Pact with you costs 4 Favor instead of 2
Grave ChoirFirst Dirge: at your Dawn, expel 1Open Graves: once per turn, play a Champion from your discard pile for +2 FavorChoir of Bones: when your Rite is blocked, also return a Champion from your discard pile to your handThe Long Requiem: your Rites get +1 Ward per 10 cards in your discard pile
Hollow MarketFirst Coin: gain 1 extra Favor at DawnOpen Ledger: when an opponent takes Favor from you, they take 1 lessThe Counting House: at your Dawn, if you have 5+ Favor, gain 1 moreHostile Bid: once per turn, pay 2 Favor to subtract 1 from the Defense Pool total against your Rite

Stopping the leader

When a Rite is on the Altar, the other three players pool cards to beat its Ward.

  1. Commit cards. Starting left of the active player, each opponent may commit any number of cards face down to the Defense Pool, or pass.
  2. Interrupts. Any player, including the active player, may play Interrupts during this window.
  3. Flip the pool. Add up the Block values of every committed card.
  4. Total is equal to or more than the Ward. The Rite is blocked (see below).
  5. Total is less than the Ward. The Rite resolves and the player advances. Committed cards are discarded either way.

Bluffing: cards go in face down, so you can commit a 0-Block card to look helpful while saving your good ones. Everyone can see how many cards each player commits, but not which ones.

When a Rite is blocked

  1. The Rite returns to the top of your Rite stack.
  2. Gain 2 Favor (up to your cap). The rest of the Favor you paid is lost.
  3. Draw 2 cards (Grave Choir draws 3).
EXAMPLEYou're on Step 4 and attempt your Step 5 Rite, paying 5 Favor against Ward 8. Opponents commit 9 Block, so it's blocked. The Rite goes back on your stack, you gain 2 Favor and draw 2. Next turn you can try Step 5 again.

Helped block: you helped block a Rite if you committed at least one card to its Defense Pool, or played an Interrupt that added to the Defense Pool total.

Pacts

Pacts turn table talk into rules. You offer one to a single player, and they accept or decline.

Ace Champions

Ace Champions are signature Champions with full art and a gold frame. Each Crown's starter deck has one.

Phoenix Queen
Phoenix Queen
The Anvil King
The Anvil King
Spymaster Vex
Spymaster Vex
Golden Regent
Golden Regent
Choir Matron
Choir Matron
Merchant Prince
Merchant Prince

The six Crowns

Each Crown excels at a different part of the game. Any player may pick any Crown, even if all four pick the same one.

Path rule: each Crown has a Path, its own way to advance without the Altar. A Path can only advance you through Steps 1–3. Steps 4 and 5 must always go through the Altar.

Ember Throne
Ember Throne
Ironveil
Ironveil
Whisper Syndicate
Whisper Syndicate
Gilded Covenant
Gilded Covenant
Grave Choir
Grave Choir
Hollow Market
Hollow Market
CrownSpecialtyPassivePath (its own way to advance)Weakness
Ember ThroneSpeedRites cost 1 less FavorWildfire: once per game, attempt two Rites in one turnLow-Block cards; poor at helping block
IronveilDefenseRites get +1 WardUnbroken Line: at your Dawn, if you control 2 or more Champions, advance 1 step (max 1 step per turn)Slow; expensive Champions
Whisper SyndicateSabotageFirst Interrupt each round costs 1 lessSecrets: gain 1 Secret when a Rite you helped block fails; spend 3 to advance (once per turn)Starves at a quiet table
Gilded CovenantPoliticsPacts cost 0 FavorBonds: gain 1 Bond when your Pact ends unbroken; spend 2 to advance (once per turn)Needs others to deal with them
Grave ChoirComebackDraw 3 when your Rite is blocked (not 2)Requiem: advance 1 step each time your discard pile reaches 8, 16 or 24 cards (max 1 step per turn). At Step 3 or higher, each new mark gives your Rites +1 Ward insteadWeak early game
Hollow MarketEconomyBank up to 7 Favor (not 6)Buyout: pay 6 Favor to advance 1 step (once per turn)Buyouts leave no Favor for Interrupts

Timing and details

Path advances
Spending Secrets or Bonds, or paying for a Buyout, happens in your Rite phase and replaces that turn's Altar attempt, so you advance at most one step per turn either way. Requiem and Unbroken Line are the exceptions: they trigger automatically and don't replace your Altar attempt. Requiem triggers whenever your discard pile reaches 8, 16 or 24 cards; Unbroken Line checks at your Dawn. At Step 3 or higher, each new Requiem mark gives your Rites +1 Ward instead of a step. Requiem can advance you at most 1 step per turn; a mark you pass while that limit is used waits and triggers on a later turn. A Rite gained through a Path moves to your Completed pile and gives its bonus, just like one that resolved on the Altar.
Interrupts resolve newest first
The most recently played Interrupt resolves before the ones played earlier. This lets counters (Counterplot, Knife in the Dark) cancel the card they answer. A window closes once every player passes in a row.
Wildfire
Your second Rite attempt only happens if the first one resolved. If the first is blocked, you make no more attempts that turn.
Empty deck
When you need to draw and your deck is empty, shuffle your discard pile to form a new deck, then draw. Requiem boxes you've already ticked stay ticked.
Rounds and "once per round"
A round runs from the first player's turn until play comes back around to them. "Once per round" effects reset at the start of each round.
Where cards go
Destroyed Champions and used Tactics and Interrupts go to their owner's discard pile. A Champion taken with Hostile Takeover goes to its owner's discard pile, not its controller's, when it leaves play. A Champion you gain control of can't attack the turn you gain it.
Not enough Favor
If you would lose or give up more Favor than you have (breaking a Pact, Debt Collector), you lose what you have. You still can't pay a cost you can't afford.
Costs, conflicts and simultaneous effects

Costs can't go below 0. Apply every cost increase and reduction, then treat anything below 0 as 0.

The card wins. If a card's text contradicts these rules, follow the card.

Several things at once. If several effects happen at the same time, the active player chooses the order.

Bribe: X can't be more than 4.

Public information
Everyone can see every player's Favor, Secrets, Bonds, hand size, deck size and discard pile. Bluffing happens in the Defense Pool, not in hidden counts.

Deck building

Using this table

The online table is a sandbox: it doesn't enforce rules. Players move cards and adjust their own counters, just like at a real table, and the log records everything.

To do thisOn the table
Draw your opening handDraw opening hand. To mulligan, click your deck and choose Mulligan.
Set starting FavorThe + and − on your tracker card
DawnDawn readies your Champions, adds 3 Favor up to your cap and draws 1. Add any extra Dawn effects yourself.
Play a cardDrag it from your hand, or click it for options
Engage or ready a ChampionHover over it and press E, or click it
Damage and PoisonClick the Champion and adjust its damage or Poison
Attempt a RiteDrag your top Rite onto The Altar and lower your Favor by its cost. The Altar shows the Ward from the printed value plus your ready Champions.
Block a RiteDrag cards into the Defense Pool (they go in face down), then Flip all
Finish the RiteResolved ✓ moves it to Completed and sets your step. Blocked ✕ returns it to your Rite stack.
DuskDusk clears damage (Poison stays). Discard down to 7 yourself.
Expel, search or look at the top of your deckClick your deck
Show everyone your handReveal hand
Roll a die, start a new game, change your nameThe ⋯ menu in the top corner