Dead Man&s Draw is a simple & strategic card game of risk & reward for 2 to 4 players Players take turns drawing cards & combining their special abilities to plunder the most loot without busting their entire hands The core of your turn in Dead Man’s Draw is all in the flip pulling the top card off the deck & using its special ability Your turn isn’t over until you say it is though You can keep pulling cards as long as you like – until you play a card of a suit already seen at which point you lose everything Knowing when to stop & "bank" your cards is the biggest decision you make in Dead Man’s Draw but being too timid lets braver opponents pass you up with bigger more profitable turns The cards’ special abilities are key to success in Dead Man’s Draw & they build off of each other Each suit in DMD has an effect that the player can target when they flip a card of that suit Anchor – Keep everything you drew before the Anchor even if you bust Cannon – Destroy one card an opponent has previously banked Chest – Double your haul by banking as many cards directly from the discard pile as are in the river when you bank the Chest – but only if you also bank a Key Hook – Play one of your previously banked cards Key – Enables the Chest special Kraken – Oh no! You’re forced to draw at least two more cards Map – Draw three cards from the discard pile & play one Mermaid – No ability but worth more points (Mermaids are numbered 4-9 instead of 2-7) Oracle – Look at the next card before deciding if you want to play it Sword – Steal an opponent’s previously banked card & play it Many of these work well together like using a Hook to re-play a Sword from your hand to steal an opponent’s Chest to go with your Key – racking up huge points by playing abilities well & not solely through the luck of the draw As soon as the deck is depleted players total up the value of the highest card they’ve banked from each suit High score wins Players 2-4 Suggested ages 8 Playing Time 10-15 Minutes