Death & Taxes Icon
Death & Taxes
How to Play

Rulebook

Board Setup

01

Separate the Recruits into four faction decks and place them in the centre of the table. Shuffle the Awards Deck and put it next to the Recruit Deck.

02

Put the Sic Bo dice on the first slot of the Timeline track.

03

Each player takes a player board and puts it in front of them.

04

Each player takes a 10-card starting deck, shuffles it, then puts it on the Deck slot on their player board.

05

Each player takes 3 $100 Chips, 8 $50 Chips, 10 $20 Chips, and 10 $10 Chips ($1000 Chips in total).

06

Determine a first player randomly; they gain the First Player marker.

Round Structure

01

Phase 1: Round Start

Each round begins with rolling the Sic Bo Die, which determines the nature of the round's match. There are two possible outcomes: Lowest and Highest.

Each player then draws 6 cards from their deck.
02

Phase 2: Slipping Phase

Starting from the first player, each player slip Slips up to 3 cards from their hand in order (playing them face-down in front of them). The number of cards slipped determines how large their final Standing is, and how many action rounds a player may take.

Slipping: Each Recruit card has a Stake value shown at the top of the card. To Slip a card, place 1 card from your hand face-down into your Slip Area. Slipped cards remain hidden until revealed.

At the end of the Match, add together the Stakes of all cards in your Slip Area — this is your Standing. Depending on the Sic Bo Result, either the highest or lowest Standing wins the Match.
03

Phase 3: Betting Phase

The player holding the First Player Marker must make the opening raise of chips equal to the current timeline. This is called a Small Blind. The next player clockwise must raise at least double that amount — this is called a Big Blind.

Starting from the third player and continuing clockwise, players take turns choosing one of the following actions:

check Check: Reveal a card from your Slips, then pass the action without adding Chips to your Pot. You may only Check if no player has Raised during the current Betting Round.

call Call: Reveal a card from your Slips, then add Chips to your Pot until your total matches the current highest bet.

raise Raise: Reveal a card from your Slips, Call the current highest bet, then add at most the current Maximum Bidding of Chips to your Pot.

fold Fold: Withdraw from the Match and put all cards from your Slips (cards revealed from w do not count as Slips) back into your hand.

Wild Stakes: When you reveal a card with Stake w, draw the top card of your deck and attach it. The w card's Stake becomes that of the drawn card. If the drawn card is also w, repeat until a non-w value is revealed. If you can't draw, the stake is treated as 0.

action Action Cards: During the Betting Phase, you may play cards with the action icon face-up into your discard pile to gain their effects, before or after choosing your action.

A Betting Round ends when all slipped cards have been revealed, or only one player remains in the Match. Remaining players then move Chips from their personal Pots into the Global Pot.
04

Phase 4: Scoring Phase

Starting with the first player and continuing clockwise, each player adds together the Stake of all revealed cards into their Standing.

Depending on the Sic Bo Result, the player with the highest or lowest Standing becomes the Leading Player.
The Leading Player must add all bust Bust values on their cards to their Standing.
All other players may add all cover Cover values on their cards to their Standing.
If two or more players share the leading Standing, they can't add Bust or Cover.

After all effects are resolved, the player with the highest or lowest final Standing (as determined by the Sic Bo Result) wins the match.

The winner gains the reward shown on the Timeline and takes all chips in the pot. Players gain potions according to ranking: second place gets 2 Potions, third place gets 1. Folded players rank by fold order — latest to fold ranks highest.

All won chips except the winner's bet are converted into victory points and cannot be used again in later rounds. If there is a tie, no Timeline reward is given; tied players take back their bets and split the remaining pot evenly.

Award cards: If a reward includes award cards, draw from the Award deck equal to the number indicated, and keep one of them — or keep none and gain 2 Potions instead. If you picked a Recruit, put it into your soul Soul pile.
05

Phase 5: Development Phase

Starting from the first player and continuing clockwise, each player may acquired Recruit any number of times. Recruiting costs soul Souls.

Spending Souls: Play any number of cards into your discard. You gain soul Souls equal to the value shown at the bottom of each card played this turn. You may pool Souls from multiple sources to acquire a card.

Potions: A lasting resource. One potion counts as one Soul and can be used for Recruits.

You may acquire as many cards as you can afford this turn. Unused Souls are lost.

Recruiting: Acquire any card in the faction rows. Cost is shown at the top right of the card. Put acquired Recruits into your discard pile, then refill from that faction deck.
06

Phase 6: Cleanup

All players shuffle all cards except the hell Hell pile into their deck.

If the Timeline Marker is at the end of the Timeline, the game ends, and the player with the most Chips wins.

Otherwise, move the Timeline Marker forward by one space and begin the next round.

Components

  • Timeline Board, Timeline Marker, Sic Bo Die, First Player Marker
  • 80 Recruit Cards, 20 Award Cards
  • 80×$10, 50×$20, 50×$50, 20×$100 chips
  • 10-card starting deck per player: 3(1), 2(1), 1(1), -1(1), -2(1), -3(1), Risk(2), 0(2)

Glossary

Acquire

Some cards have a special Acquire effect. You trigger it once, at the moment you acquire the card. You only get this through acquiring specifically — for example, if you slip a card with an Acquire effect from your Hell with Mammon, you don't trigger the effect.

Apollo's Wake

You may play this card in Slipping Phase before or after slipping (Phase 2).

Burn

Burn a card in front of you (aside from Limbo and Deck) and send it to your Hell. Burning is optional unless it's paying a cost, or a card forces you to burn itself.

Discard

Put a card into your discard pile.

React

Some cards have special reacteffects. You may only develop those cards if the reactcondition is reached, but you can develop outside of your turn.

Slip

Play a card face-up into your Slip Area.

Foresight X

Look at the top X cards from your deck. You may put any of them on the bottom of your deck.

Conjure X

Declare a faction name, then reveal the top X cards of your deck. Put any that match the declared faction into your hand. Award cards count as all factions.

Variable X

Some cards use a variable X in their effect. This X is usually tied to a number. If not, this X is set by the player.