Deathwick

Official Manual

1. The Setup

The Supplies

Ratio: 1 Standard Deck (52 cards + Jokers) for every 2 players.

Card backs

The game uses three card-back designs so you can tell decks apart:

Playing card back
Playing cards (Candle, hand, The Dark)
Reference card back
Reference cards
Class card back
Class cards

The Circle & The Start

  1. Sit in a circle.
  2. Deal exactly 27 cards (half a deck) to each player. This is your Candle.
  3. Place any remaining undealt cards Face Up into THE DARK (Discard Pile) to start the game.
  4. Each player draws 3 cards from their Candle into their hand; this is their starting hand.
  5. Turn order: Decide who goes first (class selection will follow this order—see The Calling below).
    • Physical (choose one): Last person to light a candle goes first; or last person to tell a ghost story goes first; or last person to watch a horror movie goes first. Alternatively, The Chilling Touch: all players touch the hand of the person to their left—the player with the Coldest Hands goes first.
    • Digital / online: Host chooses who starts, or Random.
  6. CONCURRENT FLAMES (6+ players):
    • With 6 or more players, multiple players take a turn at the same time.
    • 6–8 players: 2 players act simultaneously; 9+ players: 3 (or more) act simultaneously.
    • Play proceeds clockwise from each starter so everyone gets one turn per round. See the Concurrent Flames table at the end for which player numbers act together.

The Calling (Class Selection)

Once turn order is set, each player must accept a curse. Class selection follows turn order: the player who goes first picks first, then the next in order, and so on. Each is offered 3 random classes and chooses one (the last to pick sees all previous choices—minor advantage).

2-player games: These classes are excluded from the 2-player pool because they play poorly or feel unsatisfying with only 2 players: The Mime, The Watcher, The Occultist, The Lich, The Plague, The Vulture, The Witness. The digital game and the Random Selector below remove them automatically when you choose 2 players.

Classes available by group size

PlayersPool sizeExcluded classes
229 classesSame as 3–6, minus: The Mime, The Watcher, The Occultist, The Plague, The Vulture, The Witness (The Lich is already excluded in 3–6)
3–635 classesThe Funeral Bell, The Lich, The Gravedigger
7+38 classesNone (all classes)

The Random Selector

First choose how many players (this sets the class pool):

Choose a pool above, then draw.

Class A
...
Class B
...
Class C
...

The Empty Candle Rule

Agree before play how an empty Candle (no cards left to burn) is handled.

2. The Ritual Circle

Who plays when: In a 2–5 player game, one person takes a turn at a time (clockwise). In a 6–8 player game, two people play at once; in a 9+ player game, three or more play at once. Each concurrent group does Burn, Draw, One Action, and Discard in parallel; then the round advances clockwise. For which player numbers act together (6–20 players), see the Concurrent Flames table at the end of the manual. The diagrams below show where each player sits and which seats start the round (❄️ starter, 🔥 concurrent starters).

Shadow layout (3+ players): In games with three or more players, each player’s Shadow is shown split: ghosts on the left are from your left neighbour (who Haunted you from that side), and ghosts on the right are from your right neighbour. This lets you see at a glance who Haunted which ghost; especially useful for classes like The Sealbinder (whose Haunted ghosts cannot be moved or Recalled) or The Clown (whose Haunted ghosts can only be Banished by Face or Cleanse). In a 2‑player game there is only one opponent, so the Shadow is a single zone.

THE
DARK
YOU
❄️
👻
P2
👻
THE
DARK
YOU
❄️
👻
👻
P2 (L)
👻
👻
P3 (R)
👻
👻
THE
DARK
YOU
❄️
👻
👻
P2 (L)
👻
👻
P3
👻
👻
P4 (R)
👻
👻
THE
DARK
YOU
❄️
👻
👻
P2 (L)
👻
👻
P3
👻
👻
P4
👻
👻
P5 (R)
👻
👻
THE
DARK
Concurrent Flames (P1, P4)
P1
❄️
👻
👻
P4
🔥
👻
👻
P2 (L)
👻
👻
P3
👻
👻
P5
👻
👻
P6 (R)
👻
👻
THE
DARK
Concurrent Flames (P1, P4, P7)
P1
❄️
👻
👻
P2 (L)
👻
👻
P3
👻
👻
P4
🔥
👻
👻
P5
👻
👻
P6
👻
👻
P7
🔥
👻
👻
P8
👻
👻
P9 (R)
👻
👻
THE
DARK
Concurrent Flames (P1, P4, P7, P10)
P1
❄️
👻
👻
P2 (L)
👻
👻
P3
👻
👻
P4
🔥
👻
👻
P5
👻
👻
P6
👻
👻
P7
🔥
👻
👻
P8
👻
👻
P9
👻
👻
P10
🔥
👻
👻
P11
👻
👻
P12 (R)
👻
👻

3. The Passage of Time

Passage of Time reference card
Neighbours
The two players immediately to your left and right in the circle. You can only Haunt, Drain, etc. a neighbour unless a card says otherwise.
Shadow
The player area in front of you where ghost cards reside. For each ghost there, you Burn one card from your Candle at the start of your turn.
Burn
Take the top card of your Candle and put it face up on top of The Dark.
Suit tier
For tie-breaking: > > > (Spades, Hearts, Clubs, Diamonds).

The Haunting

Look at your Shadow. For each ghost in your Shadow (Walls do not cause Burn), burn 1 card from the top of your Candle (place it face up on top of The Dark). The Haunting phase can be skipped if you invoke the Ace (Reprieve) at the start of your turn: play the Ace to skip Burning this turn, then Draw and perform the Ritual as normal.

The Draw

Draw 1 card from the top of your Candle into your hand.

The Ritual

Perform exactly one of the following actions, or Abstain:

HAUNT Attack

Only number cards (A or 1 through 10) can be used to Haunt. Face cards (J, Q, K) and Jokers cannot be used to Haunt someone—use them to Summon instead. The only exception is The Warlock: they may use a face card or Joker to Haunt (it counts as strength 10).

Choose a neighbour. Play a number card (A–10) from your hand into their Shadow (or a face card if you are The Warlock). That card becomes a ghost there; they will Burn one card from their Candle for each ghost in their Shadow (to The Dark) at the start of their next turn. Example: if they have 3 ghosts, they Burn 3 cards.

BANISH Defend

Play a card from your hand onto one ghost in your Shadow. Your card must have equal or higher value than the ghost; on a tie, suit tier breaks it: Spades > Hearts > Clubs > Diamonds . The ghost is destroyed (to The Dark, or to the bottom of your Candle if you Siphon).

Face cards (J, Q, K): You may Banish with a Jack, Queen, or King. They count as value 10 for beating a ghost; suit tier breaks ties. This is especially useful against The Clown’s ghosts (which can only be Banished by a face card or Cleanse (7)) or when matching a face-card ghost (e.g. from The Warlock’s Haunt)—matching rank or suit can Siphon (Spades cannot be Siphoned).
Siphon: If your card’s rank matches the ghost’s rank (e.g. 7 on 7), you siphon: put that ghost on the bottom of your Candle instead of The Dark. With Cleanse (7), you can also siphon if suits match (e.g. 7 on 3). You cannot siphon Spades ().

CAST / SUMMON Effect

You Cast number cards (A–10) and Summon face cards (J, Q, K) and Jokers—discard the card to The Dark to use its effect (see The Grimoire). Number cards have special effects (often choosing a neighbour); face cards and Jokers have unique powers.

FLICKER Reset

Shuffle your entire hand back into your Candle, then draw 3 new cards to your hand.

SÉANCE Heal

Discard a matching pair from your hand to the top of The Dark (two cards of the same rank). Take the bottom 4 cards of The Dark and add them to the bottom of your Candle.

PANIC Desperation

Reveal the top card of your Candle (you do not look first). Compare it to the ghost: higher or equal = success (ghost destroyed); lower = failure (the ghost stays and the revealed card goes to The Dark). Face cards (J, Q, K) count as 0.

Joker: Instant success; you siphon the ghost (unless it is a Spade).

ABSTAIN Skip

If you cannot (or choose not to) perform another Ritual action, you may Abstain. Abstaining uses your action for the turn and has no additional cost.

The Burden

Discard down to your hand limit (usually 5 cards).

Am I Alive?

Candle check: If your Candle is empty, you are Consumed by the Darkness and are eliminated.

Possession check: If you have 3 or more ghosts of the same suit in your Shadow (Walls do not count as ghosts), you are Possessed and lose immediately. In the Dark ritual, this is checked as soon as you receive a third ghost of the same suit (e.g. from a Haunt, BOO!, or ghost pass), not only at end of turn.

When you die: When you are eliminated (Consumed or Possessed), any ghosts in your Shadow are split evenly between your two neighbours. If the number is odd, you decide who gets the extra ghost. See FAQ: When a player is eliminated for details.

Note: At the start of your turn (The Haunting), you burn one card per ghost before you draw. If your Candle is empty when you must burn, you are Consumed then. If your Candle becomes empty during your turn, see FAQ for the optional ruling.

4. The Grimoire

Card art shown is Spades only. Effects are the same for all suits.

Grimoire reference card 1 Grimoire reference card 2
CardRankNameEffect
Ace of SpadesA or 1REPRIEVEAt the start of your turn you may play the Ace to skip the Haunting phase (you do not Burn this turn); you then Draw and perform the Ritual as normal.
2 of Spades2GREEDDraw 2 cards to your hand.
3 of Spades3SCAREChoose a neighbour. They shuffle their hand and blindly discard 2 cards to The Dark (The Sadist: 3 cards to The Dark; you pick which).
4 of Spades4DRAINChoose a neighbour. Take the top card of their Candle and put it on top of your Candle.
5 of Spades5SALTReaction: Cancel any player’s Action (except the Ace); your Salt and their card go to The Dark (see Salt section below). You can also play the 5 as a number card to Haunt (strength 5) instead of holding it for Salt.
6 of Spades6SIGHTChoose a neighbour; view their hand and take one card of your choice to your hand. The Watcher: view both neighbours’ hands and take 2 cards from either (or one from each). The Extortioner: take 2 cards instead of 1.
7 of Spades7CLEANSEDestroy 1 ghost from your Shadow (to the top of The Dark, or to the bottom of your Candle if Siphon: your 7’s suit matches the ghost’s suit; cannot be Siphoned).
8 of Spades8RECALLTake a ghost from any Shadow and add it to your hand.
9 of Spades9POSSESSMove a ghost from your Shadow to a neighbour's Shadow (The Occultist: any player's Shadow).
10 of Spades10REKINDLETake the top 3 cards from The Dark, add them to your Candle, then shuffle your Candle.
Jack of SpadesJMIRRORChoose a neighbour and swap your Shadow with their Shadow.
Queen of SpadesQMEDIUMChoose: take 1 number card from The Dark to your hand (you cannot take a Joker), OR take the top 2 cards from The Dark, add them to your Candle, then shuffle your Candle.
King of SpadesKPURGEBanish all ghosts in your Shadow (to the top of The Dark; Siphon if suit matches the King’s suit and not Spades; Siphoned ghost to bottom of your Candle).
JokerJoker 2Joker 3Joker 4JOKERBOO!Each other player Burns from the top of their Candle until they reveal a number card (burned cards go to the top of The Dark; the number card becomes a ghost in their Shadow). Each targeted player may use their own Salt to avoid the Burn for themselves only.

Quick reference (card effects)

Compact list for quick lookup.

RankNameEffect
A or 1ReprieveAt start of turn: play Ace to skip the Haunting phase (no Burn); then Draw and perform the Ritual as normal.
2GreedDraw 2 to your hand.
3ScareChoose a neighbour; they shuffle hand, discard 2 to The Dark (Sadist: 3 to The Dark).
4DrainChoose a neighbour; take top of their Candle, put on top of yours.
5SaltReaction: cancel any player’s Action except Ace (both to The Dark). The 5 can also be used to Haunt (strength 5).
6SightView a neighbour's hand and take one card (Watcher: both neighbours, take 2 from either or one from each; Extortioner: take 2).
7CleanseDestroy 1 Ghost (to The Dark or Siphon to your Candle if suit matches; ♠ cannot be Siphoned).
8RecallTake a Ghost from any Shadow to your hand.
9PossessMove a Ghost from your Shadow to a neighbour's Shadow.
10RekindleTop 3 from The Dark to your Candle, then shuffle Candle.
JMirrorChoose a neighbour and swap your Shadow with their Shadow.
QMedium1 number card from Dark to hand (no Joker), OR top 2 from Dark → Candle then shuffle.
KPurgeBanish all Ghosts in your Shadow (to The Dark; Siphon if suit matches the King’s suit, not Spades).
BOO!Each other player Burns until number (to The Dark); number → Ghost in their Shadow. Each must use their own Salt to avoid it.

5. The Cursed (Classes)

6. FAQ & Edge Cases

When in doubt: Use your best judgement in a way that favours the worst-case scenario (e.g. rule against the player who could gain, or in favour of the defender).

Siphon

Siphon is one of the rules: when you remove a Ghost from your Shadow in the right way, you can Heal: put that Ghost on the bottom of your Candle instead of sending it to The Dark. You get a card back; your Candle lasts longer.

Banish (how you remove Ghosts)

Salt (reaction)

When a player is eliminated (death)

When a player is eliminated (Consumed by the Darkness or Possessed), the ghosts in their Shadow do not vanish—they pass to their neighbours. Distribution is even between their two neighbours:

In the Dark ritual, Possession is checked as soon as a ghost is added—so if receiving ghosts from a dead player’s distribution gives you 3+ of one suit, you are Possessed immediately (see Possession).

Consumed by the Darkness

When does an empty Candle eliminate you? It depends which ritual you agreed at setup (see The Empty Candle Rule).

Summary:

Standard ritual in detail:

Dark ritual in detail: The first moment your Candle is empty when you need a card (to Burn, to Draw, or because an effect used one), you are Consumed. You do not get to finish your action or take a last turn.

Possession

Cast vs Summon

Other common questions

Edge cases

Concurrent Flames table (6–22 players)

When 6 or more players are in the game, the players listed below take their turns at the same time (each does Burn, Draw, One Action, Discard in parallel). After they finish, the round advances clockwise to the next group. In the digital version, the game adjusts when players leave the circle (elimination), so the active group may differ from this starting layout.

PlayersConcurrent flames (act simultaneously)
6P1, P4
7P1, P4, P7
8P1, P4, P7
9P1, P4, P7
10P1, P4, P7, P10
11P1, P4, P7, P10
12P1, P4, P7, P10
13P1, P4, P7, P10, P13
14P1, P4, P7, P10, P13
15P1, P4, P7, P10, P13
16P1, P4, P7, P10, P13, P16
17P1, P4, P7, P10, P13, P16
18P1, P4, P7, P10, P13, P16
19P1, P4, P7, P10, P13, P16, P19
20P1, P4, P7, P10, P13, P16, P19
21P1, P4, P7, P10, P13, P16, P19
22P1, P4, P7, P10, P13, P16, P19, P22

Full deck — all ranks and suits

Every playing card in the deck, by rank and suit. Click a card to preview it.

Rank Spades Hearts Clubs Diamonds
AAce of SpadesAce of HeartsAce of ClubsAce of Diamonds
22 of Spades2 of Hearts2 of Clubs2 of Diamonds
33 of Spades3 of Hearts3 of Clubs3 of Diamonds
44 of Spades4 of Hearts4 of Clubs4 of Diamonds
55 of Spades5 of Hearts5 of Clubs5 of Diamonds
66 of Spades6 of Hearts6 of Clubs6 of Diamonds
77 of Spades7 of Hearts7 of Clubs7 of Diamonds
88 of Spades8 of Hearts8 of Clubs8 of Diamonds
99 of Spades9 of Hearts9 of Clubs9 of Diamonds
1010 of Spades10 of Hearts10 of Clubs10 of Diamonds
JJack of SpadesJack of HeartsJack of ClubsJack of Diamonds
QQueen of SpadesQueen of HeartsQueen of ClubsQueen of Diamonds
KKing of SpadesKing of HeartsKing of ClubsKing of Diamonds
★ JokerJokerJoker 2Joker 3Joker 4