Setup

Example of how to setup the game.

Create a deck of Contract Cards. Place 5 of them faceup on the table.

Deal all players a deck of 6 Dice Cards: numbered 1–6, where 2 of them have an action.

Objective

The game ends when a player has scored 6(+) contracts. They win.

Gameplay

On your turn, pick one Contract from the center of the table. (Then refill to 5 from deck.)

Every contract poses a challenge. You may decide to go it alone … but you’ll usually want other players to help. You can ask as many (or as few) as you like, but it’s up to them if they accept or not.

The players who enter the contract are called Souls. The number of them is called the Turnout.

Example of how to take a turn; pick a contract, try it, succeed or fail.

Then, execute the challenge, doing as it says.

Some cards have special powers:

If you pass the challenge on the contract, you get the reward listed. Otherwise you get the penalty.

Crucially, the reward or penalty is always multiplied by the Turnout. For example, a reward of “+1 hand card” turns into “+3 hand cards” if the Turnout was 3.

You decide how to distribute the reward/penalty over all Souls. The only thing you can’t do, if Turnout > 1, is give everything to one Soul (such as yourself). You can be quite selfish … but it might come back to bite you later.

That’s it!

Contracts

All the properties of a contract card and how to read/use them.

The challenge of a contract is written in the center. They are randomly generated (in a smart way), which is why there’s no full list detailing all of them.

The contract’s reward is within the green zone at the top. Its penalty is within the red zone at the bottom.

Any score/cards removed or gained are shown to the rest of the table.

There are only two possible penalties/rewards.

SCORE (Get/Lose): You need these to eventually win the game.

CARD (Get/Lose): Use these to change your cards and what you can or can’t roll.

Upgrades

Played the base game and ready for more? Or looking to tweak the game to fit your playing group better? Check out these variants and expansions!

Variants

To make the game easier, only select the 1-star and maybe 2-star contracts.

To make the game more cooperative, you must always try a challenge with at least 2 players. (The first player you pick is forced to cooperate with you.) However, a forced player does not get a penalty if it goes wrong.

To make the game more chaotic, start every player with 6 random cards (instead of neatly ordered numbers).

To vary the objective,

Expansion: Lost Souls

Example of the two new types of contracts in this expansion.

This expansion adds a few contracts that play with our Souls.

FORCED: This contract has a minimum Turnout. Until you’ve reached that number, you force other players to join in. (You can exceed it, but then it’s voluntary again.)

BATTLE: This contract is a challenge against each other. You select another player, who can’t refuse, and you both do the contract.

In this case, it’s not a test that you either fail or don’t. Instead, both players must simply do better at the challenge than the other, or they lose. The winner gets the reward; the loser gets the penalty.

Other players are allowed to voluntarily join the battle too (if they think they can beat you). If so, take turns between all participating players, in clockwise order. Multiple winners (in case of a tie) are fine.

Expansion: Devilish Numbers

Example of the special number cards (wildcard / duo) from this expansion.

This expansion adds a few new number cards.

It also adds a few more special powers and higher/lower numbers in general.