R.I.P. Market
A Battle-Royale Deck Builder for the Whole Table
Official Rulebook
1. What Is This Game?
R.I.P. Market is a round-based card battle royale for 2β10 players (best with 4β8). Every round, each player draws a card β from the deck or from the face-up Market β and plays exactly one card. Cards are numbered 2 to 8, and the number is your score... usually. Every card also carries a special effect, and the rule of thumb is:
The Golden Rule of Card Values
- Low numbers (2β3): Weak score, but the most powerful, game-warping effects.
- Middle numbers (4β5): Solid score with tactical, moderate effects.
- High numbers (6β8): Big score, but always saddled with a drawback or risk.
At the end of each round, the player with the lowest score takes 1 damage. Run out of health and you die β but death is not the end. You return as a Ghost, armed with a hand of Shadow Cards, and spend the rest of the game blessing and cursing the living. The last player alive wins.
2. Components
- The Living Deck (64 cards) β numbered cards (2β8) with effects: score manipulation, market tampering, rule flips, and deception. This is the central draw deck.
- The Shadow Deck (32 cards) β unnumbered blessing/curse cards used only by Ghosts. Every Shadow Card targets a specific living player and always has counterplay.
- The Market β a row of face-up Living cards any player may buy from on their turn.
- Health trackers β dice, coins, or tokens to track each player's HP (2 per player).
- First Player token β marks who leads the round (a coin works fine).
3. Setup
- Shuffle the Living Deck and place it face-down in the center of the table.
- Shuffle the Shadow Deck and place it face-down to the side, within reach of everyone.
- Flip the top cards of the Living Deck face-up in a row to form the Market: 3 cards for 2β6 players, 4 cards for 7β10 players.
- Deal 3 cards from the Living Deck to each player. This is their starting hand.
- Give each player 2 HP.
- Choose a starting player at random and give them the First Player token.
4. Structure of a Round
A round is one full pass around the table. Players act one at a time, in turn order, starting with the First Player and proceeding clockwise. When every living player has played one card, the round ends and scores are settled.
Your Turn, Step by Step
- ACQUIRE β choose exactly ONE:
- Draw the top card of the Living Deck into your hand, or
- Buy from the Market: take any one face-up Market card into your hand. The Market is refilled immediately β flip the top card of the Living Deck into the empty slot before the next player acts.
- PLAY β exactly one card: choose one card from your hand and play it face-up in front of you. Resolve its printed effect immediately. This card (with any modifiers) is your score for the round unless it leaves play.
That's the whole turn: take one, play one. Effects may cause extra draws or plays β resolve those as written on the card.
The Market
- The Market is public information β everyone can see what's available and plan around it.
- Whenever a Market card is taken, it is replaced from the top of the Living Deck right away, so the next player always sees a full Market.
- Card effects can wipe, swap, or refresh the Market (e.g. Black Market, Supply Hoard, Collusion). Resolve them exactly as written.
Hand Limit
There is no hand limit for living players. Hoarding cards is a legitimate strategy β but you still only ever play one card per round, and a big hand doesn't score points by itself.
5. End of Round β Scoring & Damage
Once every living player has played a card, resolve the round in this exact order:
- Apply ongoing effects. Rule flips, board-wide modifiers, and Shadow Card conditions are all applied now. Each player's final score = base value of their played card Β± all active modifiers.
- Find the lowest final score. That player takes 1 damage.
- Find the highest final score. That player takes the First Player token and acts first next round.
- Clean up. All played Living cards go to the Living discard pile. All Shadow Cards expire and go to the Shadow discard pile. Any "this round" effects end.
Tie-Breakers (No Dice, No Arguments)
- Tied for LOWEST score: among the tied players, the one who played latest in the turn order takes the damage. Going last is an information advantage β this is its price.
- Tied for HIGHEST score: among the tied players, the one who played earliest in the turn order takes the First Player token.
Damage Rules
- Damage only ever comes in 1 point chunks from round resolution. Card effects can cause additional damage β only when they say so explicitly.
- A card effect that redirects damage (e.g. Deflection) may never force the player with the single highest score to take the redirected damage.
- At 0 HP you die immediately β see Section 6.
6. Death, Ghosts & the Shadow Deck
Elimination is never elimination. When a player drops to 0 HP:
- Discard their entire hand to the Living discard pile.
- They draw 2 Shadow Cards from the Shadow Deck. They are now a Ghost.
- Ghosts keep their seat and their place in the turn order.
A Ghost's Turn
On their turn, a Ghost does the following instead of a normal turn:
- Draw 1 Shadow Card (if their hand is below the limit of 2 β Ghosts may hold at most 2 Shadow Cards).
- Play 1 Shadow Card (optional) onto any living player who doesn't already have one. Place it face-up in front of that player β it is attached to them for the rest of the round.
A living player may have at most 1 Shadow Card attached at a time. A new Shadow Card played on an occupied player replaces and discards the old one.
How Shadow Cards Work
- Shadow Cards target the card a living player plays this round. Their conditions are checked when that card is played and at round resolution (e.g. Possession: "If the attached card has an Even base value, it loses 3 value").
- Shadow Cards can be curses (penalties) or blessings (bonuses with strings attached). A Ghost may target any living player β friend, foe, or kingmaker.
- Counterplay is mandatory by design: every Shadow Card has a condition the victim can play around (play an odd card, play a low card, exorcise it with a Living card effect, etc.). Attached Shadow Cards are played face-up β the victim always knows what's haunting them before they choose their card.
- Shadow Cards expire at the end of the round and go to the Shadow discard pile.
Ghost Restrictions
- Ghosts cannot win, cannot take damage, cannot gain HP, and have no score.
- Ghosts never draw from the Living Deck or the Market.
- If the Shadow Deck runs out, reshuffle the Shadow discard pile.
Winning the Game
The moment only one living player remains, the game ends immediately β that player wins. Finish the current turn only; do not finish the round.
7. Anatomy of a Card
| Element | Meaning |
| Value (2β8) | Living cards only. The base score the card contributes when played. Shadow Cards have no value. |
| Rules text | The card's effect. Resolved immediately when played, or at the timing the text describes. Text always overrides the core rules. |
| RULE FLIP / RULE SHIFT | Cards with these keywords change the fundamental rules of the round (e.g. Low Tide makes the lowest score win). If multiple rule changes conflict, the most recently played one wins. |
| Base value | The printed number, before any modifiers. Effects that say "base value" (e.g. Heavy Taxes) look at the printed number only. |
| Final score | Base value after all buffs, debuffs, Shadow conditions, and rule flips are applied. |
Effect Resolution Order
- When a card is played: resolve its "when played" text immediately, in turn order.
- Continuous effects apply in the order they entered play; when they conflict, the most recently played effect wins.
- At round end: apply board-wide modifiers first, then attached Shadow Card conditions, then rule flips, then compare final scores.
8. Edge Cases & FAQ
| Question | Ruling |
| What if the Living Deck runs out? |
Immediately reshuffle the Living discard pile to form a new deck. The Market stays as-is. |
| Can I choose not to play a card? |
No. Every living player must acquire and play exactly one card each round. If your hand is somehow empty, you must draw from the deck and play what you drew. |
| Can card text break the core rules? |
Yes β printed card text always beats the rulebook. When two cards conflict, the most recently played one wins. |
| Can a Ghost be forced to play a Shadow Card? |
No β playing a Shadow Card is optional, but Ghosts still draw one each turn (up to the 2-card limit). |
| Can a Ghost win the game? |
No. Ghosts are spite and kingmaker mechanics only. |
| What happens if a card replaces a card already in play? |
The original goes to the discard pile and the replacement resolves its full printed text immediately. |
| Two rule flips in the same round (e.g. Low Tide then Earthquake)? |
The most recently played rule change wins. Earthquake wipes everything β cards become plain numbers. |
| Does damage from round resolution "pass" if the lowest player is protected? |
Only if a card says so (e.g. Deflection). Otherwise the damage simply lands where it lands. |
| Can I look through the Market before deciding to draw or buy? |
Yes β the Market is face-up and public at all times. What's in your hand is private. |
9. Scaling by Player Count
| Players | Adjustments |
| 2β3 |
Start with 3 HP each (longer duels). Market of 3 cards. In a 2-player game, when one player dies the game ends as normal β or keep playing with the Ghost rules for a "haunting the winner" epilogue round. |
| 4β6 (standard) |
Rules as written. 2 HP, Market of 3 cards. |
| 7β10 |
Market of 4 cards. The standard 64-card Living Deck is built for this range β no changes needed. Ghost cap rises to 3 Shadow Cards in hand so the growing Ghost population doesn't stall. |
10. A Worked Round
Players: Ana (First Player, 2 HP), Bo (1 HP), Cy (2 HP). Ghost Gert haunts the table. Market: [8 Overlord Golem] [6 Reckless Gamble] [6 Supply Hoard].
- Ghost Gert acts in turn order first: draws a Shadow Card, then plays Possession ("even base value β β2") onto Bo.
- Ana draws from the deck, plays 7 Auction House β she's at 7. (Its drawback only restricts her draw next round.)
- Bo sees Possession on his slot. His even cards would lose 2 β and both Market cards are even. Instead he plays 3 Heavy Taxes (odd β safe). All board cards with base value 6+ lose 4: Ana drops 7 β 3. Bo sits at 3.
- Cy draws blind, then plays 2 Deflection, discarding 1 card from his hand as its cost β final score 2.
Resolution: Scores are Ana 3, Bo 3, Cy 2. Cy is lowest β but Deflection redirects the damage to the second-lowest. Ana and Bo are tied at 3, and a tie for lowest goes to whoever played latest in turn order: Bo takes 1 damage and drops to 0 HP. Bo discards his hand, draws 2 Shadow Cards, and joins Gert as a Ghost. They are also tied for highest, and that tie goes to whoever played earliest β Ana takes the First Player token. Next round, two Ghosts haunt the two survivors.
11. Full Card Reference
Rendered live from cards.json (β¦ designs). This section always matches the current card database β print it as a reference appendix. The ΓN badge is the number of copies in a full deck (β¦).
Living Deck
Shadow Deck