DEAD DROP

A trick-taking game of secret communication and covert operations

Overview

Teams use trick-taking to build coded messages, revealing hidden missions only when they can complete them. Success unlocks new elements and drives the game forward.

Components

Component Quantity Description
Trick Cards 60 3 normal suits (15 each) + 1 special suit (15). Each card has 4 words on edges, 4 symbols on corners (face), 3 symbols + 1 blank corner (back)
Mission Decks 2 A deck (20 cards) and B deck (20 cards)
Location Cards Varies Large cards showing different rooms
POI Tokens Varies People of interest (bartender, scientist, etc.)
Object Cards Varies Equipment dealt to rooms
Team Meeples 3 One per team
Player Tokens Varies For marking unlocked elements

Setup

  1. Players: 2 (co-op), 4 (2 teams), or 6 (3 teams)
  2. Initial Layout: Place 3-4 locations, 2-3 POIs, deal objects to rooms
  3. Mission Setup: Each player draws 1 random card from Mission A and B decks (face down)
  4. Hands: Each player gets 2 Mission A + 2 Mission B cards as their hand

Round Structure

1. Message Building

Each player adds 1 card from their hand to the shared message area, choosing orientation (word showing) or face-down (symbol showing).

2. Deal Trick Cards

3. Trick-Taking

Play standard trick-taking (follow suit if possible). When a player cannot follow suit, their played card is automatically added to the shared message area, with the player choosing its orientation (word showing or face-down for symbols).

Message Building: Off-suit cards become messages - use this strategically to communicate with your partner or disrupt opponent communications!

Board Actions: Players may take one action on their turn:

Special Suit Rule: Can be played anytime, but if you win with a special card, no one may add to the message from that trick.

4. Mission Attempts

Teams may attempt missions by revealing them if they believe requirements are met:

5. Expansion & Refresh

After successful missions, those teams add new elements (locations/POIs) with their token and shuffle corresponding cards into their Mission deck.

Replace all resolved missions with new ones from hand.

Communication

Remember: The art of Dead Drop is in subtle communication. Your teammates must decode your intentions from limited information!

Winning

Equipment

Failed missions become equipment cards with special abilities:

Scoring

Quick Reference

Round Phases

  1. Message Building
  2. Deal Cards
  3. Trick-Taking
  4. Mission Attempts
  5. Expansion

Card Information

  • 4 Words (edges)
  • 4 Symbols (face corners)
  • 3 Symbols + 1 Blank (back)
  • Special suit disrupts

Board Actions

  • Move POI/meeple
  • Pick up object
  • Drop object
  • Attempt mission

One action per turn

Victory Conditions

  • Competitive: 9 points
  • Co-op: 3 missions
  • Equipment from failures