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

60 Trick Cards 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 A deck (20 cards) and B deck (20 cards)
Location Cards Large cards showing different rooms
POI Tokens People of interest (bartender, scientist, etc.)
Object Cards Equipment dealt to rooms
Team Meeples One per team
Player Tokens 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 Info 4 Words (edges)
3 Symbols (corners)
1 Blank corner
Special suit disrupts
Victory Competitive: 9 points
Co-op: 3 missions
Equipment from failures

Key Design Principle: Every rule serves the core experience of hidden communication and collaborative deduction.

Print & Play

Download and print your own copy of Dead Drop:

Print Tips: Use cardstock (110lb+) for cards. Print at 100% scale on letter-size paper.