2 players · 6 rounds · race to 100

Score with the Living. Scale with the Undead.

A competitive engine-building card game where Living Heroes generate score, while Undead units scale the multiplier and disrupt your opponents. Death is not the end - it is rebirth.

Players
2
Rounds
6
Victory
100 score
Deathmancer illustration of a crowned figure facing a skull.
Final illustration: Grief

What is Deathmancer?

A duel across the Living and Dead Realms.

Deathmancer is a competitive card game for 2 players, with 4-player support planned through expansion. Each player controls a Commander and fights across two connected realms: the Living Realm above and the Dead Realm below. Living Heroes shoot for the heavens by generating score. Undead units increase your multiplier, attack opposing Heroes, and disrupt the opponent.

How it plays

Every turn asks where your power should be spent.

01

Draw, score, spend

Draw each round, then use score as both victory track and resource. Score also determines initiative. Recruit Heroes by paying their Soul value, or summon Undead by paying their Attack value.

02

Take two actions

On your turn, take one Living Action and one Undead Action. Post score, recruit, summon, attack, trigger an Undead ability, or use Commander Override.

03

Transform into The Fallen

When a Living Hero reaches 0 Soul, it dies. But death is not the end. Non-Commander Heroes become one of The Fallen in the Dead Realm; whilst Commanders flip to their Undead side.

Commanders

Your Commander defines your tempo and afterlife.

Each Commander has Living and Undead sides. While Living, your Commander can recruit Heroes or summon Undead. If killed, it flips into the Dead Realm and gains access to Commander Override: score or summon during the Undead Action instead of attacking.

Archimedes, The Virtuous

Starts with initiative. Has increased power in the Living Realm. Defensive and consistent scoring.

Balthazar, The Ascendant Angel

Has greater command over the Undead for an increasingly scaling army. Comes back stronger in Death.

Commanders In-Progress

The Gatekeeper and Time. One controls the boundary, the other the flow between the Living and Dead Realms.

Auto-Summons

Each Commander has an Auto-Summon that enters play at the start of Round 2 for no action point and no score cost.

Rulebook

Playtest rules for a six-round race to 100.

The v1 playtest rulebook covers setup, round structure, Living and Undead Actions, scoring, multiplier order, terrain, Purgatory, Fallen tokens, and endgame timing.

Development Log

Follow the road from prototype to table-ready.

  1. First public website scaffolded with the v1 playtest rulebook and final illustration slots.
  2. First scorekeeper draft added for score, Living ATK totals, Undead multipliers, initiative, terrain, Purgatory undo, and Sudden Death tracking.
  3. Scorekeeper controls refined for mobile play, with stepper buttons, Post Score wording, Round 2 Auto-Summon reminders, and confirmed running-score overrides.
  4. Search discovery foundations added with canonical URLs, structured metadata, a sitemap, and crawler guidance for Google and Bing indexing.
  5. Solo-mode rulebook added as a downloadable Solobook alongside the main playtest rulebook.
  6. Add card previews, Commander pages, expanded playtest notes, and embedded how-to-play videos.

Scorekeeper Draft

A companion for score, multipliers, terrain, and round flow.

The first draft helps players track current score, Living ATK totals, Undead multiplier values, terrain effects, and the race to 100 before Round 6 ends.

Open Scorekeeper