Roll the dice. Dump your cards. Sabotage your friends. Don't let the resupply trucks catch up.
Values 1–12, eight copies each. Your main ammo — these are how you dump cards each turn.
Events, attacks, maneuvers. Each marked with a rank (★) and an effect icon.
Numbers 1–12. Roll it at the start of your turn — the result sets how many cards you ditch.
Each tactic card has two marks: a rank (minimum players to use it) and an effect icon (what the card does).
Core deck. These cards stay in every game.
Added for medium and large parties.
Full deck. Big parties only.
helps yourself
hits whoever drew it
aimed at a target
affects everyone or no one in particular
shots for drinkers
Shuffle all 96 numbered cards into one deck. Place face down in the middle of the table.
Shuffle the tactic cards into a second deck. Before the game, remove cards by rank based on how many players you have (see deck composition below).
Deal each player 6 cards as their hand (visible only to them) and 6 cards as their reserve (face down in front of them, hidden from everyone — including the owner).
Place the d12 next to the decks.
No player may hold more than 12 cards total (hand + reserve combined).
Each round has 5 phases. Players participate in turn or simultaneously, depending on the phase.
In clockwise order, starting from the first player, each player draws 1 tactic card.
Players holding Around the World or Mine must play them now. These cards are mandatory — if not played, they burn at the end of the round with no effect.
Conflict rule: whoever calls it out first plays first.
Players may declare attack tactics on others:
In clockwise order, each player takes their turn:
Discard either one card matching the rolled value, OR a combination of numbered cards that sum to it (3+4=7, 2+2+3=7).
Can't play? Skip your turn. You still refill from reserve as usual.
All unplayed tactic cards in players' hands burn — sent to the discard pile. Round over, next one begins.
When a player draws the final card from their reserve, they earn a Sniper's Nest token — a one-shot ability.
Once per game, you may change your die roll to any value from 1 to 12. Declared after rolling. Once used, return the token to the box.
The token does not depend on your reserve. If your reserve refills via Gamble, you keep the token — until you use it.
First player to reach zero cards in hand AND zero in reserve wins instantly.
The game ends right there, even mid-round.
The winner mixes a cocktail — good or bad — and serves it to the losers.
Be merciful. Or don't. Either way, the table drinks together.
Shuffle the discard pile to form a new draw deck. This is rare in large games — they usually end before the deck runs out.
Discard one card from your hand. No effect, no penalty. Just shedding dead weight.
Triggers instantly when drawn from the tactic deck. Doesn't enter your hand. You draw 1 numbered card into your hand instead.
Mime an explosion (any pantomime, 5–10 seconds) and skip 1 turn.
Add or subtract from your own roll. Yours only — can't touch others' rolls. Played after the die hits the table.
Every player passes 2 cards from their hand to the player on their left. If someone has only 1, they pass 1. If 0, they pass nothing. Receivers take whatever they're given.
Every player at the table is required to draw 3 cards. Any player can refuse and gamble instead:
Cards exceeding the hand limit go into reserve (if your shot glass was upside down, flip it back). The player who played Gamble is also affected.
Pick a player — they skip their next turn.
To dodge: you hand the target one card from your hand (your choice).
Declared before the first die roll of the round.
Player on your left skips their next turn.
Optional in person: gentle shoulder tap.
Declared before the first die roll of the round.
Player on your right skips their next turn.
Optional in person: gentle shoulder tap.
Declared before the first die roll of the round.
Without looking, swap one of your cards with one of an opponent's cards.
Look at an opponent's hand. Take any one card from it; give them any one of yours in exchange.
Sober table? Remove all booze cards before the game.
Take one shot.
Take three shots in a row.
Survived → discard 1 card. Tapped out → draw 1 card.
Pick an opponent. Both of you roll the die. Lower roll takes a shot.
Roll the die.
Full deck — 64 tactic cards. Trim by rank to match your party size.
| Card | ★ | ★ ★ | ★ ★ ★ | Total |
|---|---|---|---|---|
| Ballast | 4 | 2 | 2 | 8 |
| Trap | 4 | 2 | 2 | 8 |
| ±1 | 3 | 1 | 1 | 5 |
| ±2 | 3 | 1 | 1 | 5 |
| ±3 | 2 | 1 | 1 | 4 |
| Timeout | 2 | 1 | 1 | 4 |
| Around the World | 0 | 1 | 1 | 2 |
| Deserter | 3 | 2 | 1 | 6 |
| Scouting | 3 | 2 | 1 | 6 |
| Left Hook | 0 | 1 | 0 | 1 |
| Right Hook | 0 | 1 | 0 | 1 |
| Mine | 2 | 1 | 1 | 4 |
| Headshot | 1 | 1 | 0 | 2 |
| Ratatat | 1 | 0 | 1 | 2 |
| Duel | 1 | 1 | 0 | 2 |
| Gamble | 1 | 0 | 1 | 2 |
| Roulette | 1 | 1 | 0 | 2 |
| Total | 31 | 19 | 14 | 64 |
You skip your turn. You still refill from reserve up to 6 cards in hand.
Cards exceeding the hand limit go back into your reserve. If your shot glass was flipped upside down (atmosphere prop), flip it back. Your Sniper's Nest token stays — it's one-shot, doesn't depend on reserve state.
Whoever called it out loud first goes first. If it's a true tie, roll the die to decide. This is a feature, not a bug — the game is chaotic, reaction speed is part of the skill.
They resolve in sequence. Each = pass 2 cards to the left. Whoever called it first plays first.
Yes, in the Pre-round phase of the current round. Mine is mandatory. If you don't play it, it burns at round's end with no effect — but you also lose the social moment, and everyone knows you chickened out.
Only reactive tactics during your own turn (e.g., ±1/±2/±3 on your own roll, Roulette on your phase). Attacks (Timeout, Hook) — only in Phase 3, before the first roll. Pre-round (Mine, Around the World) — only in Phase 2.