"The Gate to the Seventh Circle waits like a bleeding wound in the world. Violence tears at your flesh, your neighbor's, and the gates of hell. Your knives hum through the rancid air, shuddering with blood lust. Every heartbeat sings with dread. Every breath tastes of ash and betrayal. Nothing survives untouched, not even the dark that beckons you in. Two Enter, Death decides who leaves..."
I. The Sacramental Preparation
The Vessel: A standard 52-card deck + 2 unique Jokers (Death and the Demon).
The Vitality: Each player tracks life on dice — 4d6 for 24 HP in Knife Fight Mode, 5d6 for 30 HP in Descent Mode.
The Inventory: A limit of 5 item cards (Weapons and Potions) may be held in hand. Excess must be discarded or swapped immediately.
The Bounty: Sword Tokens and Blood Stone Gems are kept in a separate Bounty Pile and do not count toward the hand limit.
Initial Setup — Standard Mode
Each player begins with: 7 Blood Stones and 2 Sword Tokens
The Altar begins with: 3 Blood Stones
Total Blood Stones in play: 17 — they migrate between players and the Altar but are never created or destroyed during play
Sword Tokens in play at start: 4, rising to a maximum of 14 as Elite Monsters are defeated
The bag contains 25 Blood Stones and the tin contains 20 Sword Tokens. The extras exist for house rules. During a Descent game, 17 Stones and 14 Swords are the hard caps.
Initial Setup — Knife Fight Mode
Each player begins with: 6 Blood Stones and 1 Sword Token
The Altar begins empty
Total Blood Stones in the system: 12 — all stone movement is directly player to player
Sword Tokens in play at start: 2, rising to a maximum of 12 as Elite Monsters are defeated
II. The Liturgy of the Suits
❤️ Hearts — The Mercies
Healing cards used between rooms only (see Zero-HP exception in Combat).
2–10: Heal face value
Jack: Heal 11 HP
Queen: Heal 12 HP
King: Heal 13 HP
Ace: Restore 15 HP
Blood Stones may also be spent for healing between rooms — 1 Stone = 1 HP.
♦️ Diamonds — The Pain
Weapons used to negate incoming damage. Stackable. Each weapon breaks after one use and is removed from play.
2–10: Weapon of face value
Jack: 11-point weapon
Queen: 12-point weapon
King: 13-point weapon
Ace: A 15-point masterwork blade
Sword Tokens may be spent mid-combat for +1 damage per Sword against regular monsters. Stack multiple Weapons and Swords to meet a monster's value — excess points are lost.
♣️ ♠️ Clubs & Spades — The Predators
Monsters that deal immediate damage when drawn.
2–10: Monster deals face value damage
Jack: 11 damage
Queen: 12 damage
King: 13 damage
Ace: 15 damage
Jack, Queen, King, and Ace of Clubs or Spades are "Elite Monsters" — defeating them earns rewards (see Section VI).
III. The Sovereigns of the Void
Each Joker deals 20 damage.
☠️ The Death Joker — The Nihilist
Spend ALL heart cards in your possession immediately against the 20 damage. Excess healing is wasted.
Sword Tokens may then be spent as bonus damage after healing is exhausted.
Each Sword does 3 damage against Death.
Any remaining damage hits the drawer.
No negotiation. Death just really wants to kill you.
👿 The Demon Joker — The Betrayer
Spend ALL Blood Stones in your possession against the 20 damage. Excess Stones are wasted.
Sword Tokens may be spent as bonus damage BEFORE overflow transfers. Each Sword does 3 damage against the Demon.
Any unabsorbed damage transfers DIRECTLY to your opponent.
Hearts cannot be used mid-combat against the Demon.
The Demon doesn't just kill you. It uses you to kill your friend.
🃏 Joker Rules — Death & Demon
Jokers must be drawn as part of the player's first card pick.
If two monsters are drawn alongside a Joker, combat the first monster normally — the Joker then acts as the second monster after the first is resolved.
If both Jokers are drawn by one player, roll a d6: 1–3 means Death is fought first, 4–6 means the Demon is fought first. The second Joker automatically becomes the other Sovereign.
If your deck uses identical Jokers, roll a d6 when any Joker is drawn: 1–3 = Death, 4–6 = Demon. The second Joker drawn becomes the remaining version.
IV. The Flow of the Descent
🪬 The Room
Deal 5 cards face up on the table.
Primary Initiative
Both players roll a d6. Higher roll picks a card first.
On a tie, highest current HP goes first.
The Mercy of the Pit: If you are behind in HP, add +1 to your roll.
The Harvest
The winner picks 2 cards.
The loser picks 1 card.
Alternate picking cards one at a time.
2 "Ghost" cards remain on the table.
🪦 The Ritual of Burial
Before the Ghosts are resolved, either player may pay to clear the table:
1 Blood Stone or 1 Sword Token: Discard one Ghost card to the Looming Pile.
2 Blood Stones or 2 Sword Tokens: Discard both Ghost cards to the Looming Pile.
The "Looming Pile" is a face-down stack set aside — it becomes the final phase of the game.
🪤 The Initiative Trap
If no player pays to bury the Ghosts:
Roll initiative again.
Highest roll must take one Ghost card.
Lowest roll must take the final Ghost card.
If forced to take a Heart or Diamond and your hand is full (5 items), you MUST discard an existing card immediately to make room.
V. Combat
Monster damage is dealt IMMEDIATELY when drawn.
Weapons reduce incoming damage in real time, then BREAK after use.
Stack multiple Weapons and Sword Tokens to meet a monster's value — excess points are lost.
Weapons can negate damage — spend them to survive to the end of the room.
Healing cards and Blood Stones can ONLY be used between rooms.
Zero-HP Exception: If you reach 0 HP, a Blood Stone may save you before the next room opens — heal immediately to survive.
VI. The Harvest of Swords & Blood
⚔️ Defeating an Elite Monster (J, Q, K, or A of ♣️ ♠️)
Earn 1 Sword Token from the supply (up to the 14-token cap in Descent / 12-token cap in Knife Fight).
Earn 1 Blood Stone.
☠️ Defeating a Sovereign (Death or the Demon)
Earn 1 Sword Token.
Earn 2 Blood Stones.
🪙 The Bounty
Claiming Blood Stones:
Take from The Altar first.
If the Altar is empty, steal directly from your opponent.
If the total Stones in play are already at the mode maximum (17 in Standard / 12 in Knife Fight), no new Stones enter — continue without collecting.
Using Sword Tokens:
Spend mid-combat for +1 damage per Sword against regular monsters.
Spend for +3 damage per Sword against Death or the Demon.
Unspent Swords score 2 points each at Final Reckoning.
VII. The Reckoning — Choose Your Mode
🕳️ Descent Mode
Jokers are added into the SECOND shuffle only — they do not appear in the first pass.
Play through the main deck once.
Shuffle and play through the main deck a second time — Jokers are now in play.
After the second deck is exhausted, shuffle the "Looming Pile" separately and play through it as the final phase.
The first player to reach 0 HP who cannot immediately heal is "lost to the pit."
If both players survive all three phases, proceed to Final Score Tally.
🗡️ Knife Fight Mode
Jokers are included from the first shuffle.
Play through the main deck once only.
After the main deck is exhausted, shuffle the "Looming Pile" and play through it as the final phase.
The first player to reach 0 HP who cannot immediately heal is "lost to the pit."
If both players survive, proceed to Final Reckoning Tally.
VIII. Final Reckoning Tally
Current HP remaining: 1 point per HP.
Hearts in hand: score face value.
Weapons (Diamonds) in hand: score face value.
Sword Tokens: 2 points each.
Blood Stones: 2 points each.
"The highest total transcends the Seventh Circle."
"Nothing is given, only taken. Flesh, friendship, and fear. Violence is a river that runs both ways."