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“Death Dealer” is usually a role in the card game Murderville, not the name of a separate rule set. In Murderville, the Death Dealer deals six cards to every player, builds the Shared Armory from the remaining deck, and starts as the first Challenger. The normal objective is to outlast everyone else by keeping at least one card while opponents run out.

The name is ambiguous: Death Dealers is also a separate card-based tabletop roleplaying game by BdotLively. The rules below are for Murderville’s Basic Bitch Style and True Killer Style. If your box or handout identifies the BdotLively RPG instead, do not use these turn procedures; that game is a beta/in-development RPG built around a standard deck of cards.

What “Death Dealer” means in Murderville

The official Murderville gameplay page uses “The Death Dealer” for the person who deals the opening hands and begins the first challenge. In practice, this is often the person who suggested playing. It is a starting role, not a permanent character class: after a completed match, play moves to the player on the right, counter-clockwise, so the next player becomes the Challenger.

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Murderville’s two rules styles use the same basic equipment and opening deal:

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Rule element Basic Bitch Style True Killer Style
Players 2 or more 2 or more
Opening hand Six cards per player Six cards per player
Shared supply Remaining deck becomes the Shared Armory Remaining deck becomes the Shared Armory
Challenge structure Challenger plays or names a target Target can add a wager before the face-up card starts the match
Bluffing and risk No wager decision Match, reverse-bluff, or walk away
Publisher’s description “66% Luck / 34% Skill” “31% Luck / 69% Strategy”

The percentages are labels supplied by the publisher, not independently measured probabilities. No methodology or study is provided, so use them as flavor descriptions rather than predictions of your chance to win.

Setup: deal, Shared Armory, and starting order

  1. Choose the Death Dealer. The person who called for the game normally takes this role.
  2. Deal six cards to every player. Keep hands private unless a card effect or the selected style requires a reveal.
  3. Build the Shared Armory. Put every undealt card in a central face-down supply.
  4. Choose the first Challenger. The Death Dealer starts.
  5. Keep a discard pile. Played cards go there. If the Shared Armory is exhausted, the discard pile can replenish it according to the game’s rules.

The Shared Armory is not a player’s hand. It is the common draw supply used to replace cards after a match and to pay out certain outcomes. Keep it separate from the discard pile so everyone can see when the supply needs to be replenished.

Basic Bitch Style: a complete round

1. The Challenger starts the confrontation

The Challenger has two normal openings. They may play a card face up, or they may name or point to another player and tell that player, “Throw down!” If a target is called, the target must play a card. Both cards are then revealed for comparison.

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Playing face up is a direct declaration: you commit a card before the other player chooses theirs. Calling for a target transfers the immediate play obligation to that target, but it does not let the target refuse the match.

2. Compare Kill Levels

In an ordinary matchup, the card with the higher Kill Level wins. The card text still matters: an effect can change what happens after the comparison or modify the normal result. When the result is not a tie, the losing card and the winning card are placed in the discard pile unless a card effect says otherwise.

3. Replace the played card

The winner draws one card from the Shared Armory to replace the card they played, in addition to any cards or effects granted by the cards themselves. This replacement keeps the winner in the game’s resource loop instead of allowing a successful player to shrink their hand after every victory.

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4. Break ties with more reveals

If the Kill Levels tie, continue revealing additional cards until the tie is broken. Treat each extra reveal as part of the same confrontation rather than starting a new turn. Apply the relevant card effects as written and resolve the final winner before drawing replacement cards.

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5. Move the challenge

Once the match is complete, the opportunity to challenge moves to the player on the right, counter-clockwise. The new Challenger chooses their opening and target. Continue until only one player still has cards.

Elimination and the normal victory condition

A player who runs out of cards is eliminated. The Basic Bitch Style winner is the last player with cards remaining, not necessarily the player who won the most individual confrontations. That distinction makes hand preservation important: a spectacular high Kill Level does not help if a later loss leaves you with no cards.

  • Track your hand after every replacement and card effect.
  • Do not assume a player is safe because they won the previous match; a later confrontation can remove their last card.
  • When only two players remain, every challenge directly affects the end of the game, so check whether either player is about to enter a last-card standoff.

Special standoffs and the Coin of Fate

Matching Specialty Cards

Some ties are not resolved only by revealing more ordinary cards. When matching Specialty Cards create the specified standoff, the Coin of Fate is used. Resolve the coin according to the current card text and rules page. A Death-side result eliminates the Challenger; a Life-side result eliminates the target. The winner draws two cards from the Shared Armory for this Specialty-card standoff, subject to the number of opponents and the cards still available.

Both players on their last card

A tie when both players are using their last card also invokes the Coin of Fate. The same Death-side/Life-side elimination distinction applies, but the winner draws three cards rather than two, subject to remaining opponents and available cards.

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These outcomes are unusually consequential because they can eliminate a player without a normal higher-Kill-Level win and can immediately change the surviving player’s hand size. Before playing a Specialty Card into a tie, read the current card wording; the printed effect controls if it differs from a remembered explanation.

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True Killer Style: wagering and bluffing

True Killer keeps the six-card deal, Shared Armory, and normal challenge flow but adds a decision before the face-up card begins the match. The targeted player may optionally wager one additional card. That wager exposes more of their resources and can increase the cost of losing.

The target’s wager

After being targeted, the player decides whether to put one additional card into the wager. A target who declines avoids adding another card to the confrontation, while a target who wagers signals willingness to risk more for the match. The wager is optional; it is not an automatic part of every True Killer challenge.

The Challenger’s three responses

  • Match the wager: accept the same level of risk and continue.
  • Use a reverse bluff: pretend to match the wager. This is a deception option, so resolve the actual cards and consequences exactly as the rules and card text require.
  • Walk away: forfeit the round. The target receives a card from the Shared Armory.

If the Challenger plays a card face up before the target wagers, the early face-up play blocks the wager. That timing rule matters: committing immediately can prevent the target from increasing the stakes, while waiting leaves room for a wager and the associated bluffing decision.

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Why wagers change hand management

In True Killer, a loss can cost wagered cards as well as the card played to start the match. A player who repeatedly wagers without a strong reason can reach elimination faster than a cautious opponent. Conversely, a successful wager can preserve momentum and deny an opponent an easy walk-away benefit. These are strategic deductions from the stated mechanics, not tested performance results.

Basic Bitch versus True Killer: which style fits your table?

Question Basic Bitch Style True Killer Style
How quickly can a new player learn it? Faster: play or call a target, compare Kill Levels, replace the winning card. Slower: players must learn wager timing, matching, reverse bluffing, and walk-away consequences.
Can the target control risk? Not through a wager; the target must play when called. Yes. The target chooses whether to wager one additional card.
Can the Challenger decline? There is no listed walk-away option in the basic procedure. Yes. Walking away forfeits the round and gives the target one Shared Armory card.
What does an early face-up play do? It starts the normal comparison. It starts the comparison and blocks the target’s wager.
Where does most decision-making occur? Card selection, target selection, and hand preservation. Those choices plus wager sizing, bluff detection, and deciding when to accept or abandon risk.
Publisher’s luck/strategy label 66% Luck / 34% Skill 31% Luck / 69% Strategy

Choose Basic Bitch Style for a cleaner first game or a larger group that needs short turns. Choose True Killer Style when players want negotiation, deception, and meaningful decisions before cards are revealed. The publisher’s labels should not be treated as measured evidence that one format produces a particular win rate.

Winning strategy for Basic Bitch Style

Protect your survival threshold

The objective is to be the last player with cards, so evaluate a play by its effect on your remaining hand, not just by whether the current Kill Level looks attractive. If a card effect or standoff can change your hand by several cards, account for that before committing.

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Use the Challenger role deliberately

As Challenger, you decide whether to expose a card immediately or force another player to throw down. Calling a target can pressure a player who is already short on cards, while a face-up opening prevents the target from adding a True Killer wager. In Basic Bitch Style, compare the information you reveal by playing first with the value of selecting the opponent who must respond.

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Watch replacement patterns

Every ordinary win produces a replacement draw from the Shared Armory. Pay attention to players whose hands are shrinking despite wins because of effects, wagers, or failed confrontations. A player with a large visible lead can still be vulnerable if their next loss would empty the hand.

Remember that ties are costly

A tied Kill Level consumes additional cards before the match is resolved. If a player is on a last card, a tie can become the special Coin of Fate standoff rather than an ordinary sequence of reveals. Check both hands before choosing a card when a tie is plausible.

Exploit information without inventing card values

The available rules establish Kill Level comparisons and card effects but do not provide a complete statistical ranking of every card. Do not assume that a card is strong merely because its name sounds dangerous. Use the printed Kill Level and current effect text, then update your judgment from what opponents have already revealed.

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Winning strategy for True Killer Style

Wager when the upside justifies the exposure

A wager adds risk to a confrontation. Consider your current hand size, the opponent’s hand size, and whether losing the extra card would put you near elimination. A wager is most defensible when preserving the match gives you a meaningful advantage; it is least attractive when you are risking your last cushion for a marginal comparison.

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Read behavior, not just cards

Track who wagers quickly, who avoids wagering, and who tends to challenge after a strong reveal. Those observations do not prove what a player holds, but they inform whether a new wager is likely to be confidence, desperation, or an attempt to induce a reverse bluff.

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Decide whether to walk away before you commit

Walking away forfeits the round and gives the target a Shared Armory card. That is not a neutral reset: the target improves while you surrender the challenge. Use it when accepting the wager or confrontation is worse than allowing that one-card gain, not as a routine escape from uncertainty.

Use timing as a weapon

Playing face up before the target wagers blocks the wager. Waiting may invite a larger confrontation but can also produce information about the target’s willingness to risk a card. Establish a table norm that everyone announces the wager decision before any face-up play; otherwise, timing disputes can overshadow the strategy.

Do not confuse a reverse bluff with a free pass

The reverse-bluff option exists to make wager decisions harder to read. Treat an apparent match as uncertain until the cards and effects are resolved. Because the exact consequence depends on the current rules and card text, avoid promising a particular payoff from a bluff before checking the wording in your edition.

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A worked example of a normal Basic Bitch round

Assume three players each hold six cards. The Death Dealer is the first Challenger. The Challenger points to a target and says, “Throw down!” The target plays a card, both cards are revealed, and the Kill Levels are compared. The higher Kill Level wins. The winner places the played card in the discard pile, draws one replacement from the Shared Armory, and applies any printed effect. The challenge then moves counter-clockwise to the next player.

If the two Kill Levels match, the players reveal additional cards until a winner is established. If the matching cards are the specified Specialty Cards, or if both players were on their last card, stop and use the Coin of Fate procedure instead of treating the event as an ordinary tie.

Common mistakes and how to correct them

  • Calling the Death Dealer a permanent leader. Correction: the role starts the deal and first challenge; completed matches pass the challenge to the right, counter-clockwise.
  • Giving every player a private draw pile. Correction: undealt cards form one Shared Armory.
  • Forgetting the replacement draw. Correction: the winner of a normal matchup draws one Shared Armory card in addition to card effects.
  • Ending a tie after one extra reveal. Correction: continue reveals until the tie breaks, unless a Specialty-card or last-card standoff invokes the Coin of Fate.
  • Eliminating a player after losing a single card. Correction: elimination occurs when that player has no cards remaining.
  • Treating True Killer wagering as mandatory. Correction: the targeted player may wager one additional card.
  • Allowing a wager after an early face-up play. Correction: a Challenger’s face-up play before the wager blocks it.
  • Calling publisher percentages win probabilities. Correction: they are unattributed-to-methodology publisher descriptions, not independent statistics.

Quick reference for the table

  1. Deal six cards to each player.
  2. Place the rest in the Shared Armory.
  3. Death Dealer takes the first Challenger turn.
  4. Play face up or name a target and say, “Throw down!”
  5. In True Killer Style, let the target decide whether to wager one additional card before the face-up start.
  6. Resolve the Challenger’s match, reverse-bluff, or walk-away choice when applicable.
  7. Compare Kill Levels and apply card effects.
  8. Continue tied reveals, or use the Coin of Fate for the specified Specialty-card and last-card standoffs.
  9. Give the normal winner one Shared Armory replacement card; apply any special draw amount.
  10. Move the Challenger role to the right, counter-clockwise.
  11. Eliminate players with no cards. The last player with cards wins the basic game.

Which game do you have?

If the instructions call the dealer the “Death Dealer,” describe a Shared Armory, use Kill Levels, and refer to Basic Bitch Style or True Killer Style, you have the Murderville rules covered here. If the title is Death Dealers, the creator is BdotLively, and the materials describe a downloadable beta tabletop RPG using a standard deck, you have the separate game. Confirm the title and edition before teaching the rules, because the shared name does not mean the games share roles, objectives, or turn order.

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