Build your table
Each player starts with 3 face-down table cards, 3 face-up cards on top of them, and 3 cards in hand. The remaining cards become the draw pile.
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Leave the last hand behind.
Shed your cards. Clear your table. Don't be last.
Host a private four-seat table, invite up to three people from your Circle, or let anyone join with the six-character table code.
Your invitations appear first. You can also request an open chair when someone in your Circle is already seated.
No account required. If you are signed in, your Infinis identity travels with you.
Invite from your Circle when available, or send the table code to anyone.
These choices belong to this private table and do not change your saved personal House Rules.
You are waiting for the next round. Hidden hands stay private.
Select up to three people. Invitations open directly into this table.
Someone invited you to a private table.
Choose your company. Then play your way out.
Card Sharp - Balanced play with calculated risks.
Picking up now will apply the active pickup rules to your hand. Do you want to take the pile anyway?
The round is finished.
Get rid of every card in your hand, then clear your face-up and face-down table cards. The last player still holding cards gets the Dead Hand.
Each player starts with 3 face-down table cards, 3 face-up cards on top of them, and 3 cards in hand. The remaining cards become the draw pile.
On your turn, play a card equal to or higher than the top card on the pile. Matching cards of the same rank may be played together.
If you cannot make a legal play, take the entire pile into your hand. Your turn ends and the next player starts a new pile.
While the draw pile still has cards, draw back up to 3 cards after you play. Once the draw pile is empty, play out the cards left in your hand.
After your hand is empty, play your 3 face-up table cards. Once those are gone, your face-down cards are played blind, one at a time.
Flip a face-down card without looking first. If it can be played, it stays. If it cannot, pick up that card and the pile and continue from your hand.
When you have no cards left in your hand or on your table, you're out. Play continues until only one player still has cards.
The final player left with cards loses the round and takes the Dead Hand. Everyone else escaped it.
A 2 can be played on anything. It resets the value, so the next player may play any card.
A 10 can be played on any card. It clears the entire pile from play, and the player who burned it starts a fresh pile.
Customize the table without changing Dead Hand's foundation. The 2 reset, 10 burn, matching-card stacks, and blind-card risk are always part of the game. Tap only the optional variations you want.
Four consecutive cards of the same rank burn the pile. Whoever completes the four keeps control and leads the fresh pile.
After the deal, every player’s entire starting hand is randomly swapped with another player’s hand. No one chooses individual cards.
While the draw pile still has cards, refill your hand back up to four instead of the standard three.
Play two or more matching cards together and you keep control, immediately leading the next play yourself.
A 10 still burns the pile, but instead of leading again, control passes to the next active player for the fresh pile.
When you pick up, take only the top three cards of the pile instead of the entire stack. The remaining pile stays on the table.
If the live play pile reaches ten cards, it burns automatically. The player who pushed it to ten keeps control of the fresh pile.
Picking up no longer ends your turn. Take the required cards, then immediately lead the next play yourself.
A matching rank opens a brief reaction window: throw one or more of that rank out of turn before the next play lands. When a full pickup clears the pile, 3s may cut into the fresh pile first.
Slides, flips and placements, in sync with the table.
Your soundtrack, shuffled without repeats.
Use the original 2D Dead Hand table or the movable 3D table.
Choose how quickly the cards move.
How long opponents take to make their move.
Arrange your cards without changing the deal.
Highlight the cards you can play.
Ask before taking a pile you could still play on.
Physical deals, lifts, flips and landings.
Blood, dust, claw marks and drifting ash.
A light physical response on supported devices.
Selected tracks shuffle once each before a new randomized cycle begins.