But one of your comrades had a premonition dream, and saw the accident happen. You decided to trust this, and thus managed to escape death in the last moment. You returned from Styx' banks, and could enjoy summer life with more treks and more beaches.
But you can't relax just yet.
Fate doesn't like when people tamper with her whims, and the angel of Death is stretching his hands towards youc slowly but surely.
Will you be able to escape his clutches for another week?
It's a desperate, shared struggle for survival.
Shuffle the Killer cards and deal one face up to each player. These are the "solid killers" and should be placed face up. If all players get the same colour, reshuffle and re-deal.
Then shuffle the event cards, and lay out, face up, seven rows below each other, each row with as many cards as there are players. This is the fated death week - the schedule. Each row represents one day. The remaining event cards aren't used in the game; return them to the box without looking at them.
Then give each player a Break card, and decide the first leader in any suitable fashion (in this game, it's unsuitable to call this role "start player", so here, he's called "leader").
Also, this game is based on that players don't blatantly reveal what cards the others have. As the players should still confer with each other, and information can be conveyed with mere looks and smiles, this is hard to explicitly rule, so it's up to the players discretion to decide what is OK and what is not. After all, the players are the ones who are to enjoy the game.
The leader can reveal one of the Killers of the other players (except himself). The leader chooses which one from each player, and these cards are put down so that all can see.
However, no card can be reveled for a player who broke his chain the previous day (see later).
Each player may, once per game, refuse to take an event by triggering a "break". The player announces that he breaks, and flips his break card face down to indicate that he can't break again this game. He also flips face down one of the event cards from the day; he is not affected by it and no one else can take it. Finally, he also returns one of his Death Counters to the pool.
When all players have taken an Event, all hands are revealed and resolved, one player at a time (order is unimportant).
If the colour of every single one of the Death Flags on the Event card correspond to that player's Killer(s), including his Solid Killer, the player is killed, and the game is over.
If not, the player still gains as many Death Counters as the number of Death Flags on the Event card that correspond to any of his Killers.
All Events have a number that indicate in which order it's safest to let them happen. For each player, taken Events must form a "chain" where the numbers either increase or decrease (for this purpose, "same number" counts as either increasing or decreasing, whatever's most convenient). If the chain of decrease/increase is broken, that player won't be able to reveal any of his Killer cards the next day, and the risk of death vastly increases.
If a chain breaks, a new chain starts with the card before the one that broke the chain. This means that each time a chain breaks, it will change direction (increasing - decreasing - increasing). It also means that it's possible to break the chain two days in a row.The above is repeated, and if the players survive all seven days, they win!
If not, all players return their hand cards (their Killer cards except the Solid Killer) and shuffle them together with the Killer cards that weren't used this round.
Then the player to the left of the leader becomes the next leader, and a new round (day) is started.
You may also lower the number of Death Counters that kill a player!