

Dead Man’s Hand is a 2-8 player party game that combines the classic game of Russian Roulette with the unpredictable nature of card games. At the start of each round, each player draws a card. After the cards are dealt, one random player gets a turn as the Holder. During their turn as the Holder, they may use any cards they have collected to influence the flow of the game. To finish their turn, the Holder chooses a Target to shoot. If the Target survives the ordeal, they get to draw an extra card and the weapon is passed to the next player. The round ends when a bullet is fired, and the survivors go on to the next round.
Will you be a winner? Or will the next Dead Man’s Hand… be yours?

Welcome to Dead Man’s Hand Saloon. Situated on the edge of the wild frontier, our clientele come from all over to partake in our unique offerings of libations and entertainment. Of course, most are here for one reason in particular— the very game that is our namesake. Step on into our back room and see for yourself. Just be careful if you decide to play— the next Dead Man’s Hand might be yours.

Dead Man’s Hand features a deck of cards that can be used to change the flow of the game. One card is drawn by every player at the start of a new round. Players who survive being targeted also draw one card after being fired upon.

Should you shoot yourself and try to get an extra card, or should you choose someone else and try to eliminate them? Decisions like these will determine the outcome of the game. Just remember…
Only One Player Can Win Dead Man’s hand!
Howdy, yall. Tapkeeper here along with the team at DEAD MANS HAND Saloon bringin you exciting news straight from the Wild Frontier.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44918709/4591404c25ea2752735560c300cfb6fb1d63ab7c.png\"][/img]
Bounty Killers - DMH Patch 1.5.0
\nNew changes to the bounty system bring a whole new layer of gameplay to the DEAD MAN\'S HAND experience.
The Bounty Board
Players of DEAD MAN\'S HAND may have noticed some handful of times the option to place a bounty on a player that eliminated you from the game. In the earlier versions of the title, the system had slightly more functionality, but ultimately was adjusted due to limitations at the time. Because of this, the feature was largely underutilized, making that large bounty board space beside the HOLDER portrait rather vacant.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44918709/47a2c42b9c331cb76e9eecd4fe26dfe1b217e62b.jpg\"][/img]
In this latest update, the bounty system now returns more powerful than ever. At any time during a match, players may click on the small icon next to the chat tabs to create a new bounty. This means you can place bounties not only to seek revenge, but also to influence another player during normal gameplay.
Persistent Bounties
The bounty system is far more robust than before, offering players a chance to become Most Wanted in the entire saloon with bounties that roll over between matches. As players continue to place additional FC bounties on the same player, the running total will continue to accumulate, resulting in an even larger payout when they are finally eliminated.
Please note that flavor text for bounties will not carry over between matches.
Quick Match Lobbies
One of the biggest struggles players face in DEAD MAN\'S HAND is finding a match using our Quick Match service. To remedy this, we\'ve implemented a new system that is sure to help amend the heartache of silent solitude.
From now on, when joining a Quick Match, you\'ll be sorted into a server-controlled lobby. From here, you can chat with other players in the queue and, if you all ready up, begin the game with less than four players! If you prefer to wait, the game will automatically begin once all four slots are filled.
We hope this new change to the matchmaking systems will make finding random lobbies a smoother experience. As a reminder, players receive double payouts when using the Quick Match service to find a game. While we began rolling out this new feature in our previous patch, we are now formally announcing it with the addition of our new Spectator Mode!
Spectator Mode
For those who want to sit out of the action and observe a match instead, SPECTATOR mode has been added to the game! While in the lobby, players can denote themselves as a spectator, allowing for casual viewing of a match.
Additionally, players who join a lobby while a game is in progress will be able to observe the game directly, rather than waiting for all players to return from their current match.
HOLDER & TARGET View
In earlier versions of DEAD MAN\'S HAND, players could clearly see who the HOLDER was currently aiming at. This functionality was lost as we introduced the new targeting interface. As of Patch 1.5, all players will now see a crosshair at the top of the screen indicate which player is currently being aimed at.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44918709/4f060d26a9aa70542b50e4362bff61f9e7b46f39.png\"][/img]
Thats all for this edition of Wild Frontier news. Until next time, this is the staff at the DEAD MANS HAND Saloon signing off!
Itemized Patch Notes
bounty panel can now be accessed and used at any time
[/*]persistent bounties that can accrue (these do not include the text seen in the match they were posted).
[/*]new quickplay lobbies, begins when all players are ready or as soon as all 4 players are present. after the match, players are returned to the lobby and the next game will start when everyone is ready or automatically in 30 seconds if the lobby is full.
[/*]all players can now see who the HOLDER is aiming at before firing.
[/*]spectating, can mark self as spectator before the game starts or press SPECTATE while a game is in progress to join mid-match
[/*]lobby monitor now features the name of the lobby at the top
[/*]fixed bounty poster sfx not being affected by sfx volume
[/*]fixed inability to post bounties
[/*]fixed missing button graphics when using a controller
[/*]fixed player join noise not obeying SFX volume setting
[/*]fixed an issue with many queued game cutscenes still running in the background after leaving a match.
[/*]
Minimum Setup
- Processor: Intel Core 2 Duo E8200Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.3 compatible graphics cardNetwork: Broadband Internet connection
- Storage: 300 MB available space
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