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A Fast-Paced Card Game of Ruthless Fun!

3 to 8 players  |  10 to 15 minutes  |  Ages 15 and older

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A Party Game For Folks Who Don't Give a Cluck About Playing Nice!

You're a flock of chickens gone bad. The Yard is full of cards worth taking, rivals worth pecking, and Nest Eggs worth breaking. Every turn is a calculated risk — play too aggressively and you'll find yourself empty-handed, play too safe and someone else will strip your hand while you weren't looking.

Fowl Deeds is a fast-paced card game of farmyard survival for three to eight players. Easy to learn, hard to put down, and just mean enough to test every friendship at the table.

GAME DESCRIPTION

On your turn, play one card from your hand and watch the chaos unfold. What the Pluck cards let you raid the Yard or strip cards from rival hands. Pecking Orders force opponents to burn their best cards — or face the consequences. Ducks dodge, redirect, and occasionally blow up in everyone's face. And a well-placed Nest Egg can protect you from everything the flock throws your way — until it gets shattered.

The Yard fills fast. When the fifth card hits, the Farmer triggers a Clean Up that strips cards from every unprotected player. Survive long enough and you might just be the last chicken standing.

And what's up with the dead duck? Play and find out!

Components

Requirements

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Clutch it close. Dare anyone to touch it.

Clutch a Nest Egg in front of you and tuck a card beneath it for protection. Low-value Pecks bounce right off. Equal or higher Pecks use the card beneath it instead of your hand. And during Clean Up, while everyone else is discarding, you're sitting pretty. Rotten Eggs ?trigger chaos when broken. Golden Eggs make attackers think twice. Hard-boiled Eggs refuse to die even after they've been broken. 

Every Nest Egg has a personality — and the right one at the right moment can change everything.

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Well, somebody has to be at the bottom.

Play a Pecking Order and choose your target. They have to respond with a card of equal or higher value — or pay the penalty. Play it right and you force a rival to burn their best card at the worst possible moment. Play it wrong and a high-value response comes flying back at your hand. 

The Pecking Order is the most social card in the deck — it starts conversations, breaks alliances, and occasionally backfires spectacularly. Every flock has a hierarchy. Establish yours early.

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Get out of the way, ya silly duck!

Play a Duck on your turn and declare it as any other card type. Play it in response to a Peck and dodge the whole thing . 

Dead Ducks freeze the whole flock. Lucky Ducks reward the brave. Duck Soup lets you split one powerful dodge into two separate plays. The Ducks are the most unpredictable cards in the game — which is exactly why you should always keep at least one in your hand.

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Take what's yours. And what isn't.

Raid the Yard for cards worth having. Pluck straight from a rival's hand if you're feeling bold. Draw two when you need to rebuild. 

What the Pluck cards are your primary weapon and your best insurance policy in this game of chicken vs chicken. Low values let you play it safe, high values let you get greedy, and every single one of them makes someone at the table nervous the moment it hits the Yard. Use them wisely. Use them often.

An Example of Fowl Deeds

Three players — Groucho, Harpo, and Chico — settle in for their first game of Fowl Deeds. Harpo shuffles the deck with the enthusiasm of someone who has never shuffled cards before, deals seven to each player, and the chaos begins.

Chico plays it smart.

Before anyone can blink, Chico tucks a Nest Egg in front of him with a card hidden safely beneath it. He leans back, folds his arms, and smiles the smile of someone who already knows something the others don't.

Groucho makes his move.

Groucho decides Harpo looks like easier pickings than the guy with a Nest Egg and slaps down a Pecking Order. Harpo, entirely unbothered, redirects it straight back at Groucho with a well-timed Duck card. Groucho, refusing to take the hint, fires back with a Duck of his own, sending the whole mess back to Harpo. Harpo, finally out of Ducks, drops a Nest Egg into the Yard with a resigned shrug. The Yard now has four cards in it.

Harpo gets his revenge — almost.

Harpo has his moment! He slaps down a Pecking Order aimed squarely at Groucho — and then Chico and Groucho simultaneously point at the Yard. Five cards. It's time for a Clean Up! Harpo's grand revenge never happens. His turn ends in a pitiful deflated honk as he and Groucho each lose a card to the discard pile while Chico sits smugly behind his Nest Egg, completely untouched.

The tide starts to turn.

Chico draws two cards and says nothing. Groucho pecks at Harpo again, but Harpo fires back with a pluck that strips a valuable card right out of Groucho's hand. Groucho, stinging from the reversal, has to discard another card. Harpo immediately Clutches his stolen prize, a valuable Nest Egg, tucking a card beneath it and grinning like he planned the whole thing from the beginning. Maybe he did.

Chico drops the hammer.

With both opponents weakened and distracted, Chico plays the lowest card in his hand — not to attack anyone, just to fill the Yard and trigger another Clean Up. It works perfectly. Groucho loses his last card. Both Chico and Harpo are protected by their Nest Eggs and don't lose a thing.

Chico is still smiling that smile.

Game over for Groucho.

Groucho reaches for cards that aren't there. No hand, no Nest Egg, no options. He's out. Harpo and Chico eye each other across the table with the focused intensity of two chickens who know exactly what's at stake.

The feathers are still flying. The Nest Eggs are rattling. Only one chicken is going home a winner!

Games you don't just play — you wear them out!

Step into the circle with gear that knows the game. These ultra-soft, high-quality tees carry the mark of The Turning — designed for those who don’t just play to win, but to dominate. Minimalist design, arcane flair, and just enough shadow to make people wonder what you’re really up to. Whether you’re bluffing at the table or holding court in the real world, wear your intent like a second skin.

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