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Really fun premise and great art and design for just 2 weeks! I love the “conspiracy" and “trick” taking puns and real candy on the table sell it immediately. Your losing-a-trick rewards are the standout for me. That's what makes this more than another trick-taker, and the Raven Lord is a smart way to keep last place invested.

Two things I tripped on while reading: I couldn't find what the Greed Meter actually does. It's in setup and the summary ("apply consequence"), but the full rules never define the consequence. Also, you might want to check the round-two deal. You may not have enough cards at 4 players to finish the game. After dealing 44 of 45 in round one and players keeping 2 each, there are only ~37 left to deal 10 apiece, and it's unclear whether played cards get reshuffled back in. I’m assuming they are, but that’d come out in playtesting. 

Nicer overall, though, an impressive amount of work went into this!

Thanks for the feedback. Will soon upload up revised rule set with a number of clarifying items. I want to include more photos for set up and examples  have not staged those yet.  I did add some information for the third die and the greed meter. I did put up newer reference cards today that include some of that language, albeit abbreviated. Because you receive a ghost card in a 4-player game there are actually 48 cards to start the first round but I will check all the math at different player counts. There is possible card extra card retention when losing with a card with a value of 2. I was thinking that would just be an extra card they retain for round 2 but I think it might have to just be an alternative card they retain, which would diminish the value. Need more play testing to determine exactly how many total tricks between rounds is best but in the last 3-player test it came down to the last card between the raven and a player. 

(+1)

Worst case is actually 32 cards for four players so 8 cards each dealt for second round for what will likely be a ten trick round but in rare cases may be 11 tricks. That is plenty of chances for the players to win. Thanks again for pointing out the issue. By the way, for 5 players only one card is retained plus the 2 value cards so possible just 35 cards left.  Just7 cards to deal in the second round for five players. The ghost cards come out of the math if we assume they are played in the first round -you probably figured that out  (in play tests players have tended to hold on to the ghost cards).  Typically 20 tricks for 3 or 4 players and just 16 for five player game. More chances to trump in any trick playing game when player count grows so perhaps it is enough tricks for five players where matching cards taken in a trick to a tombstone card is important. 

if I get a chance this weekend, I’ll download the updates and try it out and let you know.