In Samarra, players take on the roles of Death and the Merchant. Death attempts to manipulate the fate of the Merchant through careful card management.
Each player is dealt a hand of 8 cards and an initial location. The game is played over 9 rounds. Each round, Death draws 3 cards, tries to curse cards (by making a set), sets their secret location, then passes 2 cards to the Merchant. The Merchant takes these cards and tries to sell their wares (by playing a run), then moves to a new location. If Death catches the Merchant at the end of 3 rounds, Death wins instantly. Otherwise, after 9 rounds points are totaled for the sets and runs.
Samarra is played twice, with points totaled across both games. In the second game players will swap the roles of Death and the Merchant. Will the Merchant survive and escape their appointment with Death?