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Scoundrel Rules

A Single Player Rogue-like Card Game by Zach Gage and Kurt Bieg

Version 1.0

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Setup

Using a standard 52-card deck:

  • Remove all red face cards (Hearts and Diamonds: Jacks, Queens, Kings) and set them aside. They are not used.
  • Shuffle the remaining 46 cards to form the Dungeon Deck.
  • You start with 20 Health Points (tracked by the Jokers — red Joker = tens digit, black Joker = ones digit).

Card Types

♠ ♣ Monsters (Spades & Clubs)

Black cards are Monsters. Their value equals their attack damage.

  • 2–10: Monster with that attack value
  • Jack: 11 attack
  • Queen: 12 attack
  • King: 13 attack
  • Ace: 14 attack

♦ Weapons (Diamonds)

Diamond number cards (2–10) are Weapons. Pick one up to equip it.

Important: When you equip a weapon, the last monster you killed with it becomes "bound" to the weapon. You can only use that weapon against monsters with value equal to or less than the bound monster.

♥ Potions (Hearts)

Heart number cards (2–10) are Potions. They heal you for their face value.

  • You may only use one potion per room.
  • If a second potion appears in the same room, it must be discarded.
  • Healing cannot exceed 20 HP (your maximum).

Gameplay

Step 1: Draw a Room

Draw 4 cards from the Dungeon Deck and place them face-up. This is your Room.

Step 2: Choose to Avoid

You may avoid one card by placing it at the bottom of the Dungeon Deck. This card is skipped for now.

Important: If you avoided a card in the previous room, you cannot avoid this turn.

Step 3: Resolve Remaining Cards

Resolve the remaining 3 cards one at a time, in any order you choose:

Picking up a Weapon

Replace your current weapon (if any). Your old weapon is discarded.

Drinking a Potion

Add the potion's value to your health (max 20). Only one potion per room.

Fighting a Monster

You must fight the monster. See Combat below.

Step 4: Discard & Repeat

Discard all resolved cards and return to Step 1. Continue until the Dungeon Deck is empty or you die.

Combat

Bare-handed Combat

Without a weapon, you take full damage equal to the monster's value. A 7 of Spades deals 7 damage.

Combat with a Weapon

When using a weapon against a monster:

  • Place the defeated monster under your weapon (it becomes the "bound" monster).
  • Your weapon can only fight monsters with value equal to or less than the currently bound monster.
  • Damage taken = Monster value − Weapon value (minimum 0).

Examples:

  • Weapon: 7 of Diamonds vs 5 of Spades → Damage = max(0, 5 − 7) = 0 damage. The 5 becomes bound to the weapon.
  • Weapon: 3 of Diamonds vs 8 of Clubs → Weapon too weak (bound monster was 5, 8 > 5), must fight bare-handed: 8 damage!

Weapon Degradation

After each fight with a weapon, the defeated monster becomes bound to the weapon. You can only use the weapon against monsters with value ≤ the bound monster's value.

Examples:

  • You equip a 9 of Diamonds. No bound monster yet — can fight anything.
  • You fight a 6 of Clubs. Damage = max(0, 6−9) = 0. The 6 is now bound. Weapon can only fight monsters ≤ 6.
  • A 10 of Spades appears. Your weapon can't fight it (10 > 6). You fight bare-handed: 10 damage!

Scoring

Health Reaches 0

Your score is the number of cards remaining in the Dungeon Deck. Lower is better.

Survived the Dungeon

Your score is your remaining health × −1. For example, finishing with 12 HP = score of −12. The lowest possible score is −20 (perfect run!).

Game Layout

Dungeon Deck

Draw pile — cards remaining to explore

The Room

4 face-up cards to resolve each turn

Equipped Weapon

Your current weapon with bound monster underneath

Defeated Monsters

Pile of monsters you've defeated

Discard Pile

Used potions and discarded cards

Game design by Zach Gage and Kurt Bieg

Play Scoundrel →