Scoundrel Rules
A Single Player Rogue-like Card Game by Zach Gage and Kurt Bieg
Version 1.0
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 →