Scoundrel

Scoundrel

Play the Dungeon or Run the Dungeon

Play a compact dungeon crawl with a trimmed deck of cards. Start a Dungeon, choose how to handle each room, or load generated win and loss traces to study how weapons, potions, monsters, and carried cards shape a run. The simulator estimates the odds once you are ready to compare strategies.

One Coin One Play
red = Weapon/Potion black = Monster gold = carry

Play and Traces

Start a playable Dungeon or load a generated trace.
Ready.
Clear %
-
adventurer runs
Clear HP
-
avg on clear
Loss score
-
avg failed run
Rooms
-
median faced
Rule

Setup. Use a standard deck. Remove all Jokers, red face cards, and red aces. Shuffle the remaining 44 cards into the Dungeon. Start at 20 health.

Card types. Clubs and spades are Monsters worth 2-14 damage. Diamonds 2-10 are Weapons. Hearts 2-10 are Health Potions.

Weapons. Weapons are binding: if you pick one up, you must equip it and discard your previous weapon and any monsters on it. When used against a monster, damage taken is max(0, monster value - weapon value). After a weapon kills a monster, it may only be used on monsters of equal or lower value than the last monster it killed.

Potions. You may only use one health potion per turn. A second potion taken in the same turn is discarded with no healing. Health cannot exceed 20.

Room flow. Flip cards one by one until four cards are face up in the Room. You may avoid the Room by placing all four cards at the bottom of the Dungeon, but you may not avoid two Rooms in a row. If you do not avoid the Room, you must face exactly three of the four cards, one at a time, in any order. The fourth card remains face up as part of the next Room.

Combat. Barehanded combat deals the monster's full value to your health. Weapon combat keeps the weapon equipped; the slain monster is placed on the weapon to mark the new limit.

Game end and scoring. The game ends when your health reaches 0 or the Dungeon is cleared. On a loss, your score is your life minus the values of all remaining monsters, which is negative. On a win, your score is your positive life, except that if you finish on 20 health and the last card resolved was a health potion, your score is 20 plus that potion's value.

Attribution. Based on Scoundrel - version 1.0, August 15th, 2011, a single player rogue-like card game by Zach Gage and Kurt Bieg.