← Back to home
How to Play Scoundrel
Scoundrel is a solo roguelike card game by Zach Gage and Kurt Bieg (2011), playable in about 10 minutes with a standard deck.
Setup
Remove 10 cards from a standard 52-card deck (plus Jokers): both Jokers, all red face cards (J/Q/K of Hearts and Diamonds), and both red Aces. Shuffle the remaining 44 cards. This is the Dungeon. Start with 20 Health.
Card Types
- Hearts (×9) — Health Potions. Restore HP equal to value, max 20. Only one per Room.
- Diamonds (×9) — Weapons. Equip to absorb monster damage. They degrade with use.
- Clubs & Spades (×26) — Monsters. Damage equals their value. Aces are 14.
Forming a Room
Each turn, flip 4 cards to form a Room. Resolve 3 of them, in any order. The 4th carries over to the next Room.
Before resolving any cards, you may avoid the Room by placing all four cards at the bottom of the Dungeon. You can avoid as many Rooms as you like, but never two in a row. After avoiding a Room, you must face the next one.
Fighting
Barehanded: take the monster's full value as damage. With a weapon: subtract weapon value from monster value; the remainder hits your health. The monster lands on top of the weapon.
Weapon Degradation
After a weapon kills a monster, it can only fight monsters with a value strictly less than the last monster it killed. The weapon stays equipped, but degrades — switch weapons or fight barehanded against bigger threats.
Health Potions
One potion per Room — extras are discarded. Health caps at 20.
Winning & Scoring
Clear the entire Dungeon to win. Your score is your remaining Health. Bonus: if your last card was a Health Potion and you are already at 20, add the potion's value to your score. If you die, subtract the value of every remaining Monster in the Dungeon from your final Health (at or below zero) for your negative score.
This page uses interactive animated examples that require JavaScript. Enable JavaScript for the full experience, or grab the app on iOS & Mac / Google Play.