Game Rules • Jan 2026

How to Play
Scoundrel

A roguelike card game played with a standard deck. Clear the dungeon without letting your health drop to zero.

Playing Cards on dark table

The goal of Scoundrel is simple yet punishing: Clear the entire dungeon deck without letting your health drop to zero. It requires careful resource management and risk assessment, much like a digital roguelike game, but played entirely with a physical deck of cards.

Game Setup

  • Deck: Start with a standard 52-card deck plus two Jokers.
  • Remove Cards: Before shuffling, remove all red face cards (King, Queen, Jack) and red Aces from the Hearts and Diamonds suits.
  • Health: Your starting health is 20.
  • The Dungeon: Shuffle the remaining cards to form the dungeon deck.
  • The Room: Draw the top 4 cards from the deck to form the first "room". A room will always be refilled to 4 cards as long as the deck has cards.

Card Types & Values

Monsters (Clubs ♣ & Spades ♠)

These are enemies you must fight.

  • Number cards: Worth their face value (2-10).
  • Jack: 11
  • Queen: 12
  • King: 13
  • Ace: 14

Weapons (Diamonds ♦)

Used to reduce the damage you take from monsters.

  • Value: Number cards are worth their face value (2-10).
  • You can only have one weapon equipped at a time. Equipping a new one discards the old one.

Potions (Hearts ♥)

Drinking a potion restores health equal to its value.

  • Value: Number cards are worth their face value (2-10).
  • Your health cannot exceed the maximum of 20.

Merchants (Jokers)

Merchants allow you to sell your currently equipped weapon in exchange for health.

  • If the weapon has not been used to fight a monster, you gain health equal to its value.
  • If the weapon has been used, you gain health equal to the value of the smallest monster it has defeated.

Gameplay Actions

Fighting Monsters

  • Barehanded: You take damage equal to the monster's full value.
  • With a Weapon: The damage you take is the monster's value minus your weapon's value.

Important Weapon Rule

After you defeat a monster with a weapon, that weapon can only be used on monsters with a value strictly smaller than the one you just defeated.

Other Actions

  • Equipping a Weapon: Select a weapon from the room to equip it.
  • Drinking a Potion: Select a potion from the room to gain health.
  • Selling to a Merchant: If you have a weapon equipped, you can sell it based on the merchant rules above.

Running from a Room

You can choose to "run" from the current room. All cards in the room are shuffled and placed at the bottom of the deck. A new room is then drawn.

Constraint: You cannot run from two rooms in a row.

© 2026 Anshuman