# Scoundrel

## Overview

Scoundrel is a **single-player roguelike dungeon card game** originally designed by **Zach Gage** and **Kurt Bieg** in 2011. You play as an adventurer exploring a dangerous dungeon, represented by a deck of playing cards. Your objective: **survive the entire dungeon** without your health reaching zero.

The game can be played with a physical deck of cards or right here in your browser. This page covers the complete rules for both versions.

## Setup

### What You Need

- A standard 52-card deck of playing cards
- Something to track your health (pen and paper, a die, or a phone)

### Preparing the Deck

Before playing, **remove the following cards** from the deck:

- All **red face cards**: Jack, Queen, and King of Hearts and Diamonds (6 cards)
- Both **red Aces**: Ace of Hearts and Ace of Diamonds (2 cards)
- Both **Jokers**

This removes 8 cards, leaving you with a **44-card dungeon deck**. Shuffle the remaining cards thoroughly — this is your dungeon.

### Starting Health

You begin the game with **20 health points** (on Normal difficulty). Your health can never exceed this maximum.

## The Cards

Each card in the dungeon has a specific role based on its suit:

<table class="card-table" id="bkmrk-card-type-suits-valu"><thead><tr><th>Card Type</th><th>Suits</th><th>Values</th><th>Effect</th></tr></thead><tbody><tr><td><span class="ref-monster">Monsters</span></td><td>♠ Spades, ♣ Clubs</td><td>2–14 (Ace = 14)</td><td>Deal damage equal to their value</td></tr><tr><td><span class="ref-weapon">Weapons</span></td><td>♦ Diamonds</td><td>2–10</td><td>Reduce damage from monsters</td></tr><tr><td><span class="ref-health">Potions</span></td><td>♥ Hearts</td><td>2–10</td><td>Restore health equal to their value</td></tr></tbody></table>

**Monster values:** 2 through 10 are face value. Jack = 11, Queen = 12, King = 13, Ace = 14. Black face cards and Aces remain in the deck, making them the strongest monsters.

## Gameplay

### The Room

Deal **four cards face up** from the dungeon deck. These four cards represent a "room" in the dungeon. In each room, you must **interact with exactly three cards** — the fourth card remains and carries over to the next room.

After resolving three cards, deal **three new cards** from the deck to bring the room back to four cards. The card you left behind is still there, giving you some control over what you carry forward.

### Interacting with Cards

### <span class="ref-monster">Fighting a Monster</span>

When you choose to face a monster, you have two options:

<div class="rule-box" id="bkmrk-barehanded%3A-take-dam">- **Barehanded:** Take damage equal to the monster's full value. A <span class="ref-monster">12 Monster</span> deals 12 damage.
- **With a weapon:** The weapon's power is subtracted from the monster's strength. You take the remaining difference as damage (minimum 0).

<div class="example"><span class="example-title">Example</span> You have a <span class="ref-weapon">8 Weapon</span> and face a <span class="ref-monster">12 Monster</span>.  
Damage taken = 12 − 8 = **4 damage**.  
If your weapon was a <span class="ref-weapon">14</span>, you'd take **0 damage**.</div></div>### <span class="ref-weapon">Equipping a Weapon</span>

Click/tap a weapon card to equip it. If you already have a weapon, the **new weapon replaces the old one**. Your previous weapon (and its kill history) is discarded.

### <span class="ref-health">Drinking a Potion</span>

Potions restore health equal to their face value. However, there are two important restrictions:

<div class="rule-box" id="bkmrk-you-may-only-drink-o">- You may only drink **one potion per room**. Additional potions in the same room must be left behind or resolved without healing.
- Your health **cannot exceed your maximum** (20 on Normal). A 10 Potion at 18 health only heals 2 points.

</div>## Weapon Binding

This is the most important rule to understand. When you use your weapon to defeat a monster, the weapon becomes **"bound"** to that monster's strength level.

After being bound, the weapon can **only be used against monsters of equal or lower strength** than the last monster it defeated. This means:

<div class="example" id="bkmrk-example-%E2%80%94-good-chain"><span class="example-title">Example — Good Chaining</span> You have a <span class="ref-weapon">10 Weapon</span>.  
1. Kill a <span class="ref-monster">13 Monster</span> → weapon bound to 13 (can fight ≤13 next) → take 3 damage  
2. Kill a <span class="ref-monster">8 Monster</span> → weapon bound to 8 (can fight ≤8 next) → take 0 damage  
3. Kill a <span class="ref-monster">5 Monster</span> → weapon bound to 5 → take 0 damage  
**Result:** 3 monsters killed, only 3 total damage taken!</div><div class="example" id="bkmrk-example-%E2%80%94-bad-chaini"><span class="example-title">Example — Bad Chaining</span> You have a <span class="ref-weapon">10 Weapon</span>.  
1. Kill a <span class="ref-monster">3 Monster</span> → weapon now bound to 3 (can ONLY fight ≤3)  
**Result:** The weapon is nearly useless now. The remaining 11, 12, 13, 14 monsters must be fought barehanded.</div><div class="highlight-box" id="bkmrk-key-takeaway-always-"><span class="highlight-title">Key Takeaway</span> Always use your weapon on the **strongest available monster first**, then work your way down. This maximizes the number of kills you can get from a single weapon.</div>## Avoiding a Room

If you don't like the current room, you can choose to **avoid** it (also called "running"). This puts all four visible cards back into the dungeon deck bottom and deals a fresh room of four cards.

**Restriction:** You cannot avoid two rooms in a row. If you avoided the previous room, you must face the current one.

## Winning &amp; Losing

- **You win** when all cards in the dungeon deck have been resolved — you've cleared the dungeon!
- **You lose** when your health drops to zero or below at any point during the game.

### Scoring

If you win, your **remaining health** becomes your score. A perfect score of 20 means you cleared the entire dungeon without taking any net damage — an extremely rare achievement. Most winning runs end with a score between 1 and 10.

## Quick Reference

<div class="rule-box" id="bkmrk-start-with-20-hp-roo">- Start with **20 HP**
- Rooms have **4 cards**, resolve **3**, leave **1**
- <span class="ref-monster">Monsters</span> deal their face value as damage
- <span class="ref-weapon">Weapons</span> absorb damage; become bound after killing
- <span class="ref-health">Potions</span> heal face value; **1 per room**; max HP cap
- Can **avoid 1 room**, not 2 in a row
- **Win:** clear all cards. **Lose:** HP reaches 0
- **Score = remaining HP** after clearing the dungeon

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