A roguelike card game of survival. Fight monsters, wield weapons, quaff potions. Can you clear the dungeon?
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Additional solitaire games coming soon.
🗡️ Scoundrel — Rules
Overview
Scoundrel is a solitaire card game where you descend into a dungeon, fighting monsters, finding weapons, and drinking potions. Survive until the deck runs out to win.
The Deck
Start with a standard 52-card deck (no Jokers).
Remove all Red Face Cards: Jacks, Queens, and Kings of Hearts and Diamonds.
Remove both Red Aces (Ace of Hearts, Ace of Diamonds).
44 cards remain.
Card Types
Spades & Clubs = Monsters. Values: 2–10 = face value, J = 11, Q = 12, K = 13, A = 14. There are 26 monsters.
Diamonds = Weapons. Values 2–10. There are 9 weapons. Equipping a new weapon discards the old weapon and its monster stack.
Hearts = Potions. Values 2–10. There are 9 potions. Heal by the face value, capped at 20 HP. Only the first potion per room heals; additional potions in the same room are wasted.
Setup
You start with 20 HP.
Shuffle the 44-card deck. This is the Dungeon Deck.
Win by exhausting the deck. Lose if your HP reaches 0.
Each Turn — The Room
Deal 4 cards face up. This is the Room.
You must choose to either Flee or Fight.
Fleeing
Place all 4 cards at the bottom of the dungeon deck and deal 4 new cards.
You cannot flee twice in a row. If you fled last turn, you must fight this turn.
Fighting
You must interact with exactly 3 of the 4 cards, one at a time, in any order you choose.
The 4th card remains on the table. Deal 3 more cards next turn to make a new room of 4.
If there are fewer than 4 cards left when dealing, play with what you have. If fewer than 3 cards remain, you interact with all remaining cards.
Interacting with Cards
Potion (Heart): Drink to heal. HP is capped at 20. Only the first potion per room heals; subsequent potions in the same room are wasted (still must be interacted with).
Weapon (Diamond): Equip the weapon. Your old weapon and its monster stack are discarded. The weapon's value is its attack power.
Monster (Spade/Club): Fight the monster either barehanded or with your equipped weapon.
Barehanded: Take damage equal to the monster's full value. No weapon needed.
With weapon: Take damage equal to (monster value − weapon value), minimum 0. The monster is placed on top of the weapon's stack.
Weapon Durability
After slaying a monster with a weapon, the weapon can only fight strictly lower-value monsters going forward.
The threshold is based on the top card of the weapon's monster stack. A weapon with no monsters on it can fight any monster.
If a monster's value is equal to or higher than the top of the weapon stack, you must fight it barehanded (or equip a new weapon first).
Scoring
Loss (HP reaches 0): Your score is the negative sum of all monster values remaining in the dungeon deck.
Win (deck exhausted): Your score is your remaining HP. Bonus: if the very last card interacted with is a potion and you were at full health (20 HP), add the potion's value to your score.