Scoundrel, but with extensions

· acidbong's blog

or how i found a game, that i never played, a bit boring

Fun story: for a couple of years I had an idea about a tabletop game that would both cards (French 52-card deck) and dice (1d6). This idea went nowhere further than the traversing concept (and the draft blog post is long gone), but here's how i imagined it:

As for the card interaction, i wanted to base the stuff on objects and mobs from Shattered Pixel Dungeon, but wasn't able to come up with any correspondences between them and the cards, so this idea went stale. The only part that i was able to make tho is door cards that, when opened, force you to resolve the "hidden behind the door" object (the top card in the stock).

And this September i discovered Scoundrel, which was roughly my idea of what a card-based dungeon crawler should be like (sans, of course, dice rolls). However, there was one detail that bothered me a little: red aces and face cards are not used. So i decided to take this opportunity and make them doors (hearts) and keys (diamonds; because they're equippable like weapons, which are diamonds):

To roll or not to roll... #

At the moment of writing this, i still haven't played Scoundrel, so i was also thinking of how to integrate dice rolls into my version of Scoundrel:

  1. like in my draft: draw the given number of cards (later N), only resolve the last drawn one
  2. compromise: draw N cards, turn the last one face up and fill the room until there's 4 cards on the table

Both ways also remove the ability to flee the room, since the dice rolls already skip cards for later reuse.

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