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 into my hands.

Doors and keys #

The red cards are now doors (hearts) and keys (diamonds; because they're equippable like weapons, which are diamonds):

To roll or not to roll... #

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.

Update 2026-10-03 #

Actually, fuck rolling, it gets boring too quickly too soon, and it's even more boring to program.

Multiplayer (2026-10-03) #

And I also came up with a multiplayer version of Scoundrel (i only wish i had someone to play it with). Everything is the same, except:

And, if you decide to play with doors and keys, the keychain is shared between players, so anyone can equip a key and anyone will be able to use it later.

PvP #

I'm also thinking of adding PvP, but i don't know how to activate it. It could be some cards, but:

As for exchanging damage, it's simple: the damage is your weapon minus their weapon, and vice versa (yes, they fight back), but it only kills them if the damage exceeds their HP.