How to Play Scoundrel

Scoundrel is a solo card game where you fight your way through a dungeon with whatever weapons you find along the way. Created by Zach Gage and Kurt Bieg in 2011, it plays in about 10 minutes with just a standard deck of playing cards. The rules are simple but the decisions get tough fast: when to fight, when to run, and when to gamble on the next flip.

What You Need

Setup

  1. Remove 8 cards from the deck and set them aside. They are not used:
    • Both Jokers
    • All red face cards (Jack, Queen, King of Hearts and Diamonds)
    • Both red Aces (Ace of Hearts and Ace of Diamonds)
  2. Shuffle the remaining 44 cards and place them face down. This is the Dungeon.
  3. Write down 20 on your paper. This is your starting Health.

Card Types

Every card in the Dungeon has a specific role:

Suit Role Count Effect
Clubs & Spades Monsters 26 Deal damage equal to their value
Diamonds Weapons 9 Equip to reduce monster damage
Hearts Health Potions 9 Restore health equal to their value

Monster Values

Number cards are worth their face value. Face cards and Aces follow this scale:

Card Value
2 through 102 through 10
Jack11
Queen12
King13
Ace14

Gameplay

Entering a Room

On each turn, flip cards one at a time from the top of the Dungeon until you have 4 cards face up. These 4 cards form a Room.

On your first turn, all 4 cards come from the Dungeon. On later turns, the 1 leftover card from your previous Room stays face up, and you flip 3 new cards to complete the set of 4.

Avoiding a Room

Before resolving any cards, you may choose to avoid the Room. Scoop up all 4 cards and place them at the bottom of the Dungeon. You may avoid as many Rooms as you want, but you cannot avoid two Rooms in a row. After skipping, you must face the next Room.

Facing a Room

If you don't avoid the Room, you must resolve 3 of the 4 cards, one at a time, in any order you choose. The 4th card remains face up and becomes part of your next Room.

Choosing which card to leave behind is one of the most important decisions in the game.

Resolving Cards

Weapons (Diamonds)

When you take a Weapon, you must equip it. Place it face up in front of you. If you already had a weapon equipped, the old weapon and any monsters stacked on it go to the discard pile. Weapons are binding. You cannot choose to keep your old weapon when a new one appears. You must equip whatever weapon you pick up.

Health Potions (Hearts)

Add the potion's value to your Health, then discard it. Two restrictions:

Monsters (Clubs & Spades)

When you face a Monster, you choose how to fight it:

Fight barehanded: Subtract the Monster's full value from your Health. The Monster goes to the discard pile.

Fight with your weapon: Subtract the Weapon's value from the Monster's value. Any remaining damage is subtracted from your Health. Place the Monster face up on top of your Weapon, staggered so the Weapon's number stays visible.

Example: Weapon Absorbs All Damage

Your weapon is a 5 of Diamonds. You fight a 3 of Clubs. The weapon absorbs all 3 damage (3 - 5 < 0), so you take 0 damage.

Example: Partial Damage

Your weapon is a 5 of Diamonds. You fight the Jack of Spades (value 11). The weapon absorbs 5, leaving 6 damage. You lose 6 Health. (11 - 5 = 6)

The Weapon Degradation Rule

This is the most important rule in Scoundrel: once a Weapon has been used on a Monster, it can only fight Monsters with a value less than or equal to the last Monster it defeated.

Your weapon is not discarded. It stays equipped, but its usefulness decreases with each kill.

Example: Degradation in Action

Your 5 of Diamonds weapon kills a Queen (value 12). Next you encounter a 6 of Clubs. You can use your weapon because 6 is less than 12.

But then if you face a Queen of Spades (value 12), you cannot use the weapon because 12 is not less than or equal to 6 (the last monster it killed). You must fight the Queen barehanded for 12 damage. The weapon is not discarded though. It can still fight monsters valued 6 or below.

Winning and Losing

The game ends when either:

Scoring

Quick Reference

20 Starting Health
44 Cards in Dungeon
4 Cards per Room
3 Cards You Must Face
26 Monsters
9 Weapons
9 Health Potions
14 Max Monster (Ace)

Frequently Asked Questions

How many cards do I remove from the deck?

Remove 8 cards: both Jokers, the Jack/Queen/King of Hearts, the Jack/Queen/King of Diamonds, the Ace of Hearts, and the Ace of Diamonds. This leaves 44 cards in the Dungeon.

Can I avoid every Room?

You can avoid as many Rooms as you like, but never two in a row. After skipping a Room, you must face the next one before you can skip again.

Can I use a weapon on any monster?

Only if the monster's value is less than or equal to the last monster that weapon killed. A fresh weapon (one that hasn't been used yet) can fight any monster. Once used, it degrades and can only target equal or weaker monsters from that point on.

What happens to my old weapon when I pick up a new one?

Your old weapon and all monsters stacked on it are moved to the discard pile. You must equip the new weapon. You can't choose to keep the old one.

Can I drink two Health Potions in one turn?

You can pick up two, but only the first one heals you. The second is discarded with no effect. Your health can never exceed 20.

What happens to the 4th card I don't pick?

It stays face up and becomes part of your next Room. On the next turn, you only flip 3 cards from the Dungeon to bring the Room back to 4 cards.

Is the weapon discarded after it can't fight a monster?

No. The weapon stays equipped even if the current monster is too strong for it. You simply fight that monster barehanded. The weapon can still be used against weaker monsters later, or it's discarded when you equip a new weapon.

How long does a game take?

A typical game of Scoundrel takes about 5 to 15 minutes, depending on how much you deliberate over decisions.

Know the rules? Check out the Scoundrel Strategy Guide for tips on weapon management, room avoidance, and scoring high.