

Based on the acclaimed tabletop design Scoundrel by Zach Gage and Kurt Bieg, this digital adaptation sheds the limitations of a standard poker deck to bring you a fully-realized, atmospheric tactical roguelike.
Overview
Based on the acclaimed tabletop design Scoundrel by Zach Gage and Kurt Bieg, this digital adaptation sheds the limitations of a standard poker deck to bring you a fully-realized, atmospheric tactical roguelike.
Description
Based on the acclaimed tabletop design Scoundrel by Zach Gage and Kurt Bieg, this digital adaptation sheds the limitations of a standard poker deck to bring you a fully-realized, atmospheric tactical roguelike. Every room is a hand of custom cards, and every card is a brutal choice: weaponize it, drink it, or fight it barehanded. There are no safe paths here—only calculated risks and sudden deaths.
Each turn, you are dealt a "room" of four cards. To advance, you must confront or bypass them:
Monsters: Fight them barehanded and take direct damage, or slice them down with an equipped weapon. But fight smart—your weapon's durability decays, and it can only slay monsters weaker than the last one it killed.
Weapons: Arm yourself to mitigate damage. But equipping a new blade means discarding your current one, along with its combat history.
Potions: Drink to patch your wounds, but greed is fatal—only the first potion you consume in a room will heal you. The rest are wasted.
Fleeing: Cowardice is a resource. You can run from a room and shuffle it back into the deck, but you can never flee twice in a row.
Classic: The pure, unforgiving 44-card gauntlet.
Tutorial: Learn the delicate balance of weapons and potions before the dungeon breaks you.
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