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Scoundrel Playmat
There are plenty of Star Wars themed decks available, even one with only weapons!
Scoundrel with custom deck and playmat. See files image for files.
Custom Scoundrel card deck as shown at (link to download files in video description) https://youtu.be/zyHcSe38Buw?si=EorWPLCoP_GQUYlR
Early morning play at camp.

Scoundrel (2011)

Players
1
Best: 1
Playing time
0–0 min
Age
0+
7.12
Average rating
339
Ratings
1.13/5
Weight
#7758
BGG rank
Outside top 5,000
Designer:Kurt Bieg, Zach Gage
Publisher:(Web published)
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 5, Luck 5, Interaction 2, Complexity 2.3, Theme 6
Strategy5.0
Luck5.0
Interaction2.0
Complexity2.3
Theme6.0

This game's strategy, luck, interaction, complexity and theme.

Card GameRole PlayingSolo / Solitaire Game

Overview

Scoundrel is a single player rogue-like card game for use with a standard deck of playing cards. It was developed by Zach Gage and Kurt Bieg.

All Jokers, red face cards, and red aces are removed from the deck. The remaining cards serve as monsters (spades and clubs), weapons (diamonds), and health potions (hearts) valued from 2–14 (with face cards being valued 11–14). The rooms of the dungeon are created by laying out cards in groups of four. Progress is made through the dungeon by resolving three of the four dungeon cards in each room. The fourth card serves as the foundation for a new room. Rooms can be deferred if needed, but never twice in a row — and the player will eventually need to come back to deferred rooms.

Weapons may be equipped to attack multiple monsters, as long as each defeated monster is of lower value than the last monster defeated with that same weapon. To attack a monster of higher value, a new weapon must be equipped. Monsters can also always be attacked barehanded, but this depletes the player's health for the full value of the monster. Health potions may be used to recover life points up to the maximum starting value of 20. Playing a second potion in succession nullifies the effect of the second potion.

The game ends in a loss when life points reach zero or in a victory if the player manages to clear all rooms of the dungeon.

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