
Card Stock DUNGEON: Ruleset
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God I know damn well nobody reading all this
These are the rules to play my solo card game CARD STOCK dungeon, crawl out of the wicked dungeon of cards and regain your mortal body.
-REQUIREMENT
To play the game you need only one player and a standard deck of cards (52 cards ,with the 4 suits) and maybe some chalk to draw the board on the table you'll be playing on, or you can make a custom gaming board.
-EXPLORE
The dungeon is divided into a number of rooms, the number depends but there are many class, class 1 goes from 5-10 rooms, and every class after goes up by 5 rooms. The official name for each of the classes are:
•class 1• undisputably fair
•class 2• fair
•class 3• unfair
•class 4• agreigious
•class 5• diabolical
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Every room is represented by a random faced down card.
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Every room is made up of 4 cards. The first being the one representing the room of the map
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The layout of the map is up to the players but might affect the difficulty of the game
-MISC
The goal of the game is to escape the dungeon by clearing as many of the rooms as possible.This score depends entirely on the amount of rooms cleared. Being inspired by scoundrel, this game has similar mechanics when it comes to combat.
A main action and an item action are in every turn. Main action is the one that involves either fighting or skipping the room
Turns are based on rooms. Every room counts as a turn and every action you can make is limited. See more below 👇
First things first, here is the layout for the game!
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You have your weapon, your inventory, your info panel (sheet of paper) and your dungeon on top of the room you're in. As you accounter different foes thru the dungeon you have the possibility to lose and regain health points. A standard game starts with 25 HP.
-FIGHTING
there are two ways you can fight back in this game. First you need to know that:
/Hearts are potions
/Diamonds are primary weapons
/Clovers are enemies
/Spades are secondary weapons
When you enter a room and see a clover then it is an enemy. You can attack it if your damage output is higher than the cards number. If not then you will need to receive the damage of said card and remove it to your total HP. When that is done the enemy card must be discarded. You cannot deal with enemies as you want you must go thru them from either the left or the right.
If you find a room to be too hard, it can be skipped. But a skipped means that it will go to a separate pile of cards that you will have to fight afterwards, when you're done with the dungeon.
A skipped room also has to be scooped all at once so that you refight it in that exact order hehe
//COMBO SYSTEM//
the combo system is pretty simple. When you have a primary and secondary weapon you can combo off of them and elevate your damage output. If you have 2 primary weapons (diamonds) you can elevate the output by both consuming them this turn, but adding up their numbers. If you use the the primary weapons with the secondaries then they can multiply for instance a 6 of diamond with a 2 of spades is 12 of damage output. Secondary weapons cannot be used if their number exceed 4 if they do then they become unclaimable and cannot be picked up in a room. So how do you deal with them now ? Well they can combo if they're next to an enemy card (clover) for instance If you see a clover with a spade next to it the number of damage from the clover is multiplied by the spade.
To Truly get rid of a combing enemy depends on how you clear the room. If you attack it from the side of the spade then you will deal with them individually but if you do from the side of the clover it will be the multiplied value that you will have to endure. And if you don't have any weapons it's that multiplied value that will be taken away from your HP.
-ITEMS
Every turn you can remove, use or put an item in your inventory. Which will be the only action you can do for concerning your inventory for that turn. If you use your inventory action to pull out a weapon then any health in the room will be discarded. Same way if you take on the room and there are potions/weapons in there then your inventory action is over and you cannot take out whatever was in it. That also means you cannot both heal and equip a weapon.
Potions are mostly for health but also have special purpose if they are either king, queen, jack or Ace. If it's Ace then it's a donut- I mean uhm if it's ace then it Will only heal when below 10 health. All the other except the joker can heal at any time but if they're in a room together you can only claim one the other ones will get discarded unlike normal cards who would be both claimed. The joker/jack depending on how I felt writing the above is the special one. He is a heart but he isn't actually used to heal. It's actually a weapon that can be used to mess with enemies in a room. Although it takes up your inventory action it can allow you to instantly move an enemy to swp his place with any of the cards adjacent to it. It can combo if you use it while having a joker as your weapon. As it will now allow you to move a card and get rid of whatever takes it's place. The last synergy is concerning the spade joker, it's the only spade with a number above 4 that can be used. It's a landmine, it uses up your inventory turn too but will allow to place a landmine that will remove whatever card is there in the next room no matter what it is.
-CONCLUSION
A match ends when you either have your HP go below zero or you clear all the rooms, have fun and try to survive!
| Status | Released |
| Category | Physical game |
| Author | ★zorymoon★ |
| Genre | Card Game |
| Tags | Tabletop |

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Sybau
What the hell tbh