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Scoundrel box art

Scoundrel

Players

1-2

Time

?-?

Age

?+

Weight

1

Rating

6.89

Fit

Teach 2.4

Teaching signal

Replay 3.8

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Scoundrel has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game.

Replay value

Scoundrel offers a high level of variability with its gameboard, multiple paths to victory, and variable setups. The presence of expansions adds further content and gameplay elements. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Scoundrel has a strong replayability score of 7.6.

Luck profile

Scoundrel has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions, luck still plays a significant role. The game outcome is a balanced mix of luck and strategy.

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 (Two through Ace). The rooms of the dungeon are created by laying out cards in groups of four. Progress is made through the dungeon by playing three of the four dungeon cards. The fourth card serves as the foundation for a new room. Rooms can be reset in their entirety as many times as needed but never twice in a row. Weapons may be equipped to attack multiple monsters in descending order of their value with damage being dealt to the player for monster values in excess of the equipped weapon. The weapon breaks if it is used to attack a monster of equal or greater value than the previous monster. Attacking a monster without an equipped weapon depletes the players health for the full attack value of the monster. Health potions may be used to increase 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 when life points reach zero or the player has progressed through the entire dungeon.

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Credits

Designers

2
Kurt Bieg Zach Gage

Publishers

1
(Web published)

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