Post by onebigone on Aug 25, 2018 13:16:02 GMT
VERSION 8
The RPG solitaire playing card dungeon by Mark Ainsworth
Overview
This game is a door-kicking dungeon crawler with treasure, stats, and lockpicks; its roguelike gameplay with playing cards. The game may be improved more yet, but its playable now!
Setup
You keep score of your treasure total (using coins or buttons or pen-and-paper). You start with zero treasure.
Take three decks of playing cards (you may use more or less decks) and seperate the As, Js, Qs, Ks & one Joker and place them in the room deck (discard any other Jokers).
Rooms:
the Js represent rooms with one door
the Qs represent rooms with two doors
the Ks represent rooms with three doors
the Joker is the main end room with the dungeon exit,where you face a dragon or boss who guards the exit.
the Aces are lockpick cards,
Seperate all the suits and place these in 4 piles. Each suit represent stats:
hearts = health
diamonds = treasure
spades = armor
clubs = attack
Place one King card on the table as the dungeon entrance.
The cards for rooms are laid out in a square grid pattern, north, south, east, and west. As you place a new room it has to connect to the previous room, but as long as it connects to the previous room the new room if it has more possible doors can become adjacent to a earlier previously laid room on the grid (this is a secret door and connects the new room back to an earlier room).
Your turn
At the start of each turn you draw a room card.
Whenever you draw an Ace you add it to your lockpicks pile and draw another room card. You need a lockpick to try and exit the dungeon in the Jokers room. It cost one lockpick to try and exit by a simple high/low gamble: you draw a card for the boss and then you draw a card for your attempt to pick the lock; if your card is the same or higher you escape, but if you fail you may use another lockpick and try again. If you have no lockpicks you must find more before you can come back and try again.
Enter the room by placing the card next to a room card you've already played (but the room card you've already played must have a spare door opening, Js have one door, Qs have 2 doors, Ks have 3 doors. Joker is the room that ends the game (after you have picked the lock). You may instead move into rooms next to the one you're in if no monster is in them.
When you enter any room for the first time or there is already a monster in the room you draw a card from two suits (not diamonds & not hearts ) decks. These are for armor and weapons like shields and club you pickup entering the room, you can replace any card in your hand if the ones you draw are higher.
If you enter any room for the first time and there is no monster you draw a card from three suits decks (not diamonds) for the monster and place the 3 monster cards on the room card(or near you to resolve the combat). the monster remains in the room and has to be defeated to pass through that room, you may leave the room by the door you entered but do not redraw stats cards. you can connect to other rooms from the one you're in to a room that has no doors left to connect from if they are in the correct location(these are secret doors) if you enter a room with a monster you must resolve a combat round.
Combat
You attack with your attack stat (clubs card). Your attack is compared to the monsters armor stat if it has armor (spades card), if your attack is the same or greater than the monsters armor then the attack gets through (the monsters armor card is removed and not used in future attacks) now you can then compare your attack clubs card) to the health(hearts suit - known as hit points) your attack is the same or greater than the monsters health stat(hearts card) then you win the monsters treasure draw a diamonds suit card for treasure and you collect, and put the monsters heart card face down to show you defeated the monster in this room. you can also draw a hearts card! for a health potion & replace your health stat if its higher.
If your attack fails then the monster attacks you in the same way, if the monster wins you draw a diamonds suit card and your treasure is reduced by that amount (diamonds card) and you must go back the way you came!, this is to show that you lose some treasure by throwing some to get away, or the monster gets the treasure in your pockets but not your backpack,or the monster could demand payment to let you go. You must also draw a new health card , if its lower you must replace the one in your stats.
After a combat you MUST also draw new cards from two suits (not diamonds) each suit deck and replace your stat cards. this is because you may of grabbed new shields or club etc... if you won you get to draw a hearts card and keep the highest, if you lost you draw a hearts card and keep the lowest.
in combat if you win a club(weapon) against a spade(armor) regardless if you win or lose the hearts you draw a heart card and keep if higher
if you lose a club(weapon) against a spade(armor) regardless if you win or lose the hearts you draw a heart card and keep if lower
You may need at times to fight a monster in order to get new stat cards, but lose some treasure, this happens a lot as combat isn't always decisive. but you get the chance to find new health potions or shields and clubs.
Notes
Keep track of your treasure, but you can only count your gold if you get out of the dungeon at the Joker's room where you will find the exit door, your treasure is your final dungeon score. If your treasure goes below zero, it is set to zero
When you enter a room for the first time,or re-entering a room with an undefeated monster, you draw 2 suit cards for armor (spades) attack (clubs) these cards are optional and represent things in the room like armor and weapons.If you lose a combat round, the monster takes as much treasure as he can see or take easily from your pockets or pouch, or you may throw treasure to distract the monster while you get away. or the monster may demand payment to let you go, the treasure in your backpack is harder to take,
You may be trapped in the dungeon by powerful monsters in every direction (although every time you enter a room with a monster you get to draw new cards for armor and attack, so its likely you will eventually draw a good attack, but you will be losing treasure and health will possibly go lower after each failed combat), or run out of collectable lock picks so escape is impossible, this is the chance you take by entering the dungeon
in combat if you win a club(weapon) against a spade(armor) regardless if you win or lose the hearts you draw a heart card and keep if higher
if you lose a club(weapon) against a spade(armor) regardless if you win or lose the hearts you draw a heart card and keep if lower
The RPG solitaire playing card dungeon by Mark Ainsworth
Overview
This game is a door-kicking dungeon crawler with treasure, stats, and lockpicks; its roguelike gameplay with playing cards. The game may be improved more yet, but its playable now!
Setup
You keep score of your treasure total (using coins or buttons or pen-and-paper). You start with zero treasure.
Take three decks of playing cards (you may use more or less decks) and seperate the As, Js, Qs, Ks & one Joker and place them in the room deck (discard any other Jokers).
Rooms:
the Js represent rooms with one door
the Qs represent rooms with two doors
the Ks represent rooms with three doors
the Joker is the main end room with the dungeon exit,where you face a dragon or boss who guards the exit.
the Aces are lockpick cards,
Seperate all the suits and place these in 4 piles. Each suit represent stats:
hearts = health
diamonds = treasure
spades = armor
clubs = attack
Place one King card on the table as the dungeon entrance.
The cards for rooms are laid out in a square grid pattern, north, south, east, and west. As you place a new room it has to connect to the previous room, but as long as it connects to the previous room the new room if it has more possible doors can become adjacent to a earlier previously laid room on the grid (this is a secret door and connects the new room back to an earlier room).
Your turn
At the start of each turn you draw a room card.
Whenever you draw an Ace you add it to your lockpicks pile and draw another room card. You need a lockpick to try and exit the dungeon in the Jokers room. It cost one lockpick to try and exit by a simple high/low gamble: you draw a card for the boss and then you draw a card for your attempt to pick the lock; if your card is the same or higher you escape, but if you fail you may use another lockpick and try again. If you have no lockpicks you must find more before you can come back and try again.
Enter the room by placing the card next to a room card you've already played (but the room card you've already played must have a spare door opening, Js have one door, Qs have 2 doors, Ks have 3 doors. Joker is the room that ends the game (after you have picked the lock). You may instead move into rooms next to the one you're in if no monster is in them.
When you enter any room for the first time or there is already a monster in the room you draw a card from two suits (not diamonds & not hearts ) decks. These are for armor and weapons like shields and club you pickup entering the room, you can replace any card in your hand if the ones you draw are higher.
If you enter any room for the first time and there is no monster you draw a card from three suits decks (not diamonds) for the monster and place the 3 monster cards on the room card(or near you to resolve the combat). the monster remains in the room and has to be defeated to pass through that room, you may leave the room by the door you entered but do not redraw stats cards. you can connect to other rooms from the one you're in to a room that has no doors left to connect from if they are in the correct location(these are secret doors) if you enter a room with a monster you must resolve a combat round.
Combat
You attack with your attack stat (clubs card). Your attack is compared to the monsters armor stat if it has armor (spades card), if your attack is the same or greater than the monsters armor then the attack gets through (the monsters armor card is removed and not used in future attacks) now you can then compare your attack clubs card) to the health(hearts suit - known as hit points) your attack is the same or greater than the monsters health stat(hearts card) then you win the monsters treasure draw a diamonds suit card for treasure and you collect, and put the monsters heart card face down to show you defeated the monster in this room. you can also draw a hearts card! for a health potion & replace your health stat if its higher.
If your attack fails then the monster attacks you in the same way, if the monster wins you draw a diamonds suit card and your treasure is reduced by that amount (diamonds card) and you must go back the way you came!, this is to show that you lose some treasure by throwing some to get away, or the monster gets the treasure in your pockets but not your backpack,or the monster could demand payment to let you go. You must also draw a new health card , if its lower you must replace the one in your stats.
After a combat you MUST also draw new cards from two suits (not diamonds) each suit deck and replace your stat cards. this is because you may of grabbed new shields or club etc... if you won you get to draw a hearts card and keep the highest, if you lost you draw a hearts card and keep the lowest.
in combat if you win a club(weapon) against a spade(armor) regardless if you win or lose the hearts you draw a heart card and keep if higher
if you lose a club(weapon) against a spade(armor) regardless if you win or lose the hearts you draw a heart card and keep if lower
You may need at times to fight a monster in order to get new stat cards, but lose some treasure, this happens a lot as combat isn't always decisive. but you get the chance to find new health potions or shields and clubs.
Notes
Keep track of your treasure, but you can only count your gold if you get out of the dungeon at the Joker's room where you will find the exit door, your treasure is your final dungeon score. If your treasure goes below zero, it is set to zero
When you enter a room for the first time,or re-entering a room with an undefeated monster, you draw 2 suit cards for armor (spades) attack (clubs) these cards are optional and represent things in the room like armor and weapons.If you lose a combat round, the monster takes as much treasure as he can see or take easily from your pockets or pouch, or you may throw treasure to distract the monster while you get away. or the monster may demand payment to let you go, the treasure in your backpack is harder to take,
You may be trapped in the dungeon by powerful monsters in every direction (although every time you enter a room with a monster you get to draw new cards for armor and attack, so its likely you will eventually draw a good attack, but you will be losing treasure and health will possibly go lower after each failed combat), or run out of collectable lock picks so escape is impossible, this is the chance you take by entering the dungeon
in combat if you win a club(weapon) against a spade(armor) regardless if you win or lose the hearts you draw a heart card and keep if higher
if you lose a club(weapon) against a spade(armor) regardless if you win or lose the hearts you draw a heart card and keep if lower