/dungeondeck

tabletop dungeon crawler using only d6 and standard deck of cards

MIT LicenseMIT

Dungeon Deck

tabletop dungeon crawler using only d6 and standard deck of cards

Card Types

  • Treasure given to player
  • Battle given to player
  • Spent Stack
  • Draw From Stack
  • In Play

World Tiles and Encounters

  • Spades: Encounters or fights

  • Clubs: Dungeons with challenges based on card value

  • Diamonds: Secrets or treasures

  • Hearts: Friendly or safe areas

    • Fully heal outside dungeons
  • Players can choose to skip cards, shuffling them back into the deck.

Special Cards

  • Aces: Critical plot point
  • Face Cards (Kings, Queens, Jacks): Opportunities for leveling up
  • Jokers:
    • draw 5 cards, player with highest roll chooses card
    • stories below told in drawn card environment
    • Red Joker: Positive and humorous event
    • Black Joker: Funny but slightly dangerous situation

Leveling Up

  • when successfully overcoming challenges presented by face cards
  • Each level gained adds +1 to attack rolls and +1 to max health
  • Players start with 6hp and 1d6 attack
  • returns health to full
  • Player can exchange 10 Battle cards for level up on next Heart
    • shuffle those 10 battle cards into Draw From

Card World Content

skip this section (and jokers) for a simpler non-storytelling game

  • Drawn cards alternate between day and night
  • Roll a d6 to determine the biome for an adventure setting:
    1. Forest/Jungle
    2. Desert/Barren
    3. Mountainous/Tundra
    4. Plains/Grasslands
    5. Aquatic/Coastal
    6. Urban/Ruins

Conquering a Card

  • Hearts cards do not require conquering, as they are safe
  • Dungeons must be finished
  • Enemies must be defeated
  • Treasure must be found

Clubs - Dungeon Generation

  • Divide the card value in half, rounding down

  • Draw as many cards, these are the dungeon content

  • Players can leave dungeon at any point

    • reshuffle the dungeon card
    • reshuffle any card drawn for inside dungeon
  • Hearts drawn:

    • player can heal half of card value
    • if healing:
      • card spent
      • player(s) heal for 1/2 of card value
    • if skipped:
      • heart reshuffled into Draw From
      • draw another card
  • Hearts face card drawn:

    • treat as treasure
    • if conquered, players level up
  • Clubs drawn:

    • place card to the side, begin a new inner dungeon
    • take half of card value, rounded down
    • draw that many new dungeon rooms

Diamonds - Puzzle/Treasure

  • Roll 1d6
  • Player must match DM's roll within 14 - card value
  • If completed, player gets gold equal to card value
  • every crit fail takes 1d6 damage

Spades - Fight

  • Card health is value / 2, + player modifier
  • Every failed player roll, the DM rolls 1d6 for player damage
  • Every player must:
    • roll same or higher than card health
    • within x rolls, where x is card value

Hearts - Safe Area

  • player can spend gold equal to their max health to level up