tabletop dungeon crawler using only d6 and standard deck of cards
- Treasure given to player
- Battle given to player
- Spent Stack
- Draw From Stack
- In Play
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Spades: Encounters or fights
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Clubs: Dungeons with challenges based on card value
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Diamonds: Secrets or treasures
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Hearts: Friendly or safe areas
- Fully heal outside dungeons
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Players can choose to skip cards, shuffling them back into the deck.
- 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
- 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
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:
- Forest/Jungle
- Desert/Barren
- Mountainous/Tundra
- Plains/Grasslands
- Aquatic/Coastal
- Urban/Ruins
- Hearts cards do not require conquering, as they are safe
- Dungeons must be finished
- Enemies must be defeated
- Treasure must be found
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Divide the card value in half, rounding down
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Draw as many cards, these are the dungeon content
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Players can leave dungeon at any point
- reshuffle the dungeon card
- reshuffle any card drawn for inside dungeon
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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
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Hearts face card drawn:
- treat as treasure
- if conquered, players level up
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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
- 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
- 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
- player can spend gold equal to their max health to level up