How to play
You complete Scoundrel when every room has been survived with positive health and the final monster, weapon, or potion has been cleared from the dungeon. The engine evaluates the full position rather than relying on a visual shortcut or an unsupported solvability claim.
- Scoundrel opens from a versioned seeded position built for a four-card dungeon room played from a 44-card pack with the red Ace, Jack, Queen, and King removed, where black cards are monsters, diamonds are weapons, and hearts are healing potions. Its game ID, rules profile, and deal identity are stored together so restart recreates the same opening without a server request.
- Every Scoundrel action is checked against the current board, available material, and this defining restriction: each full room must lose three cards before refill; only the first potion played in a room heals and health cannot exceed twenty, an equipped weapon can later defeat only monsters no stronger than its most recent victim, and an untouched full room may be escaped only when the previous room was not escaped. Invalid, stale, or post-terminal actions leave the position unchanged.
- You complete Scoundrel when every room has been survived with positive health and the final monster, weapon, or potion has been cleared from the dungeon. The engine evaluates the full position rather than relying on a visual shortcut or an unsupported solvability claim.
Strategy tips
- A practical Scoundrel plan is to preserve several legal continuations around a four-card dungeon room played from a 44-card pack with the red Ace, Jack, Queen, and King removed, where black cards are monsters, diamonds are weapons, and hearts are healing potions. Use the deterministic hint to inspect one legal action, then compare how it affects the documented objective before committing.
- A common Scoundrel error is to ignore the boundary rule that each full room must lose three cards before refill; only the first potion played in a room heals and health cannot exceed twenty, an equipped weapon can later defeat only monsters no stronger than its most recent victim, and an untouched full room may be escaped only when the previous room was not escaped. Undo is useful for studying that decision, while restart deliberately preserves the original seeded position.
- Near the end of Scoundrel, recount the remaining obligations needed until every room has been survived with positive health and the final monster, weapon, or potion has been cleared from the dungeon. Check the boundary rule after every final placement or transfer because terminal status is enforced immediately.