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A card game I invented, but never played, I just imagined it over a few sleepless nights. No idea if it works.

Dungeon of Cards

Black cards - walls, no points, no score, for nothing, even picture cards are regarded as walls.

Red cards score and are used as players

All moves are horizontal/vertical - no diagonals

Choose two Jokers or Black Jacks to use as player 1 and 2

Shuffles rest, deal a grid, face down, of 4 x 4 (the Dungeon)

Deal 10 cards to each between player. Players pick them up and look at them.

Main pile: the remaining cards face down.

Discard pile: cards are played face up onto it as they are removed from the game.

Both players choose a starting point, placing their Joker face up on a face-down dungeon card.


1. The player to next play moves any monsters in the dungeon, opponents must battle monsters if met there and then

2. Player moves their Joker

3. Player then plays any new battles if touching any monsters

4. Player then chooses a card from their hand to place in the dungeon

5. Then any out of sight cards are removed (more than 4 steps away).

The player that gets to 100 points first wins.

You win points by landing on red cards of Ace (15 points), or 5-10 red face value.

Moving the Monsters:

Monsters that first arrive should be angled slightly to denote that they are new. On your monster-moving turn you must move the monster one space in the direction its head is facing, unless it is new, then you may move it any any direction one space. If the monster is next to a wall then you do not move it.

After moving the monster you turn its head to face the direction you wish it to move next, then your opponent will move it in the same manner.

If a monster moves to a space one adjacent to an opponent player's Joker card, horizontally or vertically, then they must battle the monster there and then before your turn continues.

If after your move you are adjacent to a monster, you must battle it before the end of your turn.

Moving your Joker/Jack:

You can move your Jack one space from its present position, or in a Knight's Move of two then one.

Instead of moving you can turn over any face-down card instead. If you turn over a distant monster then you do not have to battle it, but it becomes live in the dungeon.

You cannot cross a wall with a Knight's Move.

You cannot cross a player's Joker with a Knight's Move.

You cannot cross a monster with a Knight's Move.

You cannot occupy the same space as a wall, Jack or Monster.

You must move onto a dungeon card, either a face-down card, or a red number card. You cannot move into a blank card.

If you move to a face-down dungeon card, you turn it over. If it is a black card it is a 'wall' and you must return to your previous position (back one if a Knight's move, not all the way). The card remains turned up. If it is a red number card and it is between 5 and 10 or A, then you score that value, this red card then goes to the discard pile. If it is a Picture card then it is a monster and you must battle it.

If you turn up or move to a red card and next to it is a matching (pair) you may hop onto that card and claim it too in the same turn. Likewise runs of three or more cards in either red suit (so 5 hearts, 6 diamonds, 7 diamonds is valid). These red cards are discarded as you hop through them.

If you cannot move (no legal move) you can instead take your card into your hand and play it next round as if you had lost a monster battle (but you forfeit no points), you do not get to play a card into the dungeon if you choose this option.

Monster battle:

You have 12 health

Red Jacks (Goblins) have 11 health

Red Queens (Trolls) have 12 health

Red Kings (Giants) have 13 health

You win by scoring more points than your opponent. You take TWO turns to turn over (or choose an upturned) Dungeon card adjacent to yourself horizontally, or vertically, adding the points (for this battle only) to your health total. Your opponent chooses for the monster. Note that wall cards (black) score 0. There will normally be three cards to choose from around your player card, but sometimes at the edge of the dungeon there will be less or none. Note that black cards don't count. If you turn over another monster (red) then you must battle it at the end of the first monster.

If you win then you score five points and the monster is added to the discard pile. Any cards that have been upturned remain so.

If you lose, then you lose five points, the monster remains in the dungeon at that spot, and your Jack card returns to your hand. On your next turn move monsters then you may enter the dungeon at any empty point adjacent to an existing card, but not move further, that is the end of your round (unless you enter next to a monster, then you must battle it first).

Playing a card into the Dungeon:

Play a card from your hand, face down, into the Dungeon, adjacent to any existing card touching it horizontally, or vertically. The placement of cards forms strategy: you can place monsters near your opponent and reveal it at a distance, hide Ace and high value red cards and move towards them secretly, etc. You must memorise the position of the cards you play face down.

You may play a matching black card onto a face up black card from your hand (e.g. spade 5 onto club 5 to destroy the wall, both are removed to discard pile)

You may choose to play a card from the top pile blind into the dungeon.

When you run out of cards you are dealt 10 more there and then from the pile. If the pile runs out the discard pile is flipped over and used as the new pile.

Out of sight:

At the end of every turn all cards that are 'out of sight' are removed and added to the discard pile. This is defined as the distance of four single cell moves from either Jack card. If a card be reached this way it stays on the board, otherwise it is removed and added to the discard pile. Note that black cards, or walls can be removed this way.

Copyright 2016, Ralph Capper