
The Hunt for the Lich King
Based on the acclaimed tabletop design Scoundrel by Zach Gage and Kurt Bieg, this digital adaptation sheds the limitations of a standard poker deck to bring you a fully-realized, atmospheric tactical roguelike.
Does this feel indie?
Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.| ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan. | Status | Notes Latest Contributor: IGF TeamEdit notes |
|---|---|---|
Media
6 itemsAbout the Game
An unforgiving dungeon. A custom deck. Zero room for error.
Based on the acclaimed tabletop design Scoundrel by Zach Gage and Kurt Bieg, this digital adaptation sheds the limitations of a standard poker deck to bring you a fully-realized, atmospheric tactical roguelike. Every room is a hand of custom cards, and every card is a brutal choice: weaponize it, drink it, or fight it barehanded. There are no safe paths here—only calculated risks and sudden deaths.
Basic Rules
Each turn, you are dealt a "room" of four cards. To advance, you must confront or bypass them:
Monsters: Fight them barehanded and take direct damage, or slice them down with an equipped weapon. But fight smart—your weapon's durability decays, and it can only slay monsters weaker than the last one it killed.
Weapons: Arm yourself to mitigate damage. But equipping a new blade means discarding your current one, along with its combat history.
Potions: Drink to patch your wounds, but greed is fatal—only the first potion you consume in a room will heal you. The rest are wasted.
Fleeing: Cowardice is a resource. You can run from a room and shuffle it back into the deck, but you can never flee twice in a row.
Game Modes
Classic: The pure, unforgiving 44-card gauntlet.
Tutorial: Learn the delicate balance of weapons and potions before the dungeon breaks you.