One player is the Dungeon Dealer(DD), who creates a dungeon with perils and opportunities for adventurers. Everyone else plays adventurers.
Adventurers choose a character class and note their stats. HS= Handsize
All classes - HS1
Cleric - Heal 1 (Restore 1 level of handsize damage)
Fighter - HS+1
Thief - Redraw 1 (Discard/redraw 1 card )
Wizard - Lock 1 (Take 1 dealt card and bank for later use. Bank max = Lock)
PCs describe how they overcome encounters. They either overcome it or trigger a conflict.
To resolve conflict, play a hand of blackjack. DD’s HS can be up to the current dungeon level being explored. Adventurer’s handsize as per class, +1 per extra adventurer aiding in conflict.
Highest hand =<21 wins. Ties go to most cards.
Adventurers win - obstacle overcome
DD wins - Party takes HS damage up to dungeon level
Suit of highest winning card determines additional outcome.
-Clubs - Injury. A PC loses 1 HS.
-Diamonds - Hardship. Equipment lost?
-Hearts - Windfall. Unexpected allies?
-Spades - Someone levels up! +1HS OR +1 Ability
DD may use Lock/Redraw as well as Swap(exchange cards) and Flank(force a discard and redraw).
Conflict Examples:
Goblin HS1
Pit-trap HS1 1 Redraw
Giant Spider HS2 1 Lock
Leaned so hard on presumed knowledge of blackjack/21 and dungeon crawlers for filling in the blanks on this.