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.