It’s been just over a month since I put up the rules to Diamonds & Dragons, a dungeon crawling card game that my wife and I have gotten into playing.
We still really love the game, for the simplicity, the surprise, and the light layer of story that makes for an interesting card game to play when we have a spare 10 minutes.
When I first posted the rules, we mainly played with one person as a dealer and the other as the adventuring party. But since I’ve been working on a way for us both to play, and I’m happy to say that I’ve found something pretty good.
Here are the updated rules for Diamonds & Dragons, with the additional rules for playing with 2 players. It’s a great little game and I hope you enjoy it as much as we do!
I’m working on refining the ruleset for better use with Dungeons & Dragons and other tabletop roleplaying games. In the meantime, here’s an extra page that can help you start to adapt this game for TTRPGS.
In the last few months I’ve started playing a great little game with my wife that we call Diamonds & Dragons. It’s a roguelike solitaire card game where you try to escape a dungeon full of monsters. Along the way you find weapons, drink potions, and kill monsters. The best part of all is that it’s played with a standard 54-card deck of playing cards, Jokers included.
I was looking for a game like this after I heard Sersa Victory talking on the podcast Tabletop Babble about a minigame they developed for escaping megadungeons after the party has delved deeply. Sure, the GM could handwave the whole thing and you’re out, but where’s the fun or the challenge in that? Wouldn’t monsters fill in behind the party? The other option would be to slog back through all the rooms you just went through, but that’s a long slog. What Victory developed was a simple minigame using a deck of cards, where the cards represented the rooms in the dungeon between wherever the players were and the exit.
The only problem? Those rules aren’t written down anywhere. I asked.
So I went on a bit of a wild unicorn chase to see if I couldn’t find something that would approximate this megadungeon minigame that I had imagined in my mind. It would need to be simple, straightforward, quick, and challenging but rewarding for skilled players.
After a bit of looking I found Battle of Cards on the Android app store. By Alexander Petcoglo, Battle of Cards plays just how I imagined this minigame should. Petcoglo developed it as an altered version of the games Scoundrel, designed by Zach Gabe and Kurt Bieg, and Donsol, designed by John Eternal and developed by Hundred Rabbits. My wife and I tweaked it to play with a physical deck of cards rather than an app, and Diamonds & Dragons was born.
Diamonds & Dragons is our new favorite game to play together. I play the Dealer for her while she breastfeeds our newborn son. We’ve been playing non-stop for three months now and the game is still just as good.
I’ve compiled our rules for Diamonds & Dragons, along with a sample game to teach you how to play. There’s also rules for turning it into that sought after megadungeon minigame that I went looking for months ago.
Check it out and let me know what you think. It might just be your new favorite game.
And now for something completely different…
Not long ago I picked up the most recent iteration of the DUNGEON! board game. My wife and I played together and it was pretty fun. The rules are simple and straightforward. Roll the dice. Beat the monster. Take the stuff.
But it has some rough edges. The four classes are imbalanced, or rather they’re balanced by moving the goal post. Rogues and Clerics need to gather 10,000 gp, Fighters need 20,000 gp, and Wizards 30,000 gp. It works, but it’s inelegant, and not as fun as the alternative. I mean, who wants to only face off against kobolds, dire rats, and giant bats when there are dragons and liches in the dungeon?
So I homebrewed some simple rules to equalize the classes. Now you can play a Rogue, Cleric, or Fighter and still have just as much of a chance of surviving those beastly sixth level baddies as the Wizard.
The DM Pastor’s DUNGEON! House Rules
All classes require the same amount of treasure to win the game: 30,000 gp. Alternatively, you can mutually agree upon a lower total for a shorter game.
- You have three Action Points. (represented by three stones, chits, jewels, or whatever.)
- You can use one action point per turn to make one additional attack against a monster. Make this attack before the Monster fights back.
- You regain one spent Action Point whenever you roll doubles, but you can never have more than the three Action Points you started with.
- You gain the ability to Sneak.
- When entering a room or chamber, roll 1 die. If you roll a 3 to 6, you are Sneaking and the Monster does not see you.
- Draw a Monster card (and a Treasure card if you are in a room). Do not show the Monster or Treasure card to other players. Put the card(s) in the first open number slot, but keep them face down. Put the matching Number token in the room or chamber.
- If you fail your Sneak roll, the Monster sees you and attacks as normal.
- While you are Sneaking, you gain three additional options in the encounter.
- Steal – You can swap the room’s Treasure card or one of the dropped Treasures in the room (if there are any) with one of the Treasure cards from your stash. Your turn ends.
- Sneak Attack – Attack the Monster with Advantage. Roll 2 dice twice and take the higher result.
- Pass Through – If you have not moved your full 5 spaces, you can complete your movement by passing through the room without engaging.
- Protection – Your proficiency in defense and the graces of your god protect you in battle. The results of a Monster’s attack are one step less severe than they would normally be.
- Crushed! becomes Seriously Hurt.
- Seriously Hurt becomes Hurt.
- Hurt becomes Stunned.
- Stunned becomes Miss!
- Spellcasting – Your devotion grants you divine magical power. You prepare spells before the game begins. Roll 1 die and add 6 to the result. This is the number of Spells you have prepared. Use the same Spell cards as the Wizard. If there are multiple spell casters, take turns selecting 1 Spell card at a time. You can regain Spells following the same steps as the Wizard. Clerics can know two spells: Hold Monster and Lance of Faith.
- Hold Monster (use the Teleport Spell card)
- If you have enough movement left to enter a room or chamber, you may use this spell on a Monster inside. First, stop at the door of the room or in the space next to the chamber. Say that you’re casting Hold Monster. If the Monster is not already revealed, you must decide to cast the Spell before drawing a Monster card.
- When cast, the Monster is paralyzed for 1 turn. Move into the room and make an attack, adding an additional +2 to your result. If you miss, the Monster cannot counterattack you this turn.
- Lance of Faith (use the Lightning Bolt Spell card)
- You attack with radiant energy! Use the same mechanics as the Wizard’s Lightning Bolt Spell to resolve the attack.