Turn a $5 deck of poker cards into an action-packed legacy dungeon crawl.
Six boss fights. Three to five wizards. A Sharpie, a sheet of stickers, and a deck that remembers. Cards earn inscriptions. Bosses earn labels. Bands drift between wizards. Nothing resets.
"Without teamwork, your band will never survive the dungeon. Without betrayal, you'll never claim the coppers."
- ♠ 1 standard deck (54 cards w/ jokers)
- ✎ A fine-point Sharpie
- ◫ 1 sheet of Avery 18294 labels
- ⏱ 60–90 minutes per dungeon
Your deck IS your band
Inscriptions, labels, and Glory are written on the cards themselves. Every game leaves marks the next wizard inherits.
Six bosses, one dungeon
Wizards pool their Monster cards and fight 6 sequential bosses. The wizard who lands the killing blow takes the coppers.
Cooperate. Then betray.
Spike, Foil, Snipe, and Brace let you tip the scales — or steal the kill. Tactics cost cards, not coins.
What you need
- 1 standard deck of playing cards with both Jokers (54 cards)
- A fine-point Sharpie
- 1 sheet of Avery 18294 labels
- ~30 pennies per wizard for Coppers
- A d20 for HP, a d6 for round counting
Run a Dungeon Tonight
Open the Tracker on your phone. It handles HP, Coppers, Bosses, Minions, Round counter, and Glory — so the table can focus on the cards.
Open source. Open table.
DeckNForge is in active playtest. Game content is CC BY-SA 4.0 — fork it, remix it, ship your own dungeon. The website is MIT. Every band that gets played is data we can learn from.
Star the repo, run a dungeon, file a playtest report.