Poker's Rogue Reckoning

Poker's Rogue Reckoning

By Damian Reloaded (2025)


The Lay of Poker

Through silent fields of Emberfen where the ashen flowers grow,
The East Wind comes wandering, with tidings soft and low.
“What news from the East, O weary wind, do you bear to me tonight?
Hast thou seen Caelen fair and kind, in dungeon’s sunless night?”

“I saw them bound in shadow’s keep, where Twelve Antagonists reign;
I heard their laughter echo deep, a dirge of grief and pain.
They burned the homes of Emberfield, they razed the village fair;
They chained your love in cavern’s end, ‘neath towers of despair.”

Through hollow gates of Ironhallow the South Wind moans in grief;
It carries cries of broken kin, of sorrow past belief.
“What news from the South, O sighing wind, dost thou whisper on thy way?
Have you glimpsed the halls of Dungeonfall, where foes in darkness stay?”

“Ask not of me where hope may dwell, for many bones lie there;
Upon the stones, beneath the thrones, of lords in midnight’s lair.
Yet one may walk with dice in hand, whose heart is set like flame—
A player bold, whose name is told, and Poker is that name.”

From northern peaks of Frostvein Ridge the cold wind calls aloud;
It shouts of vengeance sworn in blood, of fate both grim and proud.
“What news from the North, O bitter wind, dost thou send to me today?
What word of the Twelve in their dark halls, where shadows weave their play?”

“I saw the halls of Dungeonfall, where curses guard the deep;
I saw the Twelve enthroned in might, where none may safely sleep.
But through the dark I saw a flame, a will that would not part:
It was Poker, striding bold and tall, with vengeance in their heart.”

“O Caelen dear, through dungeon deep, thy voice shall call to me;
Though foes be twelve and cursed halls dark, my path shall victory be.
The dice shall fall, the cards shall turn, the dungeon’s lords shall die;
And from the tomb of shadow’s reign, thy chains shall break, and fly.”




Poker's Rogue Reckoning - Rulebook

Get the files at Board Game Geek ↗

See the video tutorial on YouTube ↗

Game Overview

Roguelike game using a 54-card deck, colored dice for tracking stats and resolving combat and a 2x2 or 3x3 room grid per round. Cards are flipped to reveal enemies, potions, curses and money.

Components

  • 54-card deck
  • Red dice (for HP tracking)
  • Yellow dice or counter (for money tracking)
  • Blue dice to track player/enemy Attack Points (ATK)
  • 5 White dice (player combat rolls)
  • 5 Black dice (enemy combat rolls)

Starting Setup

  • 2 red die (HP) set to 6 for the player (12 HP points)
  • 1 red die (HP) set to 6 for the enemy
  • Money set to 12 (2 yellow dice set to 6 each or a counter set to 12)
  • 1 blue die ATK set to 2 for the player
  • 1 blue die ATK set to 1 for the enemy
  • 1 white die and 1 black die for combat (the number of combat dice will increase with Tier)
  • Prepare the deck and shuffle.

Level Structure

Each round:

  • 4 cards face-down in a 2x2 grid.
  • 9 cards face-down in a 3x3 grid (good with re-adding of the discard and reshuffling each round)

The player chooses which card to reveal and resolve one at a time.

Cards that cannot be afforded remain in play until all bosses have been defeated.

When there are no more enemies left to defeat in the level, any remaining unbought cards are discarded and the next level is dealt, refilling the grid again with 4 or 9 new cards.

When the round ends the player rests and regains 2 HP

Buying Mechanics

Only cards with yellow values can be bought. Money held is reduced by the value of the card acquired.

Cards lower than 5 (2,3,4 white numbers) cannot be bought. They can only be acquired by rolling its exact value with one die and can be picked up for free on success. If not, they must be discarded.

Potion yellow 5 bought with 5 money / Potion white 3 is only acquired if its value (3) is rolled with one die

Potion yellow 5 bought with 5 money / Potion white 3 is only acquired if its value (3) is rolled with one die

Card Types & Rules

Enemies

Demons, Orcs, Sorcerer Queens, Evil Kings are enemy encounters.

  • Tier 1 enemies (first 3 enemies): 1 red die (HP) set to 6 / 1 blue die (ATK) set to 1
  • Tier 2 enemies (when 3rd enemy is defeated): 2 red die (HP) set to 6 / 1 blue die (ATK) set to 2
  • Tier 3 enemies (when 6th enemy is defeated): 3 red die (HP) set to 6 / 1 blue die (ATK) set to 3
  • Tier 4 enemies (when 9th enemy is defeated): 4 red die (HP) set to 6 / 1 blue die (ATK) set to 4
  • Final Enemy (The 12th enemy card): 5 red die (HP) set to 6 / 1 blue die (ATK) set to 5

Tier 1 enemy buffed with 2 curses (1+2 ATK) Tier 3 enemy buffed with 1 curse (3+1 ATK)

 

Combat

  • Player and enemy dice are rolled together.
  • ATK points (+1 point per buff card) are discounted from the opponent's health.
  • When multiple HP dice are at play, dice that go to zero are set aside.
  • Card abilities that cause status effects without discarding are resolved when combat starts. Cards with abilities that force the potion discard are optional and the ability (and discarding) can be triggered at any time during combat. During combat, enemy abilities are resolved first.
  • Final boss (the 12th enemy card drawn) has 5 ATK points and 5 HP dice set to 6.
  • Combat is tier dependent. Tiers increase after 3 bosses have been defeated. A combat dice (white/black) is added for both the Player and the enemies with each Tier increase.
  • Combat Mode 1: Poker's Combat

    In this mode, instead of summing dice values, the winner is the one who rolls the best poker hand with their dice. Both player and opponent may use their current blue (ATK) die value when forming the hand. Hands cannot exceed 5 dice; if more than 5 dice are available, the best dice are selected and the remainder discarded.

  • The loser takes damage equal to the opponent’s ATK (blue die value) plus any ATK bonuses from buff cards.
  • In case of a tie (both best hands identical with same dice values), both sides reroll all dice.
  • The number of dice rolled, including ATK dice, limits which hands can be formed. Hands requiring 4 or 5 dice (e.g., Four of a Kind or Straight) can only be rolled with a minimum of 3+ATK or 4+ATK dice, respectively.
  • The ATK die may or may not be included; a hand can be formed entirely from white or black dice without using the blue ATK die.
  • Recommended starting setup for lasting gameplay: Player 2 ATK and 12 HP; Enemy 1 ATK and 6 HP. Winning with weaker setups is possible but early tiers rely heavily on luck.

    Number of dice to roll each Tier (Poker's Combat)

  • Tier 1 is 2v2 (+ATK) dice combat. 3 dice available to form a hand.
  • Tier 2 is 3v3 (+ATK) dice combat. 4 dice available to form a hand.
  • Tier 3 is 4v4 (+ATK) dice combat. 5 dice available to form a hand.
  • Tier 4 is 5v5 (+ATK) dice combat. Six dice are available to form a hand, with one die chosen for discard.
  • Combat Mode 2: Max Attack Points

    The current ATK value (blue die) for both player and enemy is added to their respective rolls to indicate total attack points. The total is capped by the maximum the number of dice can hold: 6 for 1 die, 12 for 2 dice, 18 for 3 dice. Totals above the cap count as the cap. If both reach the cap (e.g., 18) it's a draw and combat is rerolled. Buffs are not considered here.

    Number of dice to roll each Tier (Max Attack Points)

  • Tier 1 is 1v1 dice combat.
  • Tier 2 is 2v2 dice combat.
  • Tiers 3 and 4 are 3v3 dice combat.
  • If combat points tie below the maximum cap (e.g., 5–5), the player can counterattack by rerolling the white dice. If the new value is greater than the enemy's dice the player hits; if lower the enemy hits. If it's a draw, combat resumes by rerolling all white and black dice.
  • The loser takes damage equal to the opponent’s ATK (blue die value) plus any ATK bonuses from buff cards.
  • Tie during combat roll. Enemy has 1ATK+2Roll vs Player 2ATK+1Roll. (buffs only sum for damage done) - The player can re-roll the white dice to counter attack.

    Dice Poker Hands (Lowest to Highest)

  • High Die / Bust: No matching numbers, no sequence (e.g., 1-3-4-5-6 with no pairs).
  • One Pair: Two dice show the same number (e.g., 3-3-2-5-6).
  • Two Pair: Two different pairs (e.g., 2-2-5-5-6).
  • Three of a Kind: Three dice show the same number (e.g., 4-4-4-2-6).
  • Full House: A three of a kind and a pair (e.g., 3-3-3-6-6).
  • Four of a Kind: Four dice show the same number (e.g., 5-5-5-5-2).
  • Straight: Five sequential numbers (e.g., 2-3-4-5-6).
  • Five of a Kind: All five dice show the same number (e.g., 6-6-6-6-6).
  • Fleeing from Combat

    When the player flees from combat, the enemy is shuffled back into the deck.

    Deck Shuffling

    When a card is shuffled back into the deck, the entire deck must be reshuffled.
    In reshuffling play mode, the discard is re-added to the deck and the deck is reshuffled at the end of each round.

    Item Cards

    Red Potion (Healing)

    • Potions with white numbers 2,3,4 can only be acquired by rolling its exact value with one die.
    • Potions with yellow numbers 5,6,7,8,9,10 can be bought with money
    • Potions can be left face up and bought after other cards have been revealed.
    • If Potion cards are not bought when all cards have been revealed and no enemies are at play they must be discarded.
    • Heals player HP for the value of the card. (Potion with value 5 heals 5HP points)
    • Once acquired a potion can be applied immediately or set aside to apply at any moment during battle.

    Player must roll the exact white number / Player can buy potions with yellow numbers

    Blue Potion (Player Buff)

    • Potions with white numbers 2,3,4 can only be acquired by rolling its exact value with one die.
    • Potions with yellow numbers 5,6,7,8,9,10 can be bought with money
    • Potions can be left face up and bought after other cards have been revealed.
    • If Potion cards are not bought when all cards have been revealed and no enemies are at play they must be discarded.
    • Once acquired a potion can be applied immediately or set aside to use at the beginning of a battle.
    • Must be applied right before the battle starts to increase the player's ATK points in +1 per card (not the card value). Two potion cards = ATK + 2.
    • Blue potions can also be used to remove curses equal or inferior in value. Several blue potions can be combined to reach the value of a curse to be removed (3+5 blue potions can remove a 8 curse). Cleansed curses and the potions used are discarded.
    • After combat all buffs are discarded.

    Player must roll the exact white number / Player can buy potions with yellow numbers

    Curse (Enemy Buff)

    • Single Curse cards with white numbers 2,3,4 can only be avoided by rolling its exact value with one die.
    • Dual Curse cards with white numbers 5,6,7,8,9,10 can only be avoided by rolling a value equal or greater than the card value with 2 dice. Rolling the exact value of 5,6,7,8,9,10 curse cards turns them into a buff (+1 ATK) that must be set immediately under the player's dice for the next fight.
    • All unavoided and uncleansed curses must be placed immediately below the enemy’s dice and add +1 ATK point per card to the value indicated by the enemy's ATK blue dice for the next battle.

    Single curse only buffs enemies / Dual Curse can buff enemy or player depending on whether the player succeded in rolling its value

    Money

    Money cards once revealed are picked freely, their rank value added to the player’s money counter and then discarded. Optionally instead of money they can replenish 1,2 or 3 points of the player's HP.

    Maximum money carrying capacity is 24. When at max capacity, newly found money cards must be discarded without adding them.

    Card Abilities

    Card abilities may be resolved at any point during combat, unless a specific timing is stated on the card.

    Card Abilities

    Card abilities may be resolved at any point during combat, unless a specific timing is stated on the card. If the potion must be discarded, the activation of the ability is optional. For example, blue potions can either function only as a buff providing +1ATK or the player may choose to activate the ability and discard the potion in that moment. During combat, enemy abilities are resolved first.

    Buff Card Abilities (Blue Potion)

    RankNameEffect
    2Overcharge+2 ATK for this fight
    3EvadeFlee from combat for free and discard this potion (Reshuffle enemy back into the deck)
    4TradeoffReroll your dice and discard this potion
    5ScoutPeek the top 2 cards from the deck and swap them for 2 unrevealed rooms.
    6NullifyNullify ATK gain from 1 curse card. Curse ability remains in effect.
    7MiracleUse a healing potion and keep it, but discard this blue potion
    8FortuneGain twice this potion's value in money, then discard this potion.
    9FocusAuto-win ties in combat. Nullified by enemy Focus
    10RecoverPick any card from the discard pile and discard this potion

    Curse Card Abilities

    RankNameEffect
    2RechargeRecover the topmost curse from the discard and put it into play.
    3PoisonPlayer loses 2 HP
    4EvadeEnemy flees from combat and is shuffled back into the deck if enemy HP exactly = 1
    5FocusAuto-win ties in combat. Nullified by opponent's Focus
    6MisplacePlayer loses a buff potion or a healing potion at the start of combat (Enemy loses 1 curse if this curse is equipped by the player)
    7Coin RotPlayer loses 10 money or all money if less than 10 (Enemy loses 3HP if this curse is equipped by the player)
    8BlightPlayer cannot use healing (Enemy discards the highest ranked curse with rank < 5)
    9TerrorizeOpponent cannot flee combat. (Disables all abilities that grant flee)
    10NullifyNullify ATK gain from 1 buff card. Card ability remains in effect

    Healing Card Abilities (Red Potion)

    RankNameEffect
    2RoarHeal 2 or deal +3 damage to the enemy once, then discard this potion
    3ElevateHeal 3 or roll an extra white die once and discard this potion
    4StrategyHeal 4 or flee if HP > 6, then discard this potion. Enemy is shuffled back into the deck
    5PrismHeal 5 or use this as a buff potion (+1 ATK)
    6CleanseHeal 5 or remove one curse and discard this potion
    7StunHeal 7 or disable one enemy combat die once and discard this potion
    8AlchemyHeal 8 or Pick 2 money cards from the top of the discard pile and discard this potion.
    9ShieldHeal 9 or Substract 3 combat points from what the enemy just rolled and discard this potion.
    10Time TravelHeal 10 or Restart combat. Enemy returns to full HP, player's HP resets to the value of a roll from as many white dice as the player's Tier.

    Player Tier Cards

    Sword Cards

    When revealed sword cards permanently increase the player’s ATK points by +1 and then the cards are set apart.

    Heart Cards

    When a heart card is revealed the player receives an HP red die set to 6 permanently increasing the player's total HP points by 6 and then the cards are set apart.

    Sword cards increase the player’s ATK points permanently. Hearth cards give the player 1 additional HP die permanently.

    Blue Potion/Curse buff Resolution during combat

    Any uncleansed curses immediately gives +1 ATK to enemies per card (place curse cards under the enemy’s dice as a reminder)
    Any acquired blue potion can give +1 ATK to player per card when the player decides to play it (place cards under the player’s dice as a reminder)
    After the combat ends, all curse and buff cards in play under dice are discarded.

     

    Sword cards increase the player’s ATK points permanently / Hearth cards give the player 1 additional HP die permanently.

     

    Victory condition

    • Victory: All 12 enemies are defeated.
    • Defeat: The player HP reaches 0 with 1 ATK

    Notes

    Starting with 2 ATK and 12 HP, shuffling 7 times once at the start, offers a lasting gameplay experience with decent chances of winning.
    Starting with 1 ATK and/or 6 HP can lead to a quick end of the game if unlucky rolls occur. Reshuffling the discard pile back into the drawing pile after each round smooths out luck, providing a longer game.
    If the player receives damage and HP drops below 1, the player may choose to lose 1 ATK point (only if their ATK is greater than 1) and recharge the last red die to full (6) instead of losing the game. For an easy difficulty trading 1 ATK can recharge all available depleted dice.
    This game can also be played with a standard 52 card-deck + 2 jokers, using face cards for the enemies, hearts for the health potions, spades for the player buffs, clubs for the curses and diamonds for money. Jokers are the heart cards and Aces are the ATK increase sword cards.

    Conversion to Standard Deck

    • Aces = Swords (+1 Player ATK)
    • Jokers = Hearts (+1 HP die set to 6)
    • Face Cards = Enemies
    • Hearts (2-4, 5–10) = Red Potions (healing)
    • Spades (2-4, 5–10) = Blue Potions (player buffs)
    • Clubs (2-4, 5–10) = Curses (enemy buffs)
    • Diamonds (2–10) = Money

    Possible Gameplay Adjustments

    • Starting ATK for Tier 1 enemies can be increased > 1
    • Heart and Sword cards can be put back into the deck and reshuffled
    • Resting after completing level doesn’t restore HP
    • Health cards must be used immediately, if the player is at full health they have no effect.
    • Buff cards must be played immediately during the next combat and discarded. Can’t be stored.
    • No counter attack if the combat roll ends in Tie.
    • Money goes back into the deck and reshuffled
    • Curses/Potions go back into the deck and reshuffled
    • Trading 1 ATK point for health restores all red dice instead of just one
    • Player starts with 6/12/18 HP (red dice)
    • Player starts with 1/2/3 ATK (blue dice)
    • Final boss has 5 or more red dice for health
    • Prepare the deck to have 1 enemy every 4 non-enemy cards (sparse shuffle)
    • Reshuffling the discard pile back into the draw pile after each round to have more chances of acquiring items (and curses). This mode can offer a lasting gameplay and smooth out randomness offering more choices to the player.
    • Bribe: A player may spend 10, 15, or 20 money on tiers 1, 2, and 3, respectively, to flee from combat. The enemy is then reshuffled into the deck to be fought at a later time.
    • Revival Pill: Craft a revival pill by using 1 buff potion, 1 healing potion and 10 money to revive with full ATK and full HP. Only once per run.

    Starting Setup vs Win Rate

    Here are some win rates calculated from simulations of 10,000 games using different starting setups for the player on a 2x2 grid without reshuffling. The 9x9 grid with reshuffling can lead to a higher win rate and feels smoother to play, because players have more options each turn, which makes the game feel fairer and more strategic.
    The enemy always starts with 1 ATK and 6 HP. The enemies in the deck are shuffled either randomly or sparsely (1 enemy every 4 cards).
    The player always starts with 12 money. In these simulations, the player immediately consumes health and buffs and does not nullify curses with blue potions. A human player strategically managing these aspects can increase the win rate appreciably.

    ATK / HP / SHUFFLE / TRADEWIN RATE
    1ATK / 6HP / Random / 6HP0.22%
    1ATK / 6HP / Sparse / 6HP0.51%
    1ATK / 6HP / Random / MAX0.45%
    1ATK / 6HP / Sparse / MAX1.46%
    1ATK / 12HP / Random / 6HP0.65%
    1ATK / 12HP / Sparse / 6HP2.37%
    1ATK / 12HP / Random / MAX2.36%
    1ATK / 12HP / Sparse / MAX7.00%
    2ATK / 6HP / Random / 6HP6.41%
    2ATK / 6HP / Sparse / 6HP17.12%
    2ATK / 6HP / Random / MAX11.85%
    2ATK / 6HP / Sparse / MAX29.07%
    2ATK / 12HP / Random / 6HP14.77%
    2ATK / 12HP / Sparse / 6HP36.76%
    2ATK / 12HP / Random / MAX27.44%
    2ATK / 12HP / Sparse / MAX57.96%