August 25, 2026 · Devlog

From a 52-card deck to a story RPG

If you’ve ever played Scoundrel, you know the feeling: four cards on the table, a dungeon in your hands, and a decision that is somehow always worse than it looks. Zach Gage and Kurt Bieg released it in 2011 as a free ruleset for a standard 52-card deck, and it has aged into a quiet classic, lately rediscovered by a new wave of players through videos and print-and-play decks.

A Scoundrel’s Tale started as a love letter to that ruleset. This post is about the design lineage: what we kept sacred, and what we grew on top.

What we kept

What we grew

The bet behind the game is that this loop can carry weight. We didn’t want more rules for their own sake. We wanted a life around the loop:

The homage, plainly

A Scoundrel’s Tale is an original game, made independently, after Gage and Bieg’s design; the credit is in our footer and in the game. If you’ve never played the original: grab any deck of cards tonight, look up the rules, and play. Then you’ll know exactly why we built a world around it.

And if you want the version with a rogue, a sunken coast, and a reason: Act I is free on the App Store and Google Play.