How to play Daddy's Dungeon: Bathhouse
A card game for 3 to 8 players. On your turn you open a door, meet a man, and either fight him or flirt with him. Win and you move up. The first player to reach Favor 10 wins. Follow the steps below in order.
There are two ways past every man in this building.
You cruise the hallway — draw a Door card and meet whoever's behind it. Then you choose.
Manhandle him. Your Favor plus your gear against his Level. Beat him and you earn Daddy's Favor and whatever he was carrying. Ties go to him; he was there first.
Or seduce him. Roll a die against a target that gets harder the bigger he is. Succeed and you leave with his twunks — no fight, no treasure, no Bad Stuff. Fail and the Bad Stuff lands anyway.
Two currencies, and they want different things from you.
Favor is how you climb. Twunks are how you win — you need three of them in front of you to cross the Threshold. But a twunk is also worth +3 in a fight, and burning one is often the difference between winning tonight and winning at all. Every twunk you spend is one you have to replace before you can claim the game.
Nobody starts as anybody.
Your tribe and your position come out of the deck like everything else. Until you find them you're a Walk-In — no bonuses, no restrictions, no respect. And you can be cursed straight back out of who you are.
Then the room turns.
The Pen holds forty-eight cards and only fourteen men. Sacrifice one and he never comes back. The moment it empties it's Last Call: the lights flick twice, every man in the building gets harder, and nobody new is walking in. Recruit faster.
The night can also just end.
Take enough Bad Stuff and you're Thrown Out — the room picks over your things from poorest to richest, you lose the lot, and you come back at Favor 1 with a fresh towel. It is not losing. It is the only thing that stops a runaway leader.
First man to Favor 10 by beating a monster, holding three twunks, walks into the sauna. Nobody walks in there alone.
Pick a player profile
Each player takes one player board. This is your character. Put it in front of you. Put your token on the first message of the DM thread printed on the board. That is Favor 1. Everyone starts at Favor 1.
Sort the cards into three piles
There are three decks: Door (red), Treasure (gold) and Twunk (pink). Shuffle each one. Put them face down in the middle of the table where everyone can reach.
Deal the starting cards
Give every player 2 Door cards and 2 Treasure cards. Look at your own cards. Do not show them to anyone. This is your hand. You never draw from the Twunk deck at the start.
Put your gear on the table
If you have Treasure cards you can wear or carry, put them face up in front of you. Each one gives you a bonus. Add all your bonuses to your Favor. That total is your strength.
On your turn: open a door
Flip the top Door card face up. One of three things is on it. A man: you must deal with him (step 6). A curse: it happens to you right now, do what it says. A tribe or position: you can keep it and put it face up in front of you for its bonus.
Deal with the man: fight or flirt
You get one try. Choose one. FIGHT (manhandle): compare your strength to his Level. If yours is higher, you win. If it is equal or lower, you lose. FLIRT (seduce): roll the die. His Level tells you the number you need. Roll it or higher and you win.
If you win
Won a fight: move your token up 1 Favor, and draw the number of Treasure cards printed on his card. Won a flirt: draw the number of Twunk cards printed on his card instead. No Favor, no Treasure. Put the man in the discard pile.
If you lose
Read the Bad Stuff printed at the bottom of his card and do exactly what it says. Then your turn is over. If the Bad Stuff is too much for you to pay, you are Thrown Out: give your table cards away, keep your board, and start again at Favor 1 on your next turn.
Need help in a fight?
Before the fight is decided, you can ask another player to join you. Their strength adds to yours. They will want something for it, usually some of the Treasure. Agree first, then fight. You can also run: roll the die, 5 or 6 and you escape with nothing lost.
If no man came out of the door
You can do one of two things. Play a man from your own hand and fight him (Look for Trouble). Or draw one more Door card face down and add it to your hand (Loot the Room). Then end your turn.
End your turn
You may keep at most 5 cards in your hand. Give away or discard the extras. Trade Treasure with other players if you like. Three Treasure cards can be traded in for +1 Favor at any time on your turn. Then the next player goes.
Last Call
When the Twunk deck runs out, shout Last Call. From now on, no more trading Treasure for Favor. Keep playing until someone wins.
How to win
Be the first player to reach Favor 10. Two conditions: you must reach Favor 10 by winning a fight, and you must have 3 Twunk cards face up in front of you when you do. Do both and you walk into the sauna. Game over.
What's in the box. 111 Door cards, 87 Treasure cards, 48 Twunk cards — 246 in all, from 212 individual illustrations. Eight player boards. Ten Favor flame tiles, a Last Call marker, one die, and a 16-page rulebook. 3–8 players. 60–120 minutes. 18+.
Balance figures are from simulation only until the human playtest report is published.
Bring friends.
One email when the launch opens.
One email when it launches.