Daddy's Dungeon: Bathhouse 18+ Join the list
Gameplay

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.

3–8 players60–120 min246 cards18+

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.

Step by step
01

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.

02

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.

03

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.

04

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.

05

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.

06

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.

07

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.

08

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.

09

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.

10

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.

11

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.

12

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.

13

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.

What the words mean
Favor
Your score. Starts at 1. Get to 10 to win.
Strength
Your Favor plus all the bonuses on your gear.
Level
How strong a man is. Printed on his card.
Manhandle
Fight. Your strength against his Level.
Seduce
Flirt. Roll the die and hit his Level or higher.
Twunk
A pink card. You need 3 face up to win. Each adds +3 in a fight.
The Pen
The Twunk deck.
Bad Stuff
What happens to you when you lose. Printed on his card.
Thrown Out
You lost too much. Give up your table cards and restart at Favor 1.
Last Call
The Twunk deck is empty. No more trading Treasure for Favor.
The Threshold
Favor 10, won in a fight, with 3 Twunks out. You win.
Room by room
See where each rule lives.
Cruise the halls

Bring friends.

One email when the launch opens.

One email when it launches.

Daddy's Dungeon: Bathhouse 18+ Join the list
Daddy's Dungeon: Bathhouse

Find the door.
Earn Daddy's Favor.
Bring friends.

Daddy's Dungeon: Bathhouse
A dungeon-crawler card game through a Los Angeles bathhouse

The Daddy's Dungeon: Bathhouse box, showing the bathhouse at night on the lid
3–8 players60–120 min18+

{{ captureNote }}

A satirical dungeon crawl through a bathhouse. You cruise the hallway, open a door, and find a man. Manhandle him for Daddy's Favor, or talk your way past him and take his twunks back to The Pen. First to Favor 10 holding three twunks walks into the sauna.

246 cards. 212 illustrations, all drawn in one style. Eight player boards, each a dating profile whose score track is Daddy's DM thread. 3–8 players, 60–120 minutes, 18+.

It isn't for sale yet. Leave an email and you'll hear first when it launches — one message, nothing else, ever.

How it plays
The deck

He's been in that towel since Tuesday.

Forty-five men behind forty-five doors. Here are eight of them. Pick one.

{{ c.alt }}
{{ c.alt }}
{{ fanName }}
{{ fanRoom }}
See the deck
The house

Ten rooms. Everyone in them wants something.

Street to lobby to hallway to sauna. Every room holds someone, and every one of them is into something.

Cruise the halls
The bathhouse, floor by floor
The cruisers

Meet the house.

Eight player boards, each one a dating profile. Six of them are below.

See everyone
How it plays

Two ways past every man in the building.

Every room holds someone. You can fight him or flirt your way past. One attempt each.

{{ t.title }}

{{ t.body }}

Balance figures are from simulation only until the human playtest report is published.

Press
Facts, downloads and a contact who answers.
Press page

Be first through the door.

One email when the launch opens.

{{ captureNote }}

Gameplay

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.

3–8 players60–120 min246 cards18+

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.

Step by step
{{ st.n }}

{{ st.title }}

{{ st.body }}

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.

{{ captureNote }}

The house

Ten rooms. Everyone in them wants something.

The building is the game. Every man you meet is standing in a room, and the room is why he's lit the way he is. Ten of them, from the door you walk in through to the one nobody walks through alone. Pick a room on the map to see who's in it.

Route: the alley, the front desk, the cold plunge, the steam room, the locker room, a private cabin, the dark room, the dance floor, the bar, and finally the sauna.

The bathhouse, floor by floor
Room by room

From the door you walk in through to the one nobody walks through alone.

The street corner. A bouncer, a queue that isn't a queue, and the decision to go in. Nothing has happened yet.

The lobby. Plexiglass check-in window, a wall of key hooks, a vending machine and a vinyl bench. Amber lamplight. This is where you find out what you cost.

The lockers. Cold fluorescent, hard shadows, everyone pretending not to look. Where things get taken and where they get found again.

The showers. Dim cool white and haze. Brief, and busier than it looks.

The steam room. Tile, not wood — a deep blue dark you can't see three feet into. The oldest arguments in the building happen here.

The hot tub and pool. Lit from below by underwater lamps, caustics crawling across the ceiling. Nobody looks good in this light. Everybody stays anyway.

The Pen. The dance floor. Fourteen men, forty-eight cards, and a DJ. You come here to recruit and you leave with whoever you got.

The bar. He's three drinks in and he has a theory about you.

The hallway. The darkest part of the building — a narrow maroon corridor of cheap louvered doors and wet rubber tile, lit by sconces. Every door is a card. This is what "cruise the hallway" means.

The private rooms. One lamp, one bed, one door that's either open or it isn't.

The dark room. A bare red bulb and not much else.

The sauna. The end of the path. Daddy is in there. You need Favor 10 and three twunks to cross the Threshold, and you don't get to see him until you do.

Nobody walks in there alone.

One email when the launch opens. Bring friends.

{{ captureNote }}

The cruisers

Eight profiles. One sauna.

Your player board is a dating profile. The score track down the side is Daddy's DM thread — one message unlocked per Favor you earn, ending on a photo of him in the sauna. Eight of them, and the joke is recognition, not mockery. You know all of these men. You have been at least two of them.

The quiz

Which profile are you?

Five questions. Be honest, or don't; the game will find out.

{{ qCounter }}
{{ qText }}
Your profile

{{ resultName }}

{{ resultLine }}

{{ b.name }}
All profiles
Your profile

{{ b.name }}

{{ b.line }}

{{ b.age }}{{ b.dist }}{{ b.ht }}{{ b.body }}
Retake
{{ fd.k }}

{{ fd.v }}

The board

Your score track is Daddy's DM thread.

One message per Favor. It ends on a photo of Daddy in the sauna.

{{ b.boardAlt }}
{{ b.name }}
Join the launch list

Pick a profile. Then pick a night.

One email when the launch opens.

{{ captureNote }}

The deck

246 cards. Three decks. 212 illustrations.

Three decks, one visual language: heavy black ink over painted colour, every man lit by the room he's standing in. Nothing here is stock, nothing is reused, and nothing is a placeholder — the box is finished.

{{ c.alt }}
{{ c.alt }}
{{ cardFanName }}
{{ cardFanRoom }}
{{ cardFanCount }}
The {{ d.label }} deck neon sign
{{ d.count }}

{{ d.blurb }}

Every card

212 illustrations. All of them.

Every design in the box, in one hand. Forty-five men, the rooms they're in, and everything you'll find on the floor. Open any card for the full text.

{{ gridCount }}
{{ c.alt }}
All cards
{{ c.eyebrow }}

{{ c.name }}

{{ c.text }}

Reward {{ c.reward }}

{{ fd.k }}

{{ fd.v }}

See the whole deck first.

One email when the launch opens.

{{ captureNote }}

About

I'm Holden.

Daddy's Dungeon: Bathhouse mark

Indie board game developer, sauna enthusiast, and avid gaymer.

Growing up in Idaho, you don't get the thrill of a men's bathhouse. So I decided to make my own, in a box, out of 246 cards. Daddy's Dungeon started as a joke about a game night and turned into a finished deck, a rulebook, and the launching pad for a gaming company.

Running it from here is the funniest part. Idaho isn't a pro-gay state by any measure, so making this here is either brave or unhinged depending on who you ask. But people around here have been more into it than I expected, and they keep reaching out wanting to help. That's most of why I'm ready to just be myself about it and maybe make it a little easier for a few other gay entrepreneurs around here to do the same.

Seeing the girl's face at the print shop was priceless. She was a bit embarrassed, I wasn't. Her cubicle said "Love Wins," but I don't think she's been exposed to anything like this.

It's made by one person who wanted this to exist. Every joke is written, every rule has been argued about. Daddy is waiting.

Swole Gaming LLC · Boise, Idaho

Be first through the door.

One email when the launch opens.

{{ captureNote }}

Press

Press

Daddy's Dungeon: Bathhouse is a satirical dungeon-crawl card game for 3–8 players, set in a gay bathhouse. Players cruise a hallway, meet the man behind each door, and either manhandle him for Daddy's Favor or talk their way past him and take his twunks. First to Favor 10 holding three twunks crosses the Threshold into the sauna.

3–8 players60–120 min18+
{{ f.k }}
{{ f.v }}

Press pack. Box mock, both lid views, three cards, the wordmark on transparent, the 212 contact sheet and the fact sheet — one zip, 21 MB, or open any file on its own below and save it from there.

Downloads

swole.inc.gaming@gmail.com · Swole Gaming LLC, Boise, Idaho. Interview and review-copy requests welcome.

Be first through the door.

One email when the launch opens.

{{ captureNote }}

{{ c.title }}
{{ l.label }}
3–8 players60–120 min18+
© 2026 Swole Gaming LLC. Daddy's Dungeon: Bathhouse is a mature-humour party game. 18+
{{ lightboxImg }}