// Roguelike deckbuilder · In development

Rogue Deck

A competitive multiplayer card game: as simple as UNO, with Yu-Gi-Oh!-style deck building and roguelike elements. Currently in development.

RoleSolo developer: design, programming
EngineUnity, C#
StatusIn development
Players2–4, competitive

Concept

A card game that is as easy to learn as UNO, with the deck-building depth of Yu-Gi-Oh! and the run-to-run variety of a roguelike. Matches support 2–4 players, in PvE and PvP.

Core loop

Each player has their own standard deck of playing cards (clubs, hearts, spades and diamonds). At the start of a match, a random card is placed in the center. The player can play a card on their turn if it has the same suit as the center card, or its rank is one higher or one lower.

Only the second option gives the player points: a card that is one rank above or below the center card earns its rank as points (Hearts 7 = 7 points), plus any active multipliers. A card that only matches the suit gives no points, but its effect still triggers. So every turn you choose between scoring now and using an effect or getting rid of a card.

The match ends when someone plays their last card, but the winner is the player with the most points, not the first one to empty their hand.

That creates the central tension of every match: do I keep playing cards to build my score, or race to empty my hand and end the match while I'm ahead?

Core loop: one turn
Start of turn3 Rogue effects are offered
Buy a Rogue effect?
Yes
Pay slot cost10 → 5,000 points
No
Save pointswait for a better offer
Play a cardmust match suit or rank ±1
Rank ±1
Add pointsrank + multipliers
Suit only
No pointseffect still triggers
Card effect resolves
Hand empty?
Yes
Match endsmost points wins
No
Next player
↺ Next turn

Cards & the Rogue Deck

Card effects

Every card has an effect that triggers when it's played, for example:

Choosing when to play which card is a scoring decision as well as a tactical one.

The Rogue Deck

Alongside their normal deck, each player has a Rogue Deck: effect cards bought with points that stay active for the rest of the match and apply to all of that player's cards. Examples:

Players can activate one Rogue card per turn, up to 10 in total, and the Rogue Deck is reshuffled every turn. Because Rogue cards cost points, every purchase is a trade-off: get stronger for later, or protect your lead now.

Readability as a design rule

I deliberately kept effects short, mostly one sentence, so every player understands a card at first glance. The goal behind this was to prevent the problem modern YuGiOh has: It can take minutes to understand an effect ; Rogue Deck gets its depth from how simple cards combine, not from complicated text.

Rarity & probability design

Both decks use four rarities. Rarity controls how often powerful effects appear, which is the main lever for keeping matches varied without letting the strongest effects show up every game.

Playing-card deck

Each suit has the same rarity spread, so no suit is stronger than another:

RarityPer suitPer deck (52 cards)Share
Common72853.8%
Rare31223.1%
Epic2815.4%
Legendary147.7%

Rogue Deck offers

Each turn the player chooses from 3 Rogue effects, drawn with a weighted random roll (weights 8 / 4 / 2 / 1). Chance that a single turn's offer contains at least one card of each rarity:

Common
89.8%
Rare
60.6%
Epic
34.9%
Legendary
18.7%
RarityWeightPer card≥1 in an offer of 3Expected in 10 offers
Common853.3%89.8%16.0
Rare426.7%60.6%8.0
Epic213.3%34.9%4.0
Legendary16.7%18.7%2.0

What this means in play: a Legendary shows up in roughly 1 out of 5 offers, and about 2 Legendary options across 10 turns. That keeps Legendaries exciting moments without making them reliable enough to build a strategy around. Players still have to adapt their plan to what the run offers them, which is the roguelike feel the game is built around.

The 3 offered cards are never duplicates. Values are calculated per roll; excluding duplicates shifts them only slightly.

Effect catalog

The deck uses 18 effects in 35 rarity variants. Many effects exist at several rarities, so higher rarities scale the same idea instead of adding new rules. This keeps every card readable while still giving rare cards a clear power jump.

Scoring — raise your points

All Cards Give Points This Turn
Every card played this turn gives points.
Legendary
Card Always Gives Points
This card always gives points, regardless of suit.
Epic
Next Card Always Gives Points
The next card always gives points, regardless of suit.
Epic
Next Card Score Multiplier
Score multiplier on the next played card.
Common · ×2Rare · ×3Epic · ×4Legendary · ×5
Score Multiplier
Score multiplier on this card.
Common · ×2Rare · ×3Epic · ×4Legendary · ×5

Tempo — empty your hand faster

Additional Card Plays
Play additional cards this turn.
Epic · +1Legendary · +2
Play All Cards With Same Color
Play every card of the same color from your hand.
Legendary
Play All Cards With Same Suit
Play every card of the same suit from your hand.
Epic
Play All Cards With Same Rank
Play every card of the same rank from your hand.
Rare

Hand — control your cards

Draw Additional Cards
Draw additional cards this turn.
Common · +1Rare · +2Epic · +3Legendary · +4
Redraw Cards In Hand
Discard your hand and redraw the same number from a reshuffled deck.
Common

Disruption — slow down opponents

Opponent Plays Random Card
The next opponent plays a random card.
Rare
Opponents Draw Additional Cards
Every opponent draws cards.
Rare · +1Epic · +2Legendary · +3
Reverse Turn Order
Reverse the turn order.
Common
Skip Next Turns
Skip the next turns in order. Depending on player count, this can give you an extra turn (skip 1 with one opponent) or pass back to an opponent (skip 2).
Common · ⏭ 1Rare · ⏭ 2Epic · ⏭ 3

Information — hide or reveal scores

Hide Score
Hide your score from other players.
Common · ⏳ 1Rare · ⏳ 2Epic · ⏳ 3Legendary · ⏳ 4
Reveal Scores
Reveal every player's score.
Common

Neutral — filler

This Card Does Nothing
No effect.
Common

Rogue effect catalog

Rogue effects last the entire match and apply to every card you play. The pool is built around one idea: specialization. Broad effects (all cards) are rare and weaker per card, while narrow effects (one color, one suit) are more common and stronger, rewarding players who build their play around them.

Additional Card Plays
Play 1 additional card every turn.
Legendary
All Cards Give Points This Match
Every card you play scores, including suit-only matches.
Legendary
Score Multiplier
Multiplies the points of every card you play.
Epic · ×2Legendary · ×3
Score Multiplier: Black
Multiplies points of black cards (clubs, spades).
Rare · ×2Epic · ×3Legendary · ×4
Score Multiplier: Red
Multiplies points of red cards (hearts, diamonds).
Rare · ×2Epic · ×3Legendary · ×4
Score Multiplier: Suit
Multiplies points of one suit. One version each for clubs, diamonds, hearts and spades.
Common · ×2Rare · ×3Epic · ×4Legendary · ×5

The narrower the condition, the higher the multiplier at the same rarity: at Legendary, all cards get ×3, one color ×4 and one suit ×5.

Rogue economy

Rogue cards have no fixed price. Instead, the price depends on how many Rogue effects the player already has, up to a maximum of 10:

101
252
503
1004
2505
5006
7507
1,0008
2,5009
5,00010

Cost of each Rogue slot in points (slot 1–10).

The cost roughly doubles with each slot. The first five slots cost 435 points in total, while the last slot alone costs 5,000, about half the 10,185 points needed to fill all ten. That shapes two decisions:

Multiplier stacking

All multipliers add up instead of multiplying each other. With a Spades ×2 and an all-cards ×3, spades score ×5 and every other card ×3. Example: a Clubs 7 played with three Legendary Rogue effects and a ×5 card effect:

Base card
×1 = 7
+ Clubs ×5
×5 = 35
+ Black ×4
×9 = 63
+ All cards ×3
×12 = 84
+ Card effect ×5
×17 = 119

Additive stacking was a deliberate balancing choice. If the same multipliers were multiplied, that card would score 7 × 3 × 4 × 5 × 5 = 2,100 points instead of 119. Power grows steadily with each upgrade instead of exploding, so a player who gets lucky early can still be caught.

Power scaling by rarity

Scaled effects grow in steady steps from Common to Legendary. The step size differs per effect type: card draw and hidden turns grow by +1 per rarity, while multipliers grow from ×2 to ×5, because points are the win condition and need the strongest rarity gap.

CommonRareEpicLegendary
Additional Card PlaysExtra plays––+1+2
Draw Additional CardsCards drawn+1+2+3+4
Hide ScoreTurns⏳1⏳2⏳3⏳4
Next Card Score MultiplierMultiplier×2×3×4×5
Opponents Draw Additional CardsCards drawn–+1+2+3
Score MultiplierMultiplier×2×3×4×5
Skip Next TurnsTurns skipped⏭1⏭2⏭3–

Balancing

Balancing has mainly been done through playtesting: playing many matches, spotting cards that were too strong or never mattered, and adjusting their values. The balancing spreadsheet collects every effect, its rarity and value, and the rarity math in one place.

Some effects become much stronger together than on their own. The matrix below rates the key pairs by combo strength, with the strongest combinations marked High.

Score MultiplierNext Card MultiplierAll Cards Give PointsAdditional Card PlaysPlay All (Suit/Color/Rank)Draw Additional Cards
Score Multiplier—LowMediumMediumMediumLow
Next Card MultiplierLow—MediumMediumMediumLow
All Cards Give PointsMediumMedium—HighHighMedium
Additional Card PlaysMediumMediumHigh—HighMedium
Play All (Suit/Color/Rank)MediumMediumHighHigh—Medium
Draw Additional CardsLowLowMediumMediumMedium—

High strongest combinations   Medium strong swing   Low minor synergy

The strongest pairs all combine mass card plays (Additional Card Plays, Play All…) with mass scoring (All Cards Give Points). The win condition keeps them in check: the match is won by points, not by emptying your hand. Even a player who discards their entire hand in one turn still needs the highest score to win.

Most of these effects also sit at Epic and Legendary, so their low drop rates make it unlikely that a player holds a full combo. It is still possible to get these combinations, and that's on purpose. In playtests, the rare runs where I pulled several of the strongest cards were some of the most fun matches: a once-in-a-while power spike is part of the roguelike appeal.

Download balancing spreadsheet (.xlsx)

Challenges & solutions

Keeping combos exciting without letting them break the game. The fun of a roguelike comes from powerful synergies, but in a competitive match one dominant combination ruins it for everyone else. The tools against this are Rogue cards that cost points (so getting strong means falling behind first), the limit of one activation per turn and 10 per match, and reshuffling the Rogue Deck every turn so no player can rely on a fixed combo.

Links