×

How to Play Stonefall

Overview

Stonefall is a turn-based, single player RPG, dungon crawling, card game that can be played with 2 standard decks of cards.

This game is a mix between the games Regicide and Scoundrel. You can play both of those games here: Regicide and Scoundrel

Objective

The Philosopher’s Stone has been stolen. The royals send their strongest warriors, bards, clerics, and paladins into the depths of the dungeon to retrieve it.

They must venture through every dungeon floor, fighting the monsters that stand in their way, reclaim the Stone, and return alive.

You win if you escape the dungeon while carrying the Stone.

Setup

Monsters Deck

  • Use all Spades and Clubs from a standard deck.
  • Add one card to represent the Philosopher’s Stone (commonly the Ace of Diamonds).
  • Shuffle thoroughly to form the Monsters deck.

Tavern Deck (Player Cards)

  • Use all cards (2–10) and Aces (Animal Companions).
  • Remove Jesters and set them aside for special use.
  • Shuffle to form the Tavern deck.

Discard Pile

Leave space for a face-up discard pile.

Starting Hand

Draw up to 8 cards. This is your maximum hand size.

Enemy Stats

EnemyAttackHealth
Jack11 (Hard Mode: 16)11 (Hard Mode: 16)
Queen12 (Hard Mode: 17)12 (Hard Mode: 17)
King13 (Hard Mode: 18)13 (Hard Mode: 18)
Ace14 (Hard Mode: 19)14 (Hard Mode: 19)

Number cards use their face value for both Attack and Health.

Dungeon Floors

  • Reveal 3 Monster cards at a time.
  • These represent one dungeon floor.
  • The floor’s total Attack and Health are the sum of all monsters present.

You must choose one monster to attack each turn.

Excess damage does NOT spill over to other monsters on the floor.

When a monster's health is reduced to 0 or below, it is removed from the game.

When all monsters on a floor are defeated:

  • Remove them from the game.
  • Reveal 3 new Monster cards to create the next floor.

The Philosopher’s Stone

  • If the Stone appears on a floor, it may be picked up immediately.
  • The Stone does not attack and cannot be damaged.
  • Keep it as a marker that you possess it.

You must escape the dungeon alive while carrying the Stone to win.

Turn Structure

Step 1 — Play Cards

Play one of the following:

  • A single card
  • A combo (2–4 cards of the same rank, total value ≤ 10)
  • An Animal Companion alone or paired with one card

You must play if able.

Step 2 — Apply Suit Power (Class Abilities)

Clerics — Hearts — Heal
Shuffle the discard pile and place cards equal to your attack value on the bottom of the Tavern deck.

Bards — Diamonds — Draw
Draw cards equal to your attack value (up to hand limit).

Warriors — Clubs — Double Damage
Damage dealt this turn is doubled.

Paladins — Spades — Shield
Reduce monster's strength by your attack value.

Step 3 — Deal Damage

Apply damage to the chosen monster.

  • If damage ≥ that monster’s health, it is defeated.
  • Discard the defeated monster.
  • Excess damage is lost.

Step 4 — Monster Attack

If any monsters remain:

  1. Add together the Strength values of all surviving monsters.
  2. Discard cards from your hand totaling at least that value.
  3. If you cannot absorbe the attack, you lose.

Animal Companions (Aces)

  • Value = 1
  • May be played alone or paired with one other card
  • Provide suit power. Allowing for multiple suit powers in a single turn.
  • May pair with another Animal Companion
  • Cannot be used in combos

Combos

You may play 2–4 cards of the same rank if:

  • Total value ≤ 10
  • All suit powers apply using the combined value

Losing the Game

You lose immediately if:

  • You cannot discard enough cards to absorb damage
  • You cannot play a legal set of cards
Health
Enemy 1
0
0
Enemy 2
0
0
Enemy 3
0
0
Strength
Total Damage 0