Blog | Wizard's Wagon

Scoundrel, Solatro, and Open-Source Gaming

posted by WizWag on October 12th, 2025

I'm not necessarily the biggest hardcore tabletop gamer, but I can still appreciate the value of a well-designed card, board, or paper game. Also, I have a soft spot in my heart for anything free, so naturally, I'm attracted to the concept of games that require as few proprietary components as possible; which brings me to the subject of this post:

Scoundrel is a single-player rouge-like dungeon-crawler by Zach Gage and Kurt Bieg, played with any standard deck of playing cards. The traditional rules can be read here. What made me initially fall in love with this game was its balance and simplicity; the game is painlessly straightforward, with very few values to keep track of, but classically difficult. In true rogue-like fashion, your skills are always at odds with the luck of the draw, everything neatly bound in a wonderful, replayable, package. It's such a pure, well-designed, game, and unsurprisingly, has become quite popular in the last 14 years. Personally, I consider this a standard must-play in the world of solo card games (especially because solitaire makes me ).


It beats fighting bare-handed, but your weapon's stats will only take you so far.

What's better is that the community of this game has kept its heart beating with a whole bunch of interesting gimmicks, twists, and house rules: keep the jokers in rotation and have them act as merchants, keep the red face cards and have them act as party members, add classes with different perks, etc.. The amount of nifty spins and "expansions" for Scoundrel keep the game interesting even after the main game starts feeling dry, but that doesn't mean that it can't stand on its own just fine.

Once I had heard of Scoundrel, I was on the lookout for any other games in the same vein, mainly just nifty 52-card deck solo games (of which there are plenty worth mentioning, like Loot the Loop and Regicide), but one that recently caught my attention is Solatro: a solitaire-style conversion of the popular card game Balatro by Youtuber TechDweeb. You can watch his video on it here (and there's a readable in the description if you don't like the voice he puts on). While crazy metas, excess, and impossible to numerate values are all sources of Balatro's appeal, Solatro trims it down to its basics: you pretty much just play standard poker hands, with a few gimmicks to keep the game interesting.

While Solatro is newer and has much less of a community backing it, its existence represents an aspect of gaming culture that I appreciate: a sort of "show-and-tell" effect, wherein someone has an idea for a game, they make that game, and then they share it with the world, no strings attached; the supposition being that players, having the ability to tinker with your game, will tinker with your game, modifying the rules to suit their own vision. It might result in something unintended by the intial developers (a lot of the additions to Scoundrel, for example, can bloat the game a bit), but the "constructive collective" aspect of gaming is an exciting and romantic one nonetheless. It's just cool to see what people are willing to build atop a solid foundation.

The contributory effect of open-ended games like these reminded me of other open-ended gaming platforms, like Basic Fantasy, although I wouldn't necessarily consider Scoundrel or Solatro to be open-source games in the same vein: they weren't published under an open-source license, and weren't necessarily intended to be modular. In the case of Scoundrel, however, once word of the game had sufficiently spread, sharing house rules became a component of the game's larger culture, which is unsurprising, as I believe that its core is so solid that it was inevitable that players would find ways to build upon it; watch any YouTube video on the game and you'll find countless comments suggesting various additions and tweaks, with conversations workshopping and refining the different ideas into suitable contributions. And even Solatro, as new as it is, has fans offering more advanced concepts to the larger player-base.

But putting aside all of the cool, optional, fan-made, add-ons, I just think these games are fun, which is the most important thing; they might just be casual little time-killers, but they're super solid, and I can't help but love them.

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