I'll split my criticism to make it easier to read.
the goal is get thru your opponents dungeon deck before ether
A.) they get thru your dungeon deck. or
B.) you run out of cards in your Hero Deck.
This might ultimately be a clearer option and one that makes more sense, but I still think this won't provide as good of a gameplay that HitPoints would for a total newcomer. This also has bad synergy, because this means you loose when one of your decks looses it's last card, creating a situation of playing two games at the same time.
Hero deck contains Adventurer(hero) cards, Items, and such.
Dungeon deck contains traps, monsters, and random bad luck (we are going for that rouge-like feel arn't we.)
Each player starts by drawing cards until they draw an Adventurer. the Adventurer goes directly into play, any usable 1st level cards are kept to represent starting equipment. all other drawn cards are discarded.
I like the random bad luck events, but drawing cards until you get one adventurer and keeping the cards is inherently exploitable. Any rules exploitation instead of card exploitation is harder to change. For example, someone creates a combo with only one adventurer bent on winning the game in one turn with the entire deck drawn. Anyone not doing this looses. Set starting conditions, are safer to estabilish, because it is sure that both players start with equal resources. Besides, this rule only makes sense if you loose when you draw the hero deck out.
quote author=JackOSpades link=topic=101572.msg3007773#msg3007773 date=1329662607]
player A's Adventurer challenges player B's dungeon and the top dungeon card is flipped over (assuming that no dungeon card is already in play.) and resolved (monsters are fought or flee'd from, traps triggered, bad things happen.)
usually ether
1.) the adventurer will succeed and the dungeon card will go to the discard pile.
2.) the dungeon will win (adventurer dies) and the adventurer card will go to the discard pile.
3.) Other such as the adventurer fleeing a monster or failing to bypass a locked door, the Dungeon card is reshuffled into the deck and the Adventurer card stays in play.
[/quote]
Eating through a deck one card at a time is too slow. As in the article I linked to, the ideal game is made as short as possible and then 10% is cut off.
Also this is shuffle-tastic. M:tG players are proven to hate repetitive shuffling because it is both time consuming and stalling up the game.
I'll create a poll now to see what to edit in the original post and make into original rules