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D Isaak
United States
Kenmore
Washington
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Goal here is to assemble a full set of solitaire rules in one place, and to make them arguably more engaging than the in-box rules. I think they could also be the basis for cooperative multiplayer rules with slight tweaks. Playtesting and feedback are greatly appreciated.

Single biggest change here from rules elsewhere is that monsters in play remain in play until killed, although the hero can escape from the space. I apologize for the length but remember the Dungeoneer v2.2 rules are printed in about font size 5 so this actually is a tightened/streamlined set of rules!

SOLITAIRE RULES

Objective: Complete 3 Quests and return to the Entrance space you started in to win.

Setup: Sort the cards into separate decks according to their different backs.

Look through the Map cards and pull out the card with the Entrance symbol. This starting place is set face up in the middle of the play area. Randomly select any 4 passages/roads (including “grim” passages/roads) and connect one of them to each exit of the Entrance, in a legal orientation.

Option – Reveal Entire Map: If you want to reveal the entire map immediately, you can proceed to play each of the remaining Map cards, one at a time, in any legal location.

Option – One-Way Door: When a wall on a Map card touches a door on another Map card, that door becomes one-way. You may pass through it from the door side only. There must be another normal door into the space however.

Look through the Adventure deck, and remove Shift- and Warp-type cards, and other cards that require multiple heroes. Separate the Adventure deck into a Glory deck (Boons and Treasures) and a Peril deck (Banes and Encounters).

Shuffle each deck separately. During the game discarded cards can be placed face up under the appropriate deck, and then reshuffled when you have played through that deck.

Option - Stacked Decks: If you want to scale the difficulty of the game to the level of your Hero, you can stack the decks. In the Peril and Glory decks, sort the cards in order of their value. Shuffle the 1s and 2s together, the 3s and 4s together, and the 5s and higher together, then stack them with the 1s/2s on top, the 3s/4s next, and the 5s and higher last.

Draw 1 Hero card and place it face up in front of you, then set the Hero deck aside.

Deal yourself 3 Quest cards face up, and set the Quest deck aside.

Option – One Quest at a Time: If you want to extend the length of the game, you can draw 1 Quest initially and then once you have completed it return to the Entrance to draw each additional Quest.

Draw 3 Glory cards for your hand.

Finally, place your hero token on the Entrance Map card and collect 1 Glory for entering the Entrance.

SEQUENCE OF PLAY

1. Reset

Exits and Traps are reset. Temporary card effects from the previous turn are no longer in effect, and card effects that can only be used once per turn may be used again. Your cards in play with an upkeep cost are paid for now or return to your hand.

2. Hero Turn

During each turn you may perform any of the following actions, in any order, as many times as you choose if you have the necessary Movement points:
• Explore
• Move
• Attack
• Play Glory cards (from your hand)
• Attempt a Quest
• Attempt an Escape
• Untip your Hero
• Search for Treasure/Boons

At the end of a turn in which you did not Move, you must check for random encounters (as described under below) in the space you have stayed in.

Explore: If there are Map cards that have not been played yet, and the space your Hero is on has open exits, you may draw and place an additional Map card in an adjoining location at the cost of 1 Movement.

Move: You may move your Hero through an exit to an adjoining space at the cost of 1 Movement. If the exit is marked with a Trap (“T”) or a Lock (“L”) you must overcome the Threat score of the Trap or Lock. If you fail to overcome a Trap, take 1 wound as you exit. If you fail to overcome a Lock, spend 1 Movement for fumbling with the lock and then you can spend an additional 1 Movement (on the same turn or the next turn) to move through the exit.

Each time you enter a space for the first time this turn, collect the Glory listed on that space. If the space has an Obstacle effect described in the center of the Map card, you activate it as soon as you enter the space on your turn. If you enter a space with Spikes, you may choose to pay 1 additional Movement to carefully avoid the Spikes or else you must roll to overcome the Threat of the Spikes.

Then check for random encounters by rolling a number of dice equal to the Peril value of the space you have entered. If any die is equal to or less than the Peril value, turn over a card from the Peril deck. If two dice are equal to or less than the Peril value, turn over two cards from the Peril deck and disregard the rest of the dice. Treat any Banes and Traps as being “triggered” and Monsters as “attacking.”

First, resolve Instands and Banes. Banes that affect only Monsters or Traps remain in play and are “triggered” when an appropriate Monster or Trap is played.

Second, resolve combat with Monsters in the order drawn. If two Monsters are attacking you, resolve each attack separately but consider the attacks part of the same combat for the purposes of any rules on the Monster cards. Collect 1 Glory each time that you Wound a Monster. For each Monster you defeat you may draw 1 card from your Glory deck immediately (and if you now have more than 3 cards in your hand, you must discard 1 card of your choice). If you do not defeat a Monster on its first attack, put a token in the space to indicate the location of the Monster. You will have to attack the Monster or attempt an Escape.

Finally, resolve any traps.

Attack: Once per turn at the cost of 1 Movement point, you may initiate an attack on a Monster in the same space. You choose what type of attack to make (Melee, Magic, or Speed) from among the attributes on your Hero card marked with a circle. Then resolve the combat. For each monster you defeat you may draw 1 card from your Glory deck immediately.

Play Glory cards: You may play a Glory card (Boon or Treasure) by paying the listed Glory cost. Play permanent Treasures at any time when you are not in combat in order to ready them, for use later. Play permanent Boons to ready them as well, but they can only be played while your Hero is in an Entrance space. You may not have more than 1 Treasure of the same type (e.g. helmets) in play. If you already have the number of Treasures listed on your hero card when you play a new permanent Treasure, discard one readied Treasure of your choice. Your number of permanent Boons are limited in the same way. Instants and Responses are not limited in this way.

Attempt a Quest: Each Quest card identifies a task to be completed, and the specific location where this task must be performed. You choose when to attempt a Quest as part of your Hero Phase; it is not automatically attempted when you enter the designated location. Each turn your first attempt at a Chance, Search, Slay, or Threat Quest costs nothing, but additional attempts cost 1 Movement point each.

Attempt an Escape: If you are in a space with a Monster and wish to leave without making an Attack, you must attempt an Escape. Roll for an Escape as a Speed Threat equal to the Monster’s Peril plus the Monster’s Speed. If you succeed in overcoming the Speed Threat you must immediately spend the necessary Movement to leave the space. The attempt to Escape itself costs nothing. If you fail to Escape then the Monster has cornered you and attacks you, so resolve the attack. If there is more than one Monster in the space, make a single attempt to Escape and compare the results with each Monster.

Untip your Hero: You must pay 1 Movement to untip your hero. While tipped you are unable to take any other action (except to defend yourself from an Attack).

Search for Treasure/Boons: You may pay 1 Movement to draw 1 card from Glory deck. If the Glory cost of the card is less than or equal to the Peril of the space you are in, place the card in your hand. If you now have more than 3 cards in your hand, you must discard 1 card of your choice.

COMBAT

Combat follows these steps: Attack, Response, Attack Roll, Defense Roll, Compare Results, and Reward.

1) Attack. The attacker (your Hero or a Monster) chooses the target and the form of combat (Melee, Magic, or Speed). He may only choose an attack form in which his card has a standard attack symbol (a circle). The attacker’s special effects, other than hit effects, may be activated now at his choice.
2) Response. The defender may plan cards or special abilities marked with the Response play time.
3) Attack Roll. The attacker rolls 1 die for each attack and adds the respective score (Melee, Magic, or Speed) from each attacking card to its roll.
4) Defense Roll. The defender rolls 1 die against each attack and adds his score (Melee, Magic, or Speed) to it. The defender can not choose which form to defend with, since it was already chosen by the attacker.
5) Compare Results. For each attack, the highest totals hits and inflicts 1 wound on the defender unless the hit effect on the Encounter card states otherwise. A tie result does nothing. Wounds are subtracted from the Life points of a card; track these with the die on your Hero card or by adding tokens to a Monster card. A card is defeated and discarded when its Life points reach 0; if this is your Hero, it means that the game is over.
6) Reward. For each wound your Hero inflicts on a Monster, that hero gets 1 Glory. This reward applies to all Monsters except those from Quest cards; they have their own special reward described on the Quest card.


CARD CHANGES FOR SOLO PLAY

Value of # Symbol: For all cards that have the # variable, use the Peril value of the space your Hero is located in. [To increase the difficulty to hard, also add a roll of 1 die to that value.]

Banshee: “Magic Hit Effect: inflicts 1 wound and you must pay the Glory cost of one readied Treasure (choose randomly) again or it is discarded.”

Budge: “Your Hero is relocated to the space you entered from.”

Cackling Hag: “Magic Hit Effect: inflicts 1 wound and you must discard one readied Boon of your choice.”

Dark Templar: “After each successful attack that the Dark Templar makes, roll one die to check for an extra random encounter. Use the Peril of the space to determine whether an encounter occurs, and if it does play the Undead Monster closest to the top of the discard pile. Magic: inflicts 1 wound.”

Death Shadow: “Might Hit Effect: inflicts 1 wound, and your Hero must overcome Might Threat 4+ or lose 1 Level.”

Dimensional Shift: “Relocate a random Map card adjacent to the one your Hero occupies to the furthest legal location in the same dungeon/wilderness area. If this makes any secondary Map card inaccessible then move that secondary Map card to the location originally occupied by the Map card affected by the Dimensional Shift.”

Elven Cloak: “When checking for random encounters, roll one fewer die if you on a Forest space.”

Forgotten: “You must pay the Glory cost of one readied Boon (choose randomly) again or it is discarded.”

Ghoul: “Might Hit Effect: inflicts 1 wound and you must discard one readied Boon of your choice.”

Holier Lantern: “The Peril value of every space is reduced by 1 while you have the Holier Lantern readied.”

Malthorin: “Not affected by discard effects. Melee: inflicts 2 wounds. Magic: inflicts 1 wound and your Hero is relocated to the closest non-Forest space.”

Misplace: “You must pay the Glory cost of one readied Treasure (choose randomly) again or it is discarded.”

Plane Shifted: “Relocate the Map card your Hero occupies to the furthest legal location in the same dungeon/wilderness area. If this makes any secondary Map card inaccessible then move that secondary Map card to the location originally occupied by the Map card that has been Plane Shifted.”

Poison Cloud: “Fail: inflicts 1 wound. Succeed: collect 1 Glory.”

Poison Needles: “Fail: inflicts 1 wound. Succeed: collect 1 Glory.”

Poltergeist: “Might Hit Effect: inflicts 1 wound and you must discard one readied Treasure of your choice.”

Transference: “Switch the position of your Hero with any Monster currently located on another Map space.”

Undead Awakening: “All Undead get +1 Might and +1 Magic.”

Wail of the Banshee: “Your Hero has -1 to Magic when on Forest spaces. All Monster Undead have +1 Magic.”

Will o’ the Wisp: “When played, add the Peril of the space your Hero is in to the Threat target number. Fail: inflicts 1 wound and your Hero is relocated to the space you entered from. Succeed: your Hero is relocated to an adjoining space of your choice.”

Wraith: “Might Hit Effect: inflicts 1 wound, and your Hero must overcome Magic Threat 4+ or lose 1 Level.”
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D Isaak
United States
Kenmore
Washington
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Thanks for the feedback so far. Since it seemed like a waste to leave the Shift and Warp cards out, we've written new card rules for those cards so you can keep them in the deck when you play solitaire. These cards still play true to their original use in the game.

Let me know what you think!
 
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Tony Vigil
United States
Waynesboro
Pennsylvania
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Solitaire rules spelling error
A minor spelling error I caught in the Move: section...

donovani wrote:
First, resolve Instands and Banes. Banes that affect only Monsters or Traps remain in play and are “triggered” when an appropriate Monster or Trap is played.
 
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MR I P WILLIAMS
United Kingdom
Liverpool
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Do these solo rules work well? I've just started looking at this game and like the look of it, so I'm thinking about buying it. But if I do then I will be only be playing it solitaire, so I'll be interested to try your solitaire rules.
 
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Tony Vigil
United States
Waynesboro
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Dungeoneer works quite well solo.
 
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Lou Seelbach
United States
Huntington
West Virginia
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Definitely get it. It is so portable that you can take this game places other dungeon crawls can't go
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R34D3R 4L1F3
Germany
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Great Variant, i know im 3 years to late, got Dungeoneer today, dOwnloaded the "official" solo rules and got confused with the Dungeon Lord phase.

With this variant here the game is great playable.

Well my first game ended up dead at the 3rd Monster i encountered, wasnt able to get away and also not able to beat it. Sad fate, whatever it makes it even more challenging.

Thx
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