Beau No last name
United States Omaha Nebraska
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Greetings,
I'm playing my first game, solo, and things are going along nicely. I'm winning my battles, completing challenges, and in general doing well. Unfortunately now I've been wounded in a battle.
I've looked through the rules but can't seem to find the answer to this...
Is there anyway to heal yourself? I know you can 'rest' to remove exhaustion, but what about to clear wounds?
Thanks for the help!
- Raider30
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Brad Miller
United States Seattle Washington
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When taking a market step in a town, you can pay to heal, 1 gold per wound healed.
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Geoff Knox
United States Round Rock Texas
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Market Step while you are in town. Rules as written are 1 heart per gold, I believe.
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Drew
United States Chalfont Pennsylvania
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If you end your movement in a town and take a market step you can pay to be healed. During a market step you draw a single card from the item and ally deck and add it to the market stack for that town, then you can do any number and in any order of the following:
Buy items off the market stack Hire any allies on the market stack Sell items Pay for healing
It costs 1G to heal a wound on your hero as well as any allies. So you have 3 wounds and your ally 1 wound -- that would be 4 G to have everyone healed up.
You can also pay 1G to discard all exhaustion counters from your hero or ally.
There are also some items that will allow you to heal -- they are worth buying if you find them.
Enjoy the game!!!
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Beau No last name
United States Omaha Nebraska
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Question #2 - Re: Quick question - new to the game
Greetings,
Thanks for the answers! I can't believe I couldn't see the answer right in front of me on page 5 until you guys said something. I mean I know I was pretty tired last night, but sheesh, it's clear as day this morning. 
So far this is a pretty fun, and easy to get into game. Playing solo isn't all that difficult and it definitely seems like it will go slower once more people play, but for now it's a good way to get the hang of the game.
Do you(general sense you) have any thoughts on the variations, like Doom Track, for solo play? Is there a better 'house' rule solo variation that the community likes?
Thanks again!
- Raider30
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Beau No last name
United States Omaha Nebraska
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Greetings,
Question #2:
When you draw a challenge combat card and there is a "before combat" skill check, does your Hero have to take the check or can you assign an ally to attempt the check?
Thanks again!
- Raider30
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Drew
United States Chalfont Pennsylvania
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Raider30 wrote: Greetings, Thanks for the answers! I can't believe I couldn't see the answer right in front of me on page 5 until you guys said something. I mean I know I was pretty tired last night, but sheesh, it's clear as day this morning. 
We all miss parts when first learning a game it seems. In the download section for Runebound look for the Universal Head Rule Summary. On the main Runebound page look for the file section and change the order from Recent to Hot. They should be in the top five. You also should grab Runebound solo -- Mr. Skeletor's Guide.
Raider30 wrote: So far this is a pretty fun, and easy to get into game. Playing solo isn't all that difficult and it definitely seems like it will go slower once more people play, but for now it's a good way to get the hang of the game.
I really enjoy it as a solo game. With the right group of people it is fun but this does seem to be a love or hate type game. It is good to have an extra set of movement dice for the next player to role and figure out where they are going while the previous player has encounters. Also good to keep in mind this is not a co-op game but a race game with light strategy -- trying to have a good board position, racing to do encounters and get items.
Raider30 wrote: Do you(general sense you) have any thoughts on the variations, like Doom Track, for solo play? Is there a better 'house' rule solo variation that the community likes?
No one seems to like the Doom Track. I never bother with any timer for a solo games as I usually pick a few characters, play that death is final, and see who wins.
The Mr. Skeletor's guide has some changes to cards for solo play and also has a Threat track variant which is better. Runebound Threat Track.zip has a copy of the chart you need.
Also pick up the City of Adventure variants as they do help each city stand out.
Otherwise in the official rules I like to use the random encounter variant.
I think the Frozen Waste big box adds a experience cost variant that can help make the game quicker but prevents characters from leveling to high. You can check out the PDF manual on FFG website for the full rules but the short version is that your character level is the number of stat upgrades you bought (ex Mind +2, Health +1, etc). The XP cost for a new upgrade is your current level + 1 XP. At the start of the game you are level 0 so your first upgrade is 1 XP instead of 5 XP. The next one is 2XP, then 3XP and so on. This helps in multiplayer games to speed up the game as the early encounters don't injure players as much but the later encounters are still difficult.
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Drew
United States Chalfont Pennsylvania
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Raider30 wrote: Greetings,
Question #2:
When you draw a challenge combat card and there is a "before combat" skill check, does your Hero have to take the check or can you assign an ally to attempt the check?
Thanks again!
- Raider30
All before combat checks are done by your hero, unless the ally card says otherwise (golden rule is card text always trumps rules if there is a conflict) but off hand I can't think of one.
Allies can only attack in a single round of combat for you and whatever their card text says they do.
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