Dejan Rackovic
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Here's a little solo game that I've been thinkering about. I have tested it but would like some input from others too.

Hexaract
- a solitaire adventure for the decktet -

Materials needed:

Basic decktet, 5d6, suit chips, way to keep track of damage

Story:

Kingdom is facing the biggest threat ever! Dark, ancient forces have returned and are unleashing their evil and terror causing destruction and mayhem. You are Jacynth's most famous adventurer given an important task - you must retrieve 6 pieces of an ancient artifact and bring it to the place where the ritual will be performed in order to destroy the source of this evil. Its minions will try to stop you along the way.

Goal:
Survive the whole deck and have 6 different suit tokens at the end.

Setup:

Put all of suit tokens in general supply in easy reach.
Separate the aces from the deck. Randomly take 3 of them. Collect one of each suit chip matching the symbols on the aces you got from general supply. These are starting resources in your own supply now. Then discard those aces. Put the other 3 aces in play face up in a line. You will have a chance to get these additional resources whenever you successfully resolve a crown-ranked card.

Shuffle the rest of the deck and put it in a face down pile beneath the aces. Reveal 3 cards from the deck and put them in a line next to the deck face up. This represents the path that you need to go through and various encounters and events.

Gameplay:

Phases:
1) Roll / assign the dice
2) Resolve effects
3) Check for damage / resource loss
4) Exhaust / Replenish the cards

1. - Roll / Assign dice

Take 5 d6 dice and roll them together. Then you can assign pairs of dice to the cards on your path (put them on / beneath the card). Sum of the dice must match the rank of the card and you can only assign exactly 2 dice. (If you have a die that shows a 5 you cannot assign it to a 5-ranked card alone. You can assign a 2 and a 3 to get the sum of 5 then put them both on a 5-ranked card.) Crowns are considered to be rank 10. Number 6 on the dice is a wild and it acts as any number from 1-5. Therefore you cannot use it as a 6 for purposes of sumation. (You cannot assign 6+1 to a 7-rank card but you can assign 2+6 because 6 becomes a 5).
You can do this for up to 2 cards (0, 1 or 2) because that is the most pairs that you can have with 5 dice. You can put 2 pairs on the same card or on two different cards. If you cannot assign any of your dice to cards legaly just proceed to the next step.

2. - Resolve effects

Types of cards matter in this game and their effects are different:

Persons:

These are evil minions that you encounter on your path. You must defeat them or they will deal you damage.
If you have assigned pair of dice on one of person cards discard that card, then take one of the matching resources shown on that card (take a suit chip). This represents loot that you took after defeating them and is a valuable resource that you will need to travel through the land and win the game or pieces of powerfull ancient artifact. If you have defeated a person with a crown rank in addition to collecting its resource you may discard one of the aces in play if available and collect matching resource.

Locations:
(cards that are both locations and events are considered locations only)

In order to travel through the locations you will need resources matching both suits shown on the card. If it is a location with a crown rank you only need one. If you have assigned pair of dice on a location card you can take one matching suit chip from the general supply and put it on the card. You can also add resources from your own supply to help resolve the card. You can add resources taken as loot from the same round too. When adding from your own supply it does not matter if you assigned dice to the card, you can do that in both cases. Resources on the cards do not count as being in your supply and cannot be moved to a different location once they are assigned. When a location card has both suit chips matching the symbols on the card discard it and put the resource on it back to general supply. You have traveled through that terrain. If it was a crown rank location you may discard one of aces in play if available and collect a matching resource.

Events:

Events represent something bad that might happen on your path and will force you to lose resources. If you have assigned pair of dice to an event card discard it and it will not happen. You managed to avoid it or turned it into something beneficial. If it was a crown rank event you may discard one of aces in play if available and collect a matching resource token.

3. Check for damage / resource loss:

After you have resolved your actions check for following things:
Persons - If there are undefeated persons in your path take one point of damage for each person.
Locations - If there are exhausted locations (see further) you get one point of damage for each due to fatigue - you have trouble travelling through this terrain.
Events - If there are exhausted events discard one of the resources from your supply matching the symbols on the event card that you have less between the two. If there is a tie you choose which one to discard. If you have none of those resources nothing happens. Then discard the event card.

4. Exhaust / Replenish the cards

If there are locations or events on the path that came under play this turn, exhaust them (turn the card 90 degrees - in horizontal position - like a tap in Magic). This is how you will know that those are in play since some of previous turns. So you do not get damage from locations same turn they come in play and you will have one more chance to resolve events before they happen. You do not need to exhaust the person cards because they deal damage each turn. Persons and exhausted locations will continously deal you damage at the end of each round until you defeat them / manage to get through.
Next step is to draw and replenish the cards until there are 3 cards in the path. If you have reached the end of deck and there are not enough cards to replenish to 3 just add those that are available. Then you can start a new round from step 1.

The End

If you have 10 or more points of damage you lose and the game ends.
If you have survived through whole deck, there are no more cards in path and you have at least one of each resource in your supply - you win.

Notes:
For keeping track of damage I usually take a card from the discard and put it face-down in front of me but anything will do (d10, pen & paper, beads, tokens etc...)
When adding resources from your supply to locations be carefull because you still need to have one of each at the end to win the game and some are harder to obtain then others (on person cards this is distribution of symbols: there are 2 of waves, 3 of leaves and wyrms and 4 of suns, moons and knots.)

Other thoughts:
I took the mechanic for this from the game called Pellinoria. In a game of Pellinoria all of the 2-10 slots are always available so you can do some actions every turn and here there are only 3 cards which can be any rank so I added an extra die to help mitigate the luck factor. It seemed to me that it is interesting for gameplay - there are some decisions to be made if you have different number combinations. Also there are 3 cards in path each round and you can assign dice to 2 at most but you can solve location cards without assigning dice by adding resources from your supply. It is still a dice game though so there is a lot of lack involved and there will be rounds where you cannot do anything and just take damage because you just do not have the needed numbers on the dice. I think it's a hard game even with good rolls and I expect much greater loss then win ratio.

I haven_t come up with any ideas for extended decktet yet.
I do have some ideas for a coop version which are not tested.
Also, alternative name suggestions? Quest might be too generic?
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Kenny VenOsdel
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Re: Quest - A solitaire adventure game for the decktet
Playing off of the Decktet structure you could call it Hex Quest and formulate an idea for your artifact (a charm or gem stone maybe?) that visually represents a hex with each resource being a point on hex.
 
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Dejan Rackovic
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Re: Quest - A solitaire adventure game for the decktet
Yeah, I like that. Really good sugestion, thanks!
 
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Dejan Rackovic
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Re: Quest - A solitaire adventure game for the decktet
I'm thinking of giving it a name "Hexaract". Which would be like a short name of this ancient hex artifact.
Edit: Renamed to Hexaracta and updated name of the thread.
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Re: Hexaracta - A solitaire adventure game for the decktet
SkyPirate wrote:
I'm thinking of giving it a name "Hexaract". Which would be like a short name of this ancient hex artifact.
Edit: Renamed to Hexaracta and updated name of the thread.


For what it's worth, I prefer "Hexaract" (without the final "a"). The word is related to "tesseract" and means a 6-dimensional hypercube. It also suggests maybe "hex" in the sense of "cast a spell".

Adding the final "a" reads to me like something that's supposed to be pseudo-Latin but doesn't really mean anything.
 
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Dejan Rackovic
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Re: Hexaracta - A solitaire adventure game for the decktet
Hm, yeah, wasn't sure myself if I prefer it more with or without the added a. It's decided then, I'll just edit it one final time.
 
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P.D. Magnus
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SkyPirate wrote:
Hm, yeah, wasn't sure myself if I prefer it more with or without the added a. It's decided then, I'll just edit it one final time.


I've had games undergo multiple name changes in the course of playtesting. The Decktet itself wasn't called the Decktet until four or five years after I first made it!
 
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Dejan Rackovic
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Here's an image I made as logo for Hexaract.
After a lot more plays I decided I'm satisfied with the rules as they are right now. I have added the game to the decktet wiki and also waiting approval for inclusion in BGG database.

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P.D. Magnus
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Played two games of this yesterday. Ran out of life halfway through. Then made it through, but with only four out of six pieces of the hexaract.

The fact that 6s can't count for 6 takes some getting used to.
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Dejan Rackovic
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It sucks doesn't it? soblue Going all the way through but not having the ultimate weapon in the end.

The game is hard but beatable. Knowing the decktet good helps because you know how much you can push your luck with resources. I never look through the discard, and maybe that should be the rule, it keeps the tension. At first I thought of ways to track how much resources are left to obtain but I found it's more interesting not knowing for sure.

 
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Dejan Rackovic
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Entry has been approved, here's the link:

Hexaract

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In reference to damage counting, the extended Decktet is a good candidate. Since there's 4 Pawns, 4 courts and the excuse you have 9 cards. This is the perfect number, since if you take one more damage, you've lost. I would play these cards face down one at a time in a line like the damage zone in final fantasy tcg. This would be standard format, and perhaps a variant could be that when you take damage, you use the extended cards that you shuffle previously and have the cards have various effects that could further aid or harm you (similar to EX burst in Final fantasy)
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Dejan Rackovic
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Yes, they're certainly appropriate. I usually just take cards from the discard since there are 3 aces already there at the begining and it rarely happens that you will have more damage then discarded cards. Maybe if you're really unfortunate I have some ideas for extended decktet but I haven't tested them much yet. I think the game is already hard as it is so maybe some of the extended deck cards will be shuffled in to aid you as alternative, bit easier mode.

The idea: One or two random pawns (let's say two for now) are shuffled in the deck at the begining. These are your allies that you encounter on your path. They give you shelter or resources. Each of them is on your path only for one turn. Then they go away. While they are there though you can either:

a) Exhaust an ally to take one of the resources matching one of it's suits.
b) Exhaust an ally to remove other card in your path that matches all it's suits with ally's suits. Not sure if I would permit this for crown cards though since they are easier match.

At the end of turn discard any allies in your path.

Try this variant if the base game seems too hard to you. Report back. But if you win the game every time with these helpers then lower the number of allies from two to one.
Like I said, I haven't played much with this rule so no idea how balanced it is.

 
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Dejan Rackovic
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Hexaract story foreseen through decktet cards.

 
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Dejan Rackovic
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So, anyone else played this anymore? Thoughts?
 
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M. C. DeMarco
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It’s on my list of games to try out.
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Cursed Fly
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Hi, a quick question: in the first phase you say "you can only assign exactly 2 dice", but later also "You can put 2 pairs on the same card or on two different cards"; so, can I put 4 dice on one card, or only 2?

I liked this game (I usually don't like solitaire games) when I tried it a couple times a few days ago, but didn't notice that detail and I also didn't win.
I also noted that I needed some sort of scheme to remember the phases and differences between card types, penalties, rewards; but after a few games I guess that won't be needed anymore.
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Dejan Rackovic
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You can put 4 dice, but you count them as 2 pairs for activation and sumarization purposes, not as one total number (for example if you have a location with no tokens on it and you can activate it twice on same turn you can do that - you need 4 dice but the 2 of them count as sum for one number and the other pair as sum for that number second time)

Having two pairs of dice on persons and events doesn't do anything and is redundant.

Let's say that you have a mountain which is rank 4 and you need 2 tokens to pass through

You assign these two pairs to remove it on same turn:

13 22

The sum of both pairs is 4 and you add a token on the mountain location 2 times.

You could not assign these 4 dice to solve a card with rank 8.
I hope that it's more clear now.

Glad you liked the game and that I'm finally getting some feedback modest

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Thanks, this clarifies it. I would adjust the rules text with the example and reword the "you can only assign exactly 2 dice" bit with something like "you can only assign dice in pairs".
 
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Some summary notes I took when testing it last week, in case they help somebody:

launch dice and assign them in pairs; sum of each pair must match the card rank
"6" dice face is a wild, value = 1-5

requirement to discard a card:
person = assign a pair of dice
location = 2 tokens (both suits) assigned or 1 token if crown
event = assign a pair of dice

rewards for above requirement match:
person = collect a token for one of its suits, discard the card
location = for only 1 pair of dice assigned (and is not a crown): collect one token of one of its suits and put it on the card; if crown or two tokens assigned: none, discard the card
event = none, discard the card

any time a crown is discarded due to your action (no expiring event): discard any Ace (if available) and collect a matching token

remove the dice

end of turn, remaining cards:
location = exhaust (tap) or if already tapped: lose 1 life
event = exhaust (tap) or if already tapped: discard it and lose 1 token represented on the event (least represented in your stash, or at choice if even); if you don't have those tokens, only discard the event
person = lose 1 life

refill path to 3 cards
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Dejan Rackovic
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That's a good summary, I'd clarify just one more bit:

thecursedfly wrote:
any time a crown is discarded: discard any Ace (if available) and collect a matching token


For event cards, this is true only if they are discarded using dice, if it just goes away as an effect of being exhausted you cannot discard an ace because it wasn't you who "solved" -removed the card so you don't get a reward for it.
Persons and locations are discarded only when you can do so so you get rewarded for those crown ranks.

Thanks for feedback, I'll see how I can adjust the rules to be more clear or add more examples.
 
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SkyPirate wrote:
That's a good summary, I'd clarify just one more bit:

thecursedfly wrote:
any time a crown is discarded: discard any Ace (if available) and collect a matching token


For event cards, this is true only if they are discarded using dice, if it just goes away as an effect of being exhausted you cannot discard an ace because it wasn't you who "solved" -removed the card so you don't get a reward for it.
Persons and events are discarded only when you can do so so you get rewarded for those crown ranks.

Thanks, I have edited my post to reflect this; btw, I think you meant persons and locations in your comment (just saying it for other players).
 
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