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Dungeoneer: Realm of the Ice Witch» Forums » Variants

Subject: Complete new Solo Mod for Dungeoneer rss

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Klaatu von Schlacker
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Away on a business trip for a week, I've had plenty of evenings to develop a completely new solo ruleset for Dungeoneeer cards. I had tried previous solo mods and found them too crunchy to be fun for solo play; tracking stats is fun, but not THAT fun.

My version does away with the Glory and Peril tracking mechanic entirely, and emphasizes character building, powering-up, levelling-up, and exploration.

You can download the PDF or EPUB here:

PDF: https://gitlab.com/notklaatu/dungeoneerfix/blob/master/dist/...

EPUB: https://gitlab.com/notklaatu/dungeoneerfix/blob/master/dist/...

But for those who can't be bothered, here's the text:

Requirements
============

To play Dungeonaire, you need:

- At least one set of Dungeoneer cards.

- At least 2d6 (two 6-sided dice), or a d6 and a d12. In a pinch,
almost any dice will do, as long as you're flexible. If you have no
dice, use pen and paper to track stats, and [Pocket Dice Roller](www.rpgnow.com/product/195037/Pocket-Dice-Roller)
for dice.

- A miniature or token to represent your hero. In a pinch, you can use
coins, paperclips, or whatever you have lying around.

- Tokens to represent various elements in the game, such as weather
conditions or escorted companions.

Table Setup {#table}
===========

1. Leave the Glory/Peril trackers (the cards with green and red
numbers, 1 to 20, on them) in the box. You don't need them for this
solo game.

Divide cards into separate decks, based on the backs of the cards.
You should initially end up with 4 decks: Map cards, Character
cards, Quest cards, and Encounter cards.

Take the *Encounters* card deck, and separate the cards in it into
two more decks: the Glory deck (the positive cards bearing the green
thumbs-up icon in the upper corner) and the Peril deck (bad cards,
bearing a red skull icon in the corner). You now have a total of 5
decks of cards.

2. Place these decks, in this order, along the top of your game table:
Map cards, Special cards (if any exist; for example, the *Winterize*
curse in the Realm of the Ice Witch variant), Glory deck (with the
artwork right-side up from your perspective), Peril (with the
artwork upside-down from your perspective).

3. Look through the Map cards, reading the print at the top of the
card, for a card marked *Entrance*. Place the Entrance in the center
of the game table.

4. Draw 4 more Map cards randomly and place them around the entrance.
The white bars on the side of map cards are doorways; make sure
doors lead to doorways, or else rooms will be inaccessible!

5. Pick your character and set the remaining character cards aside. If
your first character perishes, you can choose a secondary character,
so keep it close by.

Place your character card face up in front of you. To your character
card's left, you'll place learnt abilities (the "pack" in the
multi-player version). To your character card's right you'll place
your hand.

Use a single 6-sided die (d6) to represent your character's health.
Start with 6 health (6 pips facing up). You don't roll this die,
it's just a counter.

6. Pick 2 or 3 quests, depending on your desired difficulty and
game length. Place them face up on the game table. These are your
goals for the game.

Game Play {#play}
=========

Each round moves from left to right along the decks at the top of the
table. First, draw a map card and place it in a valid location on your
table. A valid location is adjacent to any card such that your new
location is reachable by at least one doorway.

Next, process any special cards, such as the *Winterize* card in the
Realm of the Ice Witch set, or the weather cards in Haunted Woods of
Malthorin.

On your turn, you have as many actions as your movement points (the blue
boot icon on your character card). For each move, you may:

1. *Travel:* physically move your player token to another map location.

For an added RPG feel, state aloud one clue or artifact that your
character finds in the new map location, even if they've been
there before. For example: "Nadaha enters the cavern and sees
ancient rune markings. It's her family name. Could it be that her
ancestors trod these caves before?"

2. *Learn:* transfer a card from your hand to your learned abilities
(your "pack", in official Dungeoneer lingo) by placing a *Permanent*
ability on the left of your character card. Cards marked *Instant*
cannot be stored in your pack. Your learned pack can only contain 3
cards total, so discard back down to 3 as necessary.

Your limit for learning per action is the green thumb icon in the
top right of your current location card. If your current location is
`1` green thumb, then you can only move one card to your learned
pack; to learn another spell or skill, you would have to use another
move point.

If, however, your current location is `3` green thumbs, then you can
transfer 3 cards to your pack in just 1 action.

> **Note**
>
> You cannot move a card from your learn pack back into your hand,
> so moving a card to your learn pack is effectively moving it one
> step closer to the discard pile. If you have three cards in your
> pack and add a fourth, then some card from your pack must
> be discarded.
>
> Then again, moving a card into your learn pack does make more room
> in your hand for new cards.

3. *Explore:* draw a card from the Glory deck. You can only have 3
cards in your active hand, so if you keep what you draw, you must
discard down to 3 total (or use another action to Learn an ability
so that you transfer a card from your hand to your learned pack).

4. Play as many Glory cards as allowed by your current map location.
For example, any card marked as an *Entrance* card has a `1` over a
green thumbs-up icon in the top right corner. This means you may
play one Glory card from your hand. On a map location with `3` green
thumbs, you're allowed to play three Glory cards (ignore the green
thumb icons on the actual Glory card itself; in this solo version of
the game, they are not used).

If you are on a map location with an extremely high Glory rating
(anything above 3), then play 3 Glory cards and grant yourself a
bonus, during that round, of the remaining Glory points. For
instance, if your current map location is rated 5 Glory, you may
play up to 3 Glory cards, with a bonus on speed and attacks of 2 (if
you only play 1 Glory card, you still only get 2 bonus, as if you'd
played 3 Glory cards)

> **Note**
>
> Usually, you only play Glory cards to help you fight a monster,
> but sometimes you might need to play healing Glory cards out
> of combat.

At the end of a round during playing a Glory card, you discard the
Glory cards in play.

The final stage of each round is to resolve Peril cards. Peril cards are
played only if you travelled by foot during this round. If you used all
of your move actions to manage cards or heal, or if you got warped into
a location through magic, then no Peril card is played.

If that is the case, this round is over. Reset your cards (discard
Instant Glory cards or Permanent cards used like Instant power-ups, and
so on). Begin the cycle again by drawing a new map card (back up at the
top of this [section\_title](#play) section).

Assuming you did travel by foot to a new map location, then the round is
not yet over. You are now in [section\_title](#combat).

Combat
------

On your new map location, look at the number over the red thumbs-down
icon in the top left corner. This is the Peril rating of that location.
During any given round, you have the option to treat this rating in one
of two ways:

- Draw 1 Peril card and grant it a bonus of the total Peril rating -
1. For instance, if you're in a map location with 3 Peril, draw 1
card and grant it 2 bonus on all attacks and speed.

- Draw the same number of Peril cards as the Peril rating, and resolve
each one in turn. For example, if your map location is 3 Peril, draw
3 Peril cards.

- Unlike Glory cards, the amount of bonus points is flexible with
Peril cards. If you're on a 6 Peril map card, then you may choose to
play 2 Peril cards and assign each 4 bonus instead of playing 1 with
5 bonus, or 6 Peril cards with no bonus, then you may do so.

Resolve special effect cards first (in this order: Curses, Traps,
Shifts, Warps, and then Monsters or Demons).

Prior to the first strike, you may activate Instant Glory cards, or any
Permanent Glory cards in your hand (Permanent Glory in your pack; if
they're in your pack, then they're learnt, so they already apply to you
anyway) up to the number of cards in your location's green thumb number.
After combat is over, any Instant (or Permanent being used as Instant)
Glory cards are discarded.

As always in the solo game, ignore the green-thumb numbers on the Glory
and Peril cards themselves. They are not used in the solo game.

Combat is performed with a d12 or 2d6. Results are Boolean; either you
or your enemy win the roll + bonuses. The loser endures 1 wound. For
yourself, decrement your health die. For the monster, either keep track
of their health mentally or use a d4 or spare d6 on their card.

Combat lasts for as long as it needs to last for you to kill the
monster, or to be killed by the monster, or until you
[section\_title](#escape).

Escape
------

Escape is just like combat, except you're rolling against your enemy's
speed/move rating (the blue boot icon on the monster's card). If your
roll + bonuses is greater than your enemy's roll + bonuses, then no
damage is dealt to either of you, and you're able to move out of the
current map location into an adjacent space. Leave the monster card (or
a token) on that map location. If you return to that spot, you must
fight that monster immediately upon entering.

If you lose the role, you endure 1 wound (decrement your health die),
and you do not escape. You can keep trying, but for each failed attempt,
you endure 1 wound because you were unable to evade your opponent's
attack of opportunity.

Winning {#win}
-------

To win the game, you must:

1. Complete all quests you placed on the table.

2. Return to an entrance. (For increased difficulty when playing with
more than one deck, challenge yourself to return to the entrance you
came in through, as if other exits did not exist.)

Alternately, when you run out of Peril cards, you may assume you have secured the area, and whether or not you've completed quests, you have won that territory.

You may declare defeat if you are well and truly dead (not just Mostly
Dead, which can happen, for instance, to the Necrowarrior).

However, you don't have to declare defeat if you don't want to. If you
lose combat so thoroughly that you run out of health points, then you're
dead. Place your character card on the map card where they die, and pick
a new hero card. Continue the game's story by introducing this new
character at the *Entrance* location.

When your new hero enters the previous character's death space, your new
hero must immediately fight the demon version of your previous
character, including their learned pack bonuses. When your previous
character is defeated, their soul is set free, and they proceed to a
nice, peaceful afterlife.

Adjustments {#mod}
-----------

Dungeoneer was designed as a multi-player game, so some adjustments have
to be made to some cards. There are about 8 different decks available,
so chances are you will have to make mods on the fly, as you encounter
them.

To determine which direction a physical curse, such as a Shift or Warp,
sends you, perform a *Cardinal Roll*. A Cardinal Roll uses a d6:
North=2, East=3, South=4, West=5. Reroll on 1 or 6.

A simpler and faster option is to just make a choice in the moment.

Opponent

: Generally, whenever a card says "Opponent", read it as "you". If a
card tells you to add "opponent's level to that card's melee rating,
then add YOUR level.

Budge, Blizzard, & other involuntary Moves

: Some cards move your Hero around the map, sometimes leaving the
location up to your opponent. Instead, just move your Hero to the
space you entered the current room from.

Shifts

: Treat all shifts (: Plane Shifted, Dimensional Shift, Arctic Shift,
and so on) the same:

Take your current map location and swap it with a card on the edge
of your map. If you can't decide, make a Cardinal Roll.

If a shift makes any secondary Map card inaccessible, swap
another card. Keep swapping map locations until all rooms have at
least one entry point.

Warps

: A warp is a Peril card that normally calls for two heros to
swap locations. Instead, use it to send your Hero to the whatever
room currently populated by monsters that is the farthest away from
the Hero's current location. Failing that, perform a Cardinal Roll
and send your hero to the farthest card in that direction.

Poison Cloud & Poison Needles

: Treat as a trap. If you fail, inflict 1 wound. If you succeed,
you're unharmed.

Throne of Tyranny

: May be used to wound any one monster on the map.

Transference

: Switch the position of your Hero with any one Monster currently
located on another Map space. Failing that, do a Cardinal Roll and
send your hero to the farthest card in that direction.

Undead Awakening

: All Undead get +1 Melee and +1 Magic.

Tip

: Tipping in multi-player means your character is incapacitated. For a
solo game, tipping is a check to see if you were caught off-guard.
For instance, if an enemy Encounter card states "if Hero is tipped,
then melee deals 2 wounds", then before entering Combat, roll a tip
check with a d6. If you're fail the check, then your enemy deals 2
wounds instead of 1 during combat. If you succeed, you are not
tipped, and your enemy deals normal damage.

If your Hero is resistant to tipping (it will say so on your Hero
card, if you are(, or if you have a Glory card in play that makes
you immune to tipping during the current round, then you are exempt
from having to do a tip check.

For any card using the `#` variable, use the Peril value of the space
your Hero is located in. (If your Hero is level 4 or above, add 1d6 to
that value.)
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