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Runebound is a game i find lends itself well to solo play, even though it's not exactly stated in the

rules how
it works. You can use the doom track, but I find it horrible, and play instead with a modified version of the
Midnight expansion Threat Track. Several people have asked me about this so I decided to document it here,
along with other rule changes.

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THE STANDARD RULES

You will need the Threat Track from the Midnight expansion to play (or if you don't have it just make it
yourself - you should be able to find pictures and details of it on FFGs website).

Additional setup
Set the Threat level to 0, and the threat difficulty to whatever you like - I recommend starting at 20 and
lowering it by 1 each time you beat the game. Begin with 0 doom tokens in your pool.

Playing
Play the game exactly as normal, including standard knockout and winning conditions. The only difference
is there is now a Step 6, the Threat roll.

Step 6: Threat roll


This step comes each turn after the experience step.
Make a Threat Roll by rolling 2 dice and adding any doom tokens you have in your pool. If this roll is equal
to or higher than the Threat Difficulty, increase the Threat Level by 1 and discard all doom tokens you have
accumulated from your pool. If this roll is below the Threat Difficulty, add one doom token to your pool.

If the Threat Level ever goes past 10 (i.e. your on 10 and your Threat Roll is over the Threat Difficulty) you
INSTANTLY lose the game there is no endgame under these rules (unless otherwise noted.)

Thats all there is to it. The sections that follow deal with the different adventures and expansions.

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RISE OF THE DRAGON LORDS

This adventure (aka the base game) is played using the standard rules. Card exceptions are noted below.

Adventure Cards
Atavax: The reward for this card is 2 gold, and you may skip over Step 6: Threat Roll this turn.
The Sky Full of Wasps: This cards reward is 2 gold reward, and the card is kept. It may be discarded at a
later time during the movement step to change any one movement die to a side of your choosing.

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ISLE OF DREAD

There are no changes needed to play Isle of Dread solo. Where the rules state for the 'player on your left' to
place your piece somewhere, simply choose a location randomly. That's it!

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RELICS OF LEGEND

No new rules. Cards function as normal with exceptions noted below.


Market Cards
Banner of the Lion: As long as there are at least two exhaustion on this card, any mountain symbols you
roll on the movement dice are wild, and can be used to move into any other space.
Banner of the Ram: Place 1 exhaustion on this card each time you defeat a blue or red challenge.
Banner of the Wolf: As long as there are at least 3 exhaustion on this card, the Before Combat section of
any challenge cards are ignored. Note that this is not optional if the cards Before Combat section was
beneficial, too bad.

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ARTIFACTS AND ALLIES

No new rules. Cards function as normal with exceptions noted below.

Market Cards
Cloak of Useful items: Before moving, activate to purchase any 1 item from any town market stack.
Guardian Dog: If your hero is knocked out, the Guardian Dog may test mind (11). If it passes, you do not
lose any gold or an item due to the knockout.
Robe of Time and Space: Before moving, activate to borrow an ally from one of the market decks for 1
gold. This Ally does not count against your normal Ally limit. After the challenge is resolved, return the Ally
to its market deck with no wound or stamina markers, UNLESS the Ally was killed, in which case discard
it.
Sister of Mercy: If you are knocked out, the sister of Mercy receives the experience counters described on
her card.
Sister of Vengeance: If you defeat an encounter with at least 5 wounds, the sister of Vengeance receives the
experience counters described on her card.
Vestments of Kellos: Rather than taking an Ally off another Hero, you can take one off a market stack from
a city within 4 spaces of where you are for this combat only(This Ally does not count against your normal
Ally limit). After the Challenge is resolved, even if the Ally was killed, the Ally is returned to the market
stack without any wound or stamina tokens.
Sphere of Vision: The Sphere will allow you to immediately ignore any Encounters that you draw if you
wish. If you do choose to take the encounter, you may re-roll any failed skilled roll on that card once per
skill roll you need to make.

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TERRORS OF THE TOMB

No new rules. Cards function as normal with exceptions noted below.

Adventure Cards
A Hero of Old Awakens: Shuffle and randomly draw an unused hero card. You may now take that Hero as
an Ally for free if you wish. Ignore the Heros special abilities.
Curse of the True Name: If you succeed in the diplomacy test, simply discard the card.
Doppelshadow: If you fail the resistance test, add a gold counter to the card and fight the Doppelshadow
again. Each time you defeat the Doppelshadow you must re-roll the Resistance test adding +4 to the roll for
each gold counter that is on the card. When you finally make the Resistance roll, discard the card and all the
gold counters on it.
Horde of Ghouls: In addition to the 3 gold reward, if you defeat this challenge during before combat you
may take the Horde of Ghouls as an Ally. Subtract 10 from all their Stats to get there Ally combat values.
The Horde of Ghouls may never receive healing once taken as an Ally.
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THE DARK FOREST

No new rules. Cards function as normal with exceptions noted below.

Adventure Cards
Bandit King of Blackthorn: The cards reward is to either take 6 gold or make the spirit Diplomacy (19)
test. If this succeeds take the card. As a Before Combat action you may discard this card to inflict 2 wounds
damage on a challenge in a forest or swamp space.
Bandits of Blackthorn: The cards reward is to either take 2 gold or make the spirit Diplomacy (15) test. If
this succeeds take the card. As a Before Combat action you may discard this card to inflict 1 wounds damage
on a challenge in a forest or swamp space.
Dark Spirit of the Wood: Before combat you may take X wounds (which cannot be cancelled) from this
challenge. For every wound you take make a spirit Resist (14) test, and remove one Doom counter from the
pool for each success.
Foul Nymph: This cards reward is now take this card. Discard this card during your movement step to move
into an adjacent swamp space for free.
Gift of the Fey: If you succeed in the test, you may discard this card at any time to re-roll one of your own
10-sided dice.
Razorwing Larva: The cards reward is to either take 2 gold or take the card. You may discard this card
during your movement step to remove 2 stamina from yourself and all your allies.
Scavenger Fey: Take the item from any market stack rather than from another hero.
Spore Spire: The cards reward is now to take the card. You may discard this card during your movement
phase to remove one wound.
Toll Collector: Test spirit Diplomacy (12) . If you succeed, take 2 gold then discard this card. If you fail
simply discard the card.

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CROWN OF ELDER KINGS

Set up and play the game according to the Solo and CoEK rules with the changes noted below.

Your Opponent
In this adventure you will be pitted against another hero who is also striving to become an Elder King
During setup shuffle the remaining hero cards and draw one this is the hero you will be up against
(referred to hereby as your opponent). Obviously when your opponent makes skill tests or fights you will
have to roll the dice for them.
As the Threat Level is raised your opponent will become more powerful, add experience tokens as detailed
on the following table the FIRST time the threat level reaches that value:
TL 2 : Add a +2 Mind, +2 Body, +2 Spirit token
TL 4 : Add a +2 Mind, +2 Body, +2 Spirit, +2 Exhaustion, +1 Wound token
TL 6 : Add a +2 Mind, +2 Body, +2 Spirit token
TL 8 : Add a +2 Mind, +2 Body, +2 Spirit, +2 Exhaustion, +1 Wound token
TL 9 : Your opponent has collected 3 vassals, initiate the end game.
When fighting your opponent, use the standard PvP rules. Your opponent is armed with unholy gauntlets,
which allows him to attack every round of combat. He or she will not use any other items or allies, but will
use their special abilities if they are combat related, and will fight to the best of his or her abilities, spending
exhaustion anytime it makes sense to do so.

The Endgame
There are 2 ways for the endgame to begin:
1) If you collect a set of 3 vassals as described in the CoEK rules
At the end of that turn discard any Dragon Lord cards you have collected, and select up to 3 Vassals for your
opponent to fight, discard all exhaustion and wounds from your hero and refresh all of your items. Your
opponent will fight all the vassals in the order you choose, and then if still alive will fight your hero.
2) As soon as the Threat Level reaches 9
You were too slow and your opponent has collected a set of Vassals before you did. Discard all exhaustion
and wounds from your hero, refresh all of your items and draw 3 cards from the blue deck. You first must
defeat these 3 challenges, then fight your opponent.
If your opponent is killed, you win the game. If your hero is killed, you lose!

Adventure Cards
Guardian of: Owning the Guardian of a city entitles you to a 1 gold discount when buying items from
that city.
The Folly of Heroes: Your opponent must immediately make a skill test in their highest rated skill as
described on the card. If this test fails, you may lower the current Threat Level by 1 (minimum of 0).
There Can Be Only One: Immediately enter into combat with your opponent. If you win, you may lower
the current Threat Level by 1 (minimum of 0).

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THE SCEPTER OF KYROS

Set up and play the game according to the Solo and TSoK rules with the changes noted below.

Setup
During setup place Blue adventure counters on the red adventure spaces these are now treated as blue
adventure spaces. This will make it a bit easier to get to the 8 giants you need to defeat to initiate the
endgame.
Both Frostgate and Greyhaven start the game with three items in their market stack, rather than just one.

The Endgame
The endgame is played as normal, with Giants appearing in Frostgate and Greyhaven. Note that during the
endgame the threat track is still in effect, so if the threat level passes 10 before you defeat the 2 endgame
giants, you lose!
To decide what experience counters each Giant Lord receives, roll 1d10 on the following table (once for
each card in their market stack.) If you roll the same counter more than once simply re-roll.
1 - 2 : + 2 Mind
3 - 4 : + 2 Body
5 6 : +2 Spirit
7 8 : + 2 Stamina
9 10 : + 1 Wounds
A Giant Lord will use all of the items in its towns market stack to the best of its abilities.
If you kill both Giant Lords, you win the game.

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MIDNIGHT

Set up and play the game according to the Solo and Midnight rules with the changes noted below.

Game Setup
Step 3: Randomly determine who the Night King you will be fighting is.
Step 4: The black mirrors are assigned to each stronghold randomly. This can easily be done by drawing
them from a cup or bag one at a time.
Step 5: As in normal Solo rules, its recommended that the threat difficulty be 20 unless you want a really
tough adventure.
Step 6: The game begins with one patrol active. This patrol begins in the stronghold with the '3' black
mirror.

Night King Turn Sequence


Step 3: The player rolls for patrol movement as normal. The patrol must move towards your hero as far as it
is able to using the rolled results as efficiently as possible. If a patrol reaches your hero it always attacks.
Step 4:Each turn, the Night King gains gold equal to your current level; put the gold pieces on his sheet. If
the Night King now has =< 10 gold coins, it will spend 10 gold as follows; Roll a 10 sided die:
Even Number: The Night King improves his shadow power by 1 level. If he already is at level 4, he will
spawn a patrol instead.
Odd Number: The Night King will spawn a new patrol in the stronghold closest to you. If there are already 5
patrols on the board, he will improve his shadow level instead.
The Night King will never buy combat counters.

Patrols
If a patrol attacks your hero, continue drawing from the deck according to your current level until you draw
a card that is a minion of the Night King. That card will be the patrol that attacks you. For example, if you
are fighting against Jahzir, are currently level 3 and a patrol reaches you, draw from the yellow deck until
you draw either a warlord, soldier or Orc for the patrol.

Hero Turn
Step 3 - Night King Influence Roll: This works as follows. Take a number of movement dice equal to you
level (maximum of 5). Roll all of these dice for range - for each terrain symbol he rolls that matches the
Night Kings terrain type for range will be added to the cards range value. All dice that dont roll this terrain
are picked up and now rolled for Melee. Dice that match the melee symbol are added to the cards Melee
value, and any dice that did not match are now rolled for a third time for magic. Any dice that match the
magic terrain symbol are added to the cards magic value, and the dice that did not are removed. The night
king never re-rolls.

Assaulting Strongholds
The Night King Influences combat here exactly as he does with other challenges, as explained above.
The restriction on a hero only attacking on one combat phase when assaulting strongholds does not apply -
the player may attack in as many phases as his level allows him, as if it were a regular challenge.

Winning the Game


You win the game by destroying black mirror counters with a total value of at least 3 before the threat level
passes 10.

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CHAMPIONS OF KELLOS

No new rules. Cards function as normal.

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WALKERS OF THE WILD

No new rules. Cards function as normal with exceptions noted below.

Market Cards
Mirror of Copying: Discard to copy and immediately gain the benefit of an Activate-to-Use or Discard-to-
Use effect of an item found in any Market Stack.
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DRAKES AND DRAGONSPAWN

No new rules. Cards function as normal with exceptions noted below.

Adventure Cards
Orphan of the Dragon: You may chose two numbers between 1 and 10 and roll 1d10. If the number rolled
is one you chose you get a +2 Stamina experience counter.
Scavengers of the Sky: While this card is in play, when you defeat a Challenge your Hero must test mind
Spot (15). If he fails see the penalty on the card.
Scion of the Dragon: You may chose two numbers between 1 and 10 and roll 1d10. If the number rolled is
one you chose you get a +1 Life experience counter.
Trademaster of Tamalir: Your hero makes a spirit Diplomacy test (15). If he passes he becomes the
Tradesmaster of Tamalir . While this card is in play the Tradesmaster of Tamalir gains 2 gold each time the
Threat Level goes up.

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SHADOWS OF MARGATH

No new rules. Cards function as normal with exceptions noted below.

Adventure Cards
A Thief in the Night: Treat this card as if it had just been played on you.
Champions of Greyhaven: Bid and any amount of Gold, then roll 1d10. If your bid equals or exceeds this
roll you become Champion of Greyhaven , see the card for effects. Then discard all of the Gold you bid,
even if you did not become Champion of Greyhaven.
Curse of Ash: Treat this card as if it had just been played on you, it will effect the next three skill tests
and/or combat rolls you make.
Emissary of Forge: While this card is in play during your Market step if you are in a city make a mind
Tinker (15) test. If you pass gain 1 gold.
Harpy Huntress: Instead of the player to your left moving you, move your piece up to three spaces so that it
is as far away from any town as possible. If there is more than one space to chose from determine randomly.
Torrential Rains: Treat this card as if it had just been played on you, it will effect you for three turns.
Words of Dissension: Treat this card as if it had just been played on you.

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AVATARS OF KELNOV

Play according to the standard AoK rules. Cards function as normal with exceptions noted below.

Adventure Cards
Alms for the Church: Ignore the bidding part of the card, simply place however much gold you want upon
it. Remember that if the card is replaced all its remaining gold goes to the bank!
Avatar of Death: The reward now reads "After a battle in which an Ally died, activate and roll 1d10. On a
1-5 the Ally is resurrected with no life or exhaustion tokens."
Avatar of Destruction: The reward now takes effect when one of your Allies is wounded.
Avatar of Greed: The reward now reads "Activate to buy all Items at half the normal price this turn (round
up)."
Avatar of Loss: The reward now reads "After using a Discard-to-Use Item you may activate this card and
roll 1d10. On a 1-5 do not discard the item."
Avatar of War: The reward now takes effect when your hero inflicts wounds rather than another player's.
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THE CULT OF THE RUNE

Set up and play the game according to the Solo and TCotR rules with the changes noted below.

Game Setup
Since doom counters are used as corruption markers, you will need to use stones or buttons to represent the
doom counters, otherwise just record them on a piece of paper.

Victory Conditions
Ignore the bonus point scoring, you only get victory points equal to the cards experience point value.

Gameplay
Rather than move one space, the cult will move 3 spaces a turn (one at a time). You may choose which space
the cult marker moves to if there is a choice, however if the opportunity occurs to move it into your heroes
space then you must.
Each time the Threat Level goes up, all flipped counters are re-flipped back to their original side, the cultists
have gone into hiding! The only exception to this rule are counters either on or adjacent to the cult marker
which remain in the state they were in. This means you need to aggressively go after the cultists as the cult
marker flips them rather than dally about waiting.

Ending the Game


You win if:
- You obtain 26 victory points.
You lose if:
- The Threat Level passes 10.
- You are killed due to over branding.

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SANDS OF AL-KALIM

Set up and play the game according to the Solo and Sands of Al-Kalim rules with the changes noted below.

Winning the Game


You must complete 4 quests before the Threat Level reaches 10, or you lose.

Drawing Legendary Quests


Whenever the Threat Level is raised, take the top card in each Legendary deck and put it at the bottom on
that deck. In this way the quests you can choose from will cycle throughout the game.

Moving the Sandstorm


When the sandstorm first appears you may place it in any orientation you wish.
For every hex the Sandstorm needs to move roll a 1d10. On an even number it follows the left arrow, on an
odd number it follows the right arrow on the marker.

Survival Gear
When you use a piece of Survival gear it is returned to the box. In other words, the component limit tells you
how much survival gear you may buy during the whole game.

Adventure Cards
Chaos Beast: If you are knocked out by this challenge gather all of your experience counters, mix them up
and choose one without looking - this is the experience counter you lose. Then roll 1d10 on the below table
to see what it is replaced with:
1-2: +2 mind
3-4: +2 body
5-6: +2 spirit
7-8: +1 life
9-10: +2 stamina
Devolved Orc: If you are forced to take this card, ignore the bit about being adjacent to another hero and
instead make the mind Resist (15) roll after you complete your next challenge. If you pass discard this card,
if you fail discard this card but then immediately draw other challenge card of the same color as the one you
just fought and fight it. You get no reward for beating this second card, but still get the experience as normal.

Legendary Cards:
Merchant of Mystery: Instead of gaining abilities from another player, the card may gain the ability of the
topmost Legendary Artifact card of the Legendary Artifacts deck.
Lamp of the Djinni Instead of gaining abilities from another player, the card may gain the ability of the
topmost Legendary card from any of the Legendary Cards decks.

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RITUALS AND RUNES

No new rules. Cards function as normal.

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WEAPONS OF LEGEND

No new rules. Cards function as normal.

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TRAPS AND TREASURES

Adventure Cards
Sudden Seperation: If you lose your next turn, you must still make a Threat Roll to see if the Threat Level
rises as normal.

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BEASTS AND BANDITS

Adventure Cards
Guild Wars: Card functions the same as written, except you still draw a market card in towns you are not a
member of.
Join the Band: Test body Endure (15). If you fail discard this card. If you succeed, take this card. Each
yellow challenge you defeat is worth an additional gold coin reward.

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THE SEVEN SCIONS
Set up and play the game according to the rules found in The Seven Scions. Ignore the threat track rules as
this variant has it's own clock anyway. I have added a few modifications below to mix the game up a bit
since there is only 1 player.

Winning the Game


You must kill the Scion at the end of the game. If he kills you, you lose!

Scion Counters
Each Scion counter may only be taken ONCE. If you discard the counter due to either using it, or because an
event card was drawn, that counter is returned to the box and no longer used.

Sleeping Scions
Agents of the Storm Lords attempt to seal the Scions in their tombs to stop them awakening when their
master approaches. Each time the storm counter travels off the top of the market stack (ie just before a storm
event) roll on the following table to see if the agents have managed to seal a Scion's tomb:
1 - The Archer
2 - The Trickster
3 - The Protector
4 - The Archmage
5 - The crusader
6 - The Barbarian
7-10 - None
If the scion rolled is still slumbering, place a doom counter on it - that scion may not be awakened. If you
roll "none", a scion who already has a doom token on him or a scion you have already awakened then
nothing happens.
Furthermore, if you ever discard a Scion, either voluntarily or because it's killed, place a doom token on it.
That Scion may not be reawakened for the rest of the game.

Scion Cards
The Protector: To awaken the protector, you must be only 1 life away from being knocked out, and the
yellow storm deck must be empty (ie the next storm card you will face will either be blue or silver.)

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THE CATACLYSM

Set up and play the game according to the Solo and The Cataclysm rules with the changes noted below.

Winning the Game


In order to win the game you must collect 18 points before the threat track passes 10. If the threat track
passes 10 and you haven't reached 18 points, the curse overcomes the land and you lose.

Defeating a Level 3 Curse


Anytime you defeat a level 3 curse, you may clear the Doom pool of any Doom tokens you have, and lower
the current threat level by one - you have managed to delay the dark forces of the curse.

Curse Cards
Mind Riders: If you fail the Resist test, take a spare mind, body and spirit counter and use these to
randomly decide which round you and your allies attack in this combat round (draw one out of a bag for
each character).
Summon the Four Winds: You must touch the all four sides of the board to pass this quest.
The Ashen Phoenix: Instead of facing Challenge Cards of all players, face the Yellow Challenge cards you
yourself have collected, following the same refresh, experience and reward rules as on the card.
The Scavengers: Instead of the hero on your left moving your hero, move them in a random direction (use
dice to determine which direction.)

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The Frozen Wastes

Set up and play the game according to the Solo and Frozen Wastes rules with the changes noted below.

Winning the Game


You must either defeat Arshan in combat or find and deliver Princes Taira as per Frozen Wastes rules. Note
that when you find the Princes some additional rules take effect, as noted below.

Survival Gear
When you use a piece of Survival gear it is returned to the box. In other words, the component limit tells you
how much survival gear you may buy during the whole game.

Legend Cards
Each time the threat level rises, roll a die and discard the face up legendary item in the line that corresponds
to that number, drawing another one to replace it. If you roll a number higher than 6 no changes to the lineup
are made.

Threat Track
When the threat track reaches 6, the cold becomes even more bone chilling. The harsh conditions variant
immediately comes into play for the rest of the game (page 14 of frozen wastes rulebook).

Escort the Princess


When you discover the Princess, the Icewyrm Queen sends out her minions to stop you! While you are
escorting the princess, the Travel Hazard rules are in effect (page 10 of the Runebound rulebook) with the
following rule changes:
- Your hero level (number of experience counters you have +1) will determine the challenge color as
follows:
LEVEL : COLOR
1 : Green
2-3 : Yellow
4-5 : Blue
6+ : Red
- Discard any Encounters and Events you draw; you must face a challenge.
- You do not get any rewards or experience for defeating these challenges.
- If you make with the princes to Green Vale, you must automatically face a Red Card there (treat this card
as if it were a travel hazard). If you defeat this then you will win the game.
Not that these travel hazard rules are only in effect while you escort the princess. If you lose her they cease
taking effect until such a time as you find her again.

Adventure Cards
Whenever a card comes into play that states All activated flare crystals are removed from the board, roll
1d10. You must now discard a combination of Rumor Tokens and Princes Clue cards equaling that amount if
possible. You may decide how to split the discards between the two types as you wish, but once you have
chosen the number of each to be discarded, the discards themselves are random. For example if you rolled
7 you could chose to discard 2 rumor tokens and 5 prices cards. The actual token and princes cards to be
discarded however are done randomly.

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