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Fallout Shelter — Solo / Two-Player Co-op Variant

1. Introduction
Although Fallout Shelter is a good game, it doesn’t feel like a Fallout title. It lacks the survival aspect
for me, the struggle to survive against all odds in the wasteland. This game feels like it should have a
solo/co-op mode, so I decided to create one. I tried to keep most of the rules and game mechanics
intact and change only what had to be changed to make this variant interesting. Also, I didn’t add any
new components, everything you need is inside the box.

2. Goal
Both players play together as overseers of the vault. Their goal is to seal the vault and make it self-
sufficient by building 6 rooms on each level before the monsters run it over (this is represented by
the monster deck running out of cards).

Monsters invading the vault will lower the dwellers’ happiness. Once a player loses all happiness
tokens, the dwellers lose faith in their overseers and leave the vault in search of a better place; both
players lose. Also, the monsters are much tougher than in the standard game — if the dweller fighting
a monster doesn’t have the required skill, he will die in the fight no matter the outcome.

This variant provides more tension as you are continually struggling to acquire new dwellers, keep
your dwellers happy, train them in skills required to survive the fight with monsters, heal the injured,
and, at the same time, get enough resources to build new rooms fast enough.

3. Gameplay Changes
Rules from the base game apply with the following differences.

3.1. Setup

Same as with two players, plus each player receives 3 happiness tokens.

3.2. General Rules

• The order of play doesn’t matter; it’s up to both players in what order they will place their
dwellers.
• There is no income for rooms used by the other player.
• The items with the ability “At game end, … “ works differently — instead of their usual effect,
they can be activated for a one-time benefit to provide the happiness bonus described; after
using the item, discard it.
3.3. Threats

• When assigning a dweller to fight a monster, if that dweller doesn’t have the skill shown on
the monster card, he is killed at the end of the round, no matter the outcome of the fight.
You can note this by placing a resource cube next to the dweller’s figure. When recalling your
dwellers, move this dweller back to the box — you can acquire him in the future the same
way as any other new dwellers.
• If you kill a monster, that player (and that player only) gets the basic reward; you don’t get a
double reward for skilled fighters anymore. You still get double rewards for assigning your
dwellers to room spaces, only fights are different.
• Threats other than monsters are treated in the same way as monsters (unskilled dwellers die,
single rewards only).

3.4. End of Round

At the end of the round, after placing threats:

• If there are any threats on the 1st floor (common area), both players lose one happiness for
each threat present.
• If there are any threats on one of the players’ own floors, only the owner of the floor loses
happiness.
• The Deathclaw makes a player lose 2 happiness tokens (or both players lose 2 tokens each if
The Deathclaw is on the 1st floor).

3.5. End of Game

Both players win:

• If they manage to build 6 rooms on both floors before the monster deck runs out — the
players managed to seal the vault from the rest of the world, made the vault self-sufficient
again, and defend it against the incoming wave of monsters.

Both players lose:

• If the monster deck runs out — the vault was not sealed in time, and it was overridden by a
wave of monsters.
• If one or both players have no happiness tokens — the dwellers lost faith in the overseers’
abilities and have left the vault in search of a safer place.
4. Solo Mode
You can play this variant solo simply by playing for both overseers. Keep the dwellers, resources,
happiness tokens and items separate, don’t mix them together.

5. Strategy Tips
Several tips you might find useful:

• This variant is all about finding the equilibrium between acquiring new dwellers, getting the
items, and building new rooms.
• You see the next monster that will invade your vault, you also see what skill you need to fight
it — try to train one of your dwellers in that skill so he won’t die fighting the monster.
• Don’t wait too long until you start building new rooms — the monster deck is thining, and
also, building rooms is the primary source of happiness for your dwellers.
• The items are essential — you need to adapt your strategy depending on what you can find in
the wasteland (each game is different).
• Try to acquire the skill items as soon as possible.
• Try to build a room with a level-up ability as soon as possible so you have at least two spaces
where you can train your dwellers.
• Because having enough actions is critical, try to keep your dwellers healthy; try to build at
least one room with a healing space.
• Don’t try to be a jack of all trades — specialize your rooms and use animal companions for
resource conversion.

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