Sunday, 25 January 2015

Here's an idea for solo gaming

Grab a deck of cards with all the kings, queens and jacks removed, so you get a deck of Aces to 10s. Then take a large number of six sided dice and take ten of those and put them to one side. The deck is your game deck, and the 10 dice are your dice pool.

Set up your table with your figures and with your scenario in mind.

Declare what you want one of your figures to do and then declare a roughly equivalent action one of the enemy figures will do.

Draw a card (always draw the card after you declare the two actions, never before!), if it's red it increases your dice pool by the number on it. Aces=1. If it's black it locks a number of dice in your pool equal to it meaning you cannot use them in the roll. Pick up a number of dice you want to roll and roll them. The action you declared for your figure is performed if you roll a single 6. If no 6s are rolled then the action you declared for the enemy figure is performed. You must always roll at least 1 die, unless the black card locks all your dice in which case you automatically fail.

Return any rolled dice to the big pile, declare two new actions and then draw a card.

Repeat this process until the deck is exhausted or you complete the scenario objective.
If you haven't completed the objective by the time the deck is exhausted you automatically lose the game.

You could play the game as simply as that. You could enforce a stats system on top of it, whereby when an action is 'performed' it still needs to be rolled for. For example, I failed and so get charged by an enemy and attacked, the enemy can only move up to their move stat in inches, and will only hit me when they get there on a roll that is equal to or lower than their fight stat. You could on the other hand impose a system of special rules. For example - I declare that my warrior will strike the enemy causing a light wound on their barbarian, the equivalent is obvious, he will attack me instead and cause a light wound. I draw the card and roll. I score a 6 meaning my warrior hits the barbarian. My warrior however has the special rule 'devastate' which turns any light wounds caused into heavy wounds, so although I declared a light wound I deal a heavy wound. The enemy barbarian does not have the special rule devastate, so had I failed the roll, my warrior would only have taken a light wound.

Thanks for stopping by!


  1. An interesting system that would stand testing and work for a lot of settings. Thanks for sharing.


    1. Thanks, and yes, thinking about it since I've gone down the special rules affecting the outcomes route you would only need a different set of special rules to change the setting entirely.