even the Solo Mode SG have been destroyed: congratulations guys, you are great!
We take the occasion to immediately explain the mechanics of this new game mode.
According to Solo Mode rules, you will be offered 3 game board’s set-ups: they are basically used to put all game elements at your fingertips, so feel free to experiment with other forms.
During the set up phase you must replace event cards, quests, and evocation with those provided in Solo Mode set.
Some room activation tokens must also be replaced: they are all those affecting other players in some way, like the Throne Room that allows you to steal the token which is first in turn.
Take the mage’s sheet of your character and the Perilium, in order to show number 0.
Selection of spell cards
The rules will explain which magic cards are to be selected from all the other schools to form a single drawing deck; you will find three versions, dedicated to three different game styles. Place the mage in your cell and you are ready to go.
The solitaire game follows the same game system as the competitive one. There will be the same phases sequence and the mechanics remain unchanged. The only exceptions are the event cards and the Perilium.
Event cards are now divided into three sections: the first one includes the creatures that the Black Rose will evoke and the rooms in which the miniatures will be placed. If there are not enough models of a certain kind, nothing special will happen, simply do not get them involved.
In the second section you will find the effects that the Black Rose will unleash during its game turn; they may span from the activation of some evocations to the positioning of instability in certain rooms.
As for the basic rules, the Black Rose will take power points when an event comes into play.
In the third section you will find a secondary quest, usually linked to the first or second effect of the event. If a mage succeeds in completing the quest, for example killing two undead, before the card comes out of the event board, it will gain the indicated power points, otherwise the Black Rose will earn them.
If the Perilium indicates -5, the Black Rose won’t draw new events during its phase, if the Perilium indicates +5 the Black Rose will then draw 2 events instead of one.
The perilium is a rose-shaped disk that indicates the power points gap between the Black Rose and the player. If the player is ahead of the Black Rose, the perilium will move to the right, in the red line, going forward of as many points as the gap signed on the power points table.
If the player is behind the Black Rose, the perilium will move to the left, in the green line, going backwards of as many points as the gap signed on the power points table.
The red or green live is also the danger indicator used to activate evocations.
When the game asks you to activate the evocations, you will have to compare the threat level of the models with the value indicated by the Perilium. If the value is equal or higher, the evocation will be activated, otherwise, considering you too weak for the Black Rose, it will stand still.
During the evocation phase any evocation in the room with the mage, or in an adjacent one, will have to make a check on the perilium to verify if it will activate. The evocations you will find in this game’s version are slightly stronger and all have a special skill. Using them in the base game may unbalance it, but if you are bold enough, feel free to try.
I hope you will have as much fun with this new game formula, as we had in creating it.
As usual a little spoiler :)
Stay tuned and spread the word!