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Section 1.


Welcome to Solo Gaming 
 

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​ icro Chapbook RPG​ system is an 
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ultra-simple dark fantasy roleplaying game 


that is designed specifically for solo play.
Take on the role of an adventurer, delving 
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into dungeons, killing monsters, gathering 


gold, and becoming the hero of the town! 
These basic rules are the d​ efinitive​ rules 
for the system and are all you need to play 
any adventure for the system. They are 
considered the new 1.75 edition rules, but 
remain completely compatible with all the 
other game content in the system. 

The game takes inspiration from Old School 
roleplaying and board games such as:  
● Death Trap Dungeon  
● Dungeon Quest  
● Talisman 
● Dungeon! 
● Key to the Kingdom 

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● Hero Quest 
● And more! 

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You play as a single foolhardy hero entering 
dungeons, fighting monsters, dodging traps, 
and looting for gold. However, this dark 
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fantasy world is brutal and unforgiving. 
Expect to die and die often. Every dungeon 
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is randomly generated, making every game 
different.  
 
In this book, you will find the basic rules 
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for the game system. You don't need anything 


else to play. This is the DEFINITIVE basic 
rulebook (as of Feb 2021) containing the 
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basic level rules for the system, giving you 


everything you need to play as heroes in ANY 
of the fantasy themed Dungeon Scenarios, 
Adventure Modules, or Campaign Modules. If 
you desire deeper character creation, 
advancement, and game options, look for the 
Premium Advanced Core Rulebook (release 
date spring 2021). 


Played Before? 
 
If you’ve played Micro Chapbook RPG prior to 
this Basic Rulebook, you’ll easily recognize 
the rules and how the game works. The bones 
of the game are the same as before. However, 
the 2021 Basic Rules, with all the minor 
changes, is the definitive edition of the 

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basics.  
 

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The previous core books including The 
Deluxe Core Rulebook, the Updated Core 
Rulebook, and the Evil Edition are still 
completely usable and compatible with these 
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rules. The small changes to the game between 
different rule books are for YOU to decide 
how to use. Once these books are in your 
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hands, the game is yours to tweak and play 
how you wish.  
 
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However, these older core books will no 


longer be considered “Definitive.” All 
future modules, expansions, and adventures 
will refer back to this Basic Edition OR to 
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the upcoming Premium Advanced Core 


Rulebook (Release date Spring 2021).   
 
   


Section 2.0 
What Do You Need To Play? 
 

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To play Micro Chapbook RPG Basic Edition 
you will need the following easy-to-find 
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gaming items: 
 
● A Pencil and Eraser:​ For recording 
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character stats and drawing the 


dungeon map. 
● A Sheet of Graph Paper:​ to draw the 
dungeon map on. 
● A Character Sheet:​ For recording your 
main “party leader” character and 
others if companions join their party. 


● A full set of polyhedral gaming dice: 
This includes a D4, D6, D8, D10, D12, and 
a D20. Having two of each is even better. 
These can be easily found at your local 
game store, most big box stores, and 
even some dollar stores. The most 
important dice for this campaign being 
played on its own are 2 six-sided dice. 

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Section 3.0 
Creating A Character 

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Characters:​ ​To create a character, go 
through these steps as outlined on the 
following pages in order. Whenever you add a 
companion to the party (up to 2 allowed), 
follow these steps for each character: 
 
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Step 1: Stats  

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STATS:​ You have 4 statistics. You have 7 
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points to assign between them as you see fit 


(9 for an easier game). No stat can have a 
score lower than 1 or higher than 4 at this 
point. The stats are: ​ST​rength, ​DE​xterity, 
WI​ts, and ​CH​arisma.  
 
   

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Step 2: Class 

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CLASS:​ Choose a class. There are 4 basic ones 
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to choose from. Each one will make you 
proficient in one area (Proficiency will be 
explained in Section 5.0).  
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Basic Classes 
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CLASS  PROFICIENCY 

Fighter  Proficient in ST  


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Traveller  Proficient in DE 

Magic-User  Proficient in WI 

Performer  Proficient in CH 


 
   
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Step 3: Race 

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RACE​: Choose a race. Race grants you a +1 
bonus to one stat. There are 5 basic races. 
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Basic Races 
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RACE  STAT BONUS 

Human  +1 Any Stat 


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Orc  +1 ST 

Gnome  +1 DE 

Dwarf  +1 WI 

Elf  +1 CH 

   
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Step 4: Sub-Stats 
 

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SUB-STATS: ​You have 4 sub-Stats. They are 
determined as follows: 
 
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● HEALTH: ​Your health is your ST+DE+20 


(+30 for an easier game). 
● WILL: ​Your will is your WI+CH+20 (+30 
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for an easier gam). 


● DMG​: Your DMG bonus starts at +0. 
● GOLD:​ You start with 2D6 gold + your CH 
stat. 
 
 
   

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Step 5: Weapons 

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WEAPONS:​ You may now buy weapons. Weapons 
have a ​damage rating​ and a cost in ​gold (g)​. 
Following are some basic starter weapons, 
both ranged and melee. You may buy these and 
others in town (in between adventures) as 
well. 
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Basic Melee Weapons 

WEAPON  DAMAGE  COST 


1  Dagger  1  1 Gold 

2  Short Sword  1D3  3 Gold 

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3  Hand Axe  1D4  4 Gold 

4  Great Sword  1D6  6 Gold 

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5  Great Axe  1D8  8 Gold 

6  Glaive   1D10  10 Gold 


 
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Basic Ranged Weapons 
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WEAPON  DAMAGE  COST 
1  Throwing Star  1  2 Gold 
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2  Rock Sling  1D3  4 Gold 

3  Shortbow  1D4  5 Gold 


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4  Longbow  1D6  7 Gold 

5  Crossbow  1D8  9 Gold 

6  Musket  1D10  11 Gold 


 
   

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Step 6: Armor 

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Armor:​ ​Armor grants the wearer a boost to 


their health or will. Following are some 
basic starter armors. You may buy these and 
others in towns as well. All weapons and 
armor may be resold for half the gold 
rounded down in town. 
 

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Basic Armors 

ARMOR  BOOST  COST 


1  Shield  +3 Health  1 Gold 

2  Magic Cap  +3 Will  1 Gold 

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3  Star Cloak  +6 Will  2 Gold 

4  Chainmail  +6 Health  2 Gold 

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5  Dragon Armor  +10 Health  3 Gold 

6  Moon Cloak  +10 Will  3 Gold 


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Step 7: Items 

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Items​ Other items such and food and potions 
 
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can be used to restore lost health and will. 
Following are some basic items. The item 
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numbers on the Item Chart are used solely for 
Treasure Rolls. This will be explained in 
more detail later. Items may be used at any 
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point in a dungeon as a free action without 


giving up an attack roll. 
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Basic Items 

#  ITEM  USE  GOLD 


1  Bread Crust  Heal 1D3 Health  1 Gold 

2  Ale  Heal 1D3 Will  1 Gold 

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3  Potion  Heal 1D6 Health  2 Gold 

4  Mead  Heal 1D6 Will  2 Gold 

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5  Steak Meal  FULLY HEAL  6 Gold 
Health & Will 

6  Resurrection  Return from 0  20 Gold 


Brew 
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Health with D20 
Health. 
 
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Leveling Up 

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In between games you may “Return to Town” to 


spend 100 XP to Level up and add +1 to one 
stat of your choosing. No stat can be higher 
than 5 in Basic Edition. THEN, add up the 
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total sum of all of your stat numbers 


combined. This total will determine if you 
move to the next numerical level (you begin 
at Level 0). Check the Leveling Chart on the 
next page to see if you Level Up. When you 
Level Up, you gain a few boons.  
 
 
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LEVELING CHART 

LEVEL  SUM of STATS  Bonus 


0  ≤7  - 

1  8+  +1D6 

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2  11+  +1D8 

3  14+  +1D10 

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4  17+  +1D12 

5  20  +1D20 
 
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Upon Leveling Up: 
● Add +1 to your DMG score 
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● Add +X to your max Health and Will 
where X is the listed Level Bonus.  
● If you are a magic-user or performer, 
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roll on the spell chart to learn a new 


random spell. Reroll spells you already 
know.  
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● When you level up, you automatically 


fully heal Health and Will. You begin at 
Level 0. 

   

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