You are on page 1of 43

Cooperative Multiplayer Variant for Runebound V.2.

By Roberto Arbeláez, rarbelaez@gmail.com

August 2011

1. Abstract

This document specifies mechanics for a cooperative multiplayer variant for Runebound Second Edition.
This means that the players travel together, have adventures and fight as a party. Several mechanics
from this variant are inspired in AD&D (Advanced Dungeons & Dragons) 2nd Edition, and D&D 3rd and 3.5
edition rulesets.

2. Design objectives and Criteria

This variant was designed for people that don’t have the time or the desire to play Dungeons & Dragons
because of the time requirements, the effort to plan/prepare playing sessions (for the Game Master)
and the need to commit to weekly or bi-monthly games. If you miss playing D&D, and every now and
then you play Runebound with your friends (perhaps even your old D&D party) to quench that thirst,
then, this variant was designed for you.

Its purpose is to provide the players with a gaming experience similar to a D&D session, although
without the roleplaying, without the need for a Game Master, and using Runebound as an engine.

Also, this version is a major overhaul of the previous versions, intended to eliminate unnecessary rules,
simplify what could be simplified and reorganize the document, making it easier to read and to
reference during a game.

3. Prerequisites

You need to have Runebound 2nd Edition. You need to be familiar with the Runebound 2nd edition rules.

4. Average Game length and minimum/maximum number of players

Maximum number of players: 2-4 players.

Average game length: 1 hour per player. Typically, for a 4 player party, the game should take
somewhere between 3 to 4 hours.

1
1. Abstract................................................................................................................................................. 1
2. Design objectives and Criteria ............................................................................................................. 1
3. Prerequisites ......................................................................................................................................... 1
4. Average Game length and minimum/maximum number of players ................................................. 1
5. Setup ..................................................................................................................................................... 4
6. Special Rules for Cooperative Runebound .......................................................................................... 5
6.1. Runebound rules .......................................................................................................................... 5
6.2. One hero, one ally per player ...................................................................................................... 5
6.3. Separate rewards, separate experience, free trade ................................................................... 5
6.4. Threat Track .................................................................................................................................. 5
6.5. The Golden Rules .......................................................................................................................... 5
6.6. Group Advantage ......................................................................................................................... 6
7. The turn sequence ................................................................................................................................ 7
7.1. Refresh .......................................................................................................................................... 7
7.2. Movement .................................................................................................................................... 7
7.3. Adventure ..................................................................................................................................... 9
7.3.1. Events.................................................................................................................................... 9
7.3.2. Encounters .......................................................................................................................... 10
7.3.3. Challenges ........................................................................................................................... 10
7.4. Market ........................................................................................................................................ 11
7.5. Experience .................................................................................................................................. 12
8. The end game ..................................................................................................................................... 12
9. Combat ............................................................................................................................................... 13
9.1. The Before Combat (BC) phase .................................................................................................. 13
9.2. The combat round ...................................................................................................................... 13
9.3. Combat ....................................................................................................................................... 14
9.3.1. The combat attack .............................................................................................................. 15
9.3.3. The initiative phase ............................................................................................................ 19
9.3.4. The Escape phase ............................................................................................................... 20
9.3.5. The Ranged combat phase ................................................................................................. 20

2
9.3.6. The Melee combat phase ................................................................................................... 22
9.3.7. The Magic combat phase ................................................................................................... 22
9.3.8. The Move phase ................................................................................................................. 22
9.3.9. Walkthrough of the modified Combat round.................................................................... 23
9.4. Combat special text .................................................................................................................... 32
9.5. Knock-outs .................................................................................................................................. 32
10. Special rules and exceptions .......................................................................................................... 33
10.1. Expansions .............................................................................................................................. 33
10.2. Handling PvP cards ................................................................................................................. 33
11. Annexes .......................................................................................................................................... 34
11.1. Monster Intelligence .............................................................................................................. 34
11.1.1. Human based Monster Intelligence................................................................................... 34
11.1.2. Mechanics based Monster Intelligence ............................................................................. 35
11.2. Combat Sheet ......................................................................................................................... 38
11.3. Ally Markers............................................................................................................................ 39
11.4. Monster Markers.................................................................................................................... 39
11.5. Acknowledgements ................................................................................................................ 43
11.6. Rights ...................................................................................................................................... 43

3
5. Setup

The game setup is the same as in regular Runebound, except the miniatures shouldn’t be placed on the
board (they’re used for combat in a different board). Instead, use a single marker (a penny) that
represents the entire party, and place it in Tamalir.

Separate your market deck in 3 different stacks:

 Weapons and Armor

 Allies

 Magic items (potions, cloaks, wands, runes, rituals, banners, etc.)

and draw three (3) cards from each pile and place them on each town’s deck, including Tamalir.

Also, take a moment and discuss with the group how you will make decisions as a party, when you can’t
unanimously agree on a course of action (if you’re going to vote, who will break ties, etc).

Additionally, print the additional components for this expansion:

 Combat sheet: Print one copy of the combat sheet (an annex page in the last part of this
document) and place it next to the game board.
 Ally markers: Print one copy of the ally marker sheet (an annex page in the last part of this
document), cut the individual markers, and give one pair of identically numbered ally markers to
each player.
 Monster markers: Print one copy of the monster marker sheet (an annex page in the last part of
this document), cut the individual markers and place them by pairs, at one side of the game
board.
 Threat track: Print a copy of the Threat Track and place two markers (pennies) on Threat level 0
and difficulty setting 16.

That’s it. You’re ready to play!

4
6. Special Rules for Cooperative Runebound

These special rules apply for this variant of Runebound and supersede regular Runebound rules:

6.1. Runebound rules

If a situation isn’t specifically ruled in this ruleset, regular Runebound rules apply.

6.2. One hero, one ally per player

Each player will control only one hero and up to one (1) ally (if/when they can get one). Whenever a
rule applies to a player, it affects the hero, and the ally (if any) under his direct control. Whenever a
rule applies to the party, it applies to every hero and ally in the game.

6.3. Separate rewards, separate experience, free trade

Experience and rewards should be divided as evenly as possible amongst players. Each player
manages their own gold and their own experience any way they choose. Neither gold nor
experience can be exchanged, but items can be sold to or bought from other players at market
prices (half the original price, rounded down, as per regular Runebound rules) at any time except
during the adventure phase.

6.4. Threat Track

This variant requires playing with the Threat track, available in the Runebound forum at BGG:
http://www.boardgamegeek.com/filepage/17296. This adds a unique sense of excitement to the
game, and also helps control the game time and forces the players to keep things moving and take
risks. Even though it is possible to play without it, my advice is to always use it.

A threat track (with a rules summary) is provided with this ruleset in chapter 11.5 Optional sheets
and Markers. If the Threat track is used, its regular rules apply, and the game ends when the threat
level reaches 10, or when the players defeat 3 red challenges, whatever happens first. The
recommended difficulty setting for the first game (or an easy game) is 18, for a normal game is 16,
and for a challenging game is 14.

6.5. The Golden Rules

There are 2 golden rules. They always apply, and in case there’s a contradiction, they’re always
supersede any other rules or interpretations.

5
 Golden Rule #1: Turn Sequence Anything that affects the turn sequence for a hero,
affects the entire party.

 Golden Rule #2: Movement Anything that improves, worsens or denies a hero or ally’s
movement, affects the entire party.

These golden rules will be explained more thoroughly later in this ruleset.

6.6. Group Advantage

In some cases, and only during checks, a hero may take a -2 penalty on his roll, in order to give
another hero or ally a +1 bonus on that specific check. The following restrictions apply:

 Group advantage rules only apply to ability/skill/combat checks, not to combat rolls that are
part of the regular combat phases (ranged, melee, magic). They also apply to Before Combat
checks, and to Escape checks.
 The penalties and bonuses have to be discussed and settled before making the first roll. Once a
roll has been made, no further penalties or bonuses can be applied.
 Both the penalty and the bonus have to apply to the exact same ability (mind, body, spirit), skill
(diplomacy, sneak, hide, swim, etc.) or combat check (ranged, melee or magic).
 The penalty can only be taken by heroes, but the bonus can be given to heroes or allies.
 This penalty can be taken only once by any single hero (take a -2 penalty to give a +1 bonus)
 A penalty can be taken by several heroes to give another hero or ally a bonus (2 different heroes
take a -2 penalty each, to give an overall +2 bonus to a single roll of a third hero or ally) .
 The penalty/bonus taken only applies for resolving one check.
 If a hero is Knocked-out during the resolution of a card in which Group Advantage was applied
and they took a penalty to give someone else a bonus, that bonus still applies until the card is
resolved.
 Knocked-out heroes may not participate in Group Advantage.

6
7. The turn sequence

The turn sequence remains the same, but all the steps are executed as a team, at the same time, by all
the players.

As in the original Runebound rules, the turn sequence is composed of the following steps:

 Refresh

 Movement

 Adventure

 Market

 Experience

Golden Rule #1: Turn Sequence Because heroes execute the steps as a team, anything that would
affect the turn sequence for any player, affects the entire party. If a hero has to skip a turn step, the
entire party has to skip it.

An example of a situation in which the turn sequence golden rule applies, would be if a hero has an item
that requires him to pass a diplomacy test before being able to enter a market step while in a city. If he
doesn’t pass the check, the entire party has to skip the market step.

7.1. Refresh

The Refresh step is performed concurrently (all players at the same time), as per the regular
Runebound rules.

7.2. Movement

There is no individual movement. One marker (a penny) is used to represent the party in the board.

The entire party moves together; instead of moving the individual miniatures (as in regular
runebound), the party marker is moved, following the regular Runebound movement rules (the
movement dice are thrown and the party marker is moved).

Golden Rule #2: Movement Any effect that improves, worsens or denies a player’s hero or ally’s
movement, affects the entire party.

7
Some examples of a situation in which the movement golden rule applies, would be if a hero or ally
is exhausted or wounded (limiting the number of movement dice that can be used for the entire
party), or if a hero has an item that prevents him from entering certain spaces (impairing the entire
party to enter these spaces).

Resting: Every movement die not thrown, but voluntarily spent to rest, benefits each hero or ally
once (and can be used to remove one exhaustion marker from the hero or ally).

Spending movement symbols/dice: You may spend already thrown movement dice to use their
symbols (for example, to power rituals –available in the Rituals and Runes expansion-). Every die
spent this way benefits each player once (and can be used to power abilities of their hero, his ally or
their items). For example, by spending one die, two different players in the party may
independently complete 2 different rituals using the same or different symbols from that same die.

8
7.3. Adventure

The adventure step works almost exactly as in normal Runebound.

The party draws cards from the adventure pile that matches the color of the adventure gem they’re
on. The following rules apply to handling the different adventure cards:

7.3.1. Events

Events are resolved as in regular Runebound, with the following exceptions:

Events that affect the turn sequence or movement: These events could potentially contradict
the 2 golden rules. To avoid that, if there is a check to pass, or an obstacle to overcome, a single
party representative should be chosen randomly. That hero represents the party, if their success
or failure triggers an effect, it affects the whole party.

Events that involve combat: Some events require the players to do combat once (when the
event appears). Other events require the players to do combat when certain conditions are met
(for example, every time movement ends in a road hex).

In either case, if an event involves combat, each player will have to face the combat challenge
individually, using the regular Runebound combat rules. The group combat mechanic depicted in
this document does not apply.

Events that involve abilities/skill/combat checks: Some events require the players to do
ability/skill/combat checks once (when the event appears). Other events require the players to
do checks when certain conditions are met, to see if they are subject to certain effects.

In either case, if an event involves skill checks, each player should check individually for his hero
and his ally and the effects apply individually. However, Group advantage rules apply.

9
7.3.2. Encounters

Whenever the players have to face an encounter, the players should choose one hero to
represent the entire party. That hero takes ownership of the encounter, and is responsible for
meeting the necessary conditions, making the necessary checks, and receiving any
benefits/rewards from completing the encounter. If the rewards are items, they can be given to
any hero.

7.3.3. Challenges

Whenever a challenge card is drawn, the party should continue to draw cards discarding any
event/encounter cards (event cards with a sun symbol replenish gems in the board before being
discarded), until they complete the amount of cards specified in the following table:

Green Yellow
Blue Adventures Red Adventures
Adventures Adventures

2 green 2 yellow
2 players 2 blue challenges 2 red challenges
challenges challenges

4 green 4 yellow
3 players 4 blue challenges 4 red challenges
challenges challenges

6 green 6 yellow
4 players 6 blue challenges 6 red challenges
challenges challenges

Then, combat should be carried out (see chapter 9. Combat)

Once combat ends, experience, gold and items may be awarded and they should be divided as
evenly as possible amongst the party.

10
Optional rule: Challenges by party Challenge Rating (CR)

These optional rules allow more flexibility to create custom made monster groupings by challenge rating.
You can use them to create a custom made monster group, adequate for the adventure color you are attempting

Challenge rating per party size:

Yellow Adventures
Green Adventures CR Blue Adventures CR Red Adventures CR
CR

2 players 4-5 8-10 14-17 20-24

3 players 8 12 28 40

4 players 12 36 42 60

When assembling your custom made monster groupings, use the following values:

CR per Challenge type:


Green challenges: CR 2
Yellow challenges: CR 3
Blue challenges: CR 7
Red challenges: CR 10

Also, these rules apply:

 Never use monsters that are more than one color level over the attempted challenge color, even if the CR for
the encounter allows it (if attempting a green encounter, you can use yellow monsters, but not blue or red
monsters).
 If you’re using monsters over the attempted challenge color, you can use up to one (1) monster exceeding
the challenge color for 3 player parties, and up to two (2) monsters exceeding the challenge color for 4
player parties. Using monsters that exceed the challenge color for 2 player parties is not recommended.

7.4. Market

The market step is performed concurrently.

Whenever you do a Market step, draw one (1) card from each of the 3 market stacks, and place
them on the town’s deck.

Neither gold nor experience can be exchanged between players, but items can be bought from or
sold to other players at market prices (half the original price, rounded down).

11
Selecting a card randomly from the market deck: If an item is to be selected randomly from the
market deck, roll 1D10: 1-3, draw from Weapons and Armor; 4-6, draw from Allies,7-9, draw from
Magic Items; 0, player’s choice.

7.5. Experience

The experience step is performed concurrently, following normal Runebound rules.

The level up cost is the same as the one specified in standard Runebound rules. XPs can’t be
exchanged, and the heroes are only allowed to level up by spending their own XPs.

Life tokens: Whenever a party member takes a life token when leveling up, count all the life tokens
taken:

 Life token amount = number of players: The party can’t attempt green challenges from now on
(the party may have to fight green monsters that are part of a yellow, blue or red challenge.
However, the party may not attempt green challenges from that point in time).
 Life token amount >= 2 X number of players: The party can’t attempt yellow challenges from
now on.
 Life token amount >= 3 X number of players: The party can’t attempt blue challenges from now
on.

8. The end game

The game ends in victory when the players defeat 3 red challenges (not when 3 dragon runes are
obtained, but when 3 red level challenges are attempted and successfully overcome)

The game ends in defeat, if the entire party is knocked out (see chapter 9.5 Knock Outs) or if the threat
level on the threat track reaches 10.

12
9. Combat

9.1. The Before Combat (BC) phase

The following rules apply in this variant:

Only one BC per group: Only one BC action is carried out for the monsters (the worst one for the
players), affecting the entire party. Only one BC action is carried out for the party (player’s choice),
affecting all the monsters.

Order: The monsters BC action is taken first. Then, the party’s BC action is taken.

Effects: BC checks are resolved individually (by each hero/ally/monster) but Group Advantage rules
apply for the party. The effects are also assumed individually (by each hero/ally/monster). The
following exceptions may apply:

 BCs that affect the combat sequence: These effects include starting combat in a
different phase, skipping a combat phase and similar effects. A single party
representative (a hero) should be chosen randomly. That hero represents the party; if
their success or failure triggers an effect, it affects the whole party.
 BCs that involve a making a decision: These BCs usually involve making a decision that
will affect the monster statistics (abilities, damage, or both) and/or the reward; that
may allow the party to Escape immediately, or that gives a choice to attempt a check to
avoid combat (if the check is not passed, some adverse effect may occur). The party
should make a decision, which will affect them all.

9.2. The combat round

The structure of the combat round is very similar to the one described in regular Runebound.
However, two additional phases are added: The initiative phase and the move phase. The combat
round is as follows:

 Escape phase
 Initiative phase
 Ranged combat phase
 Melee combat phase
 Magic combat phase
 Move phase

13
9.3. Combat

In this ruleset, combat takes place in the Combat sheet (included with this ruleset).

The following special rules apply to this variant:

Only one action per round: A character (hero, ally or monster) in the Combat Sheet can only
take one combat or move action per round. That means a character can either take a ranged,
melee or magic attack, or a move action. Defending from an attack does not count as an action,
it is always free, and can be performed as many times as needed during a single round.

Allies can defend for their heroes: If a hero and his ally are on the same Terrain Level1, and the
hero is attacked, the player may choose to defend with the ally. If the attack is successful, the
ally takes the damage, as if he was the one initially targeted by the attack. This only applies to
combat rolls; it does not apply to Before Combat actions or checks.

Defensive round: A player may announce at the beginning of the Combat Round, before any
action has been taken, that his hero and/or ally is going to take a Defensive round. For the
entire round, that character cannot take any combat nor move actions. They are immediately
placed on the used area2 of the Combat sheet3. The only thing they can do is defend. However,
because they are totally focused on defending, they defend with a +4 bonus to all their combat
rolls.

1
Terrain levels will be explained later in this chapter.
2
The used area will be explained later in this chapter.
3
The combat sheet will be explained later in this chapter.

14
9.3.1. The combat attack

The combat attack works very similar to regular Runebound:

Hero and Allies attack: A hero/ally selects a target, chooses one a type of attack (ranged, melee
or magic) , rolls 2D10, and then adds his attack value (mind for ranged, body for melee, and
spirit for magic) plus modifiers (if any) as in regular Runebound. The Monster defends without
rolling, using his value for the same attribute plus modifiers (if any). If the character’s attack
value is equal or greater than the defending monster’s defense value, the attack was successful,
and damage (wound markers) should be placed on the monster’s card, as per regular
Runebound rules, using the character’s damage value plus modifiers (if any).

Hero/ally attack value: 2D10 + attribute value+ modifiers

Monster defense value: attribute value + modifiers

Monster attack: The monster chooses a type of attack (ranged, melee or magic) and rolls 2D10,
and then adds his attack value minus 10 (substract 10 from the monster’s base attack value) and
add modifiers (if any apply). The Character defends without rolling by adding 10 to his attribute
value plus modifiers (if any). If the Monster’s attack value is equal of greater than the defending
character’s defense value the attack was successful, and damage (wound markers) should be
placed on the character’s card, as per regular Runebound rules, using the monster’s damage
value plus modifiers (if any).

Monster attack value: 2D10 + (attribute value-10) + modifiers

Hero/ally defense value: 10 + attribute value + modifiers

15
9.3.2. The combat sheet

The Combat sheet represents the combat field, and is the cornerstone of the combat mechanics
of this ruleset.

Monster Markers (red squares with numbers inside them) and Ally Markers (Green squares with
numbers inside them) are placed on the Monster/Ally cards and their pairs are placed on the
Combat sheet to represent Allies and Monsters positions (Terrain Level 1, 2 or 3) and status
(used or unused).

The heroes are represented by their miniatures, they are placed in the combat sheet.

16
9.3.2.1. The Terrain Levels

Level 3

Unused
Used

Level 2

Level 1

The Terrain Levels represent different areas (segments) of the same battlefield.

They do not represent height (although the term is used for this purpose on other games,
especially wargames); they represent distance. A character on the same Terrain Level as
another is quite close, enough to engage in melee combat with him.

Characters on different Terrain Levels are apart, and cannot engage in Melee combat, only
in Ranged and Magic combat.

The terrain division created by the Terrain Levels is important, because a character can only
perform a melee attack on enemies that are on the same Terrain Level as he currently is.
Also, on ranged attacks, bonus or penalties apply depending on how far (how many Terrain
Levels away) the target of the attack is.

17
9.3.2.2. The Status Areas of the Combat Sheet

Unused
Used

Used Area Unused Area

The status areas in the combat sheet represent the status (used or unused) of the
characters/monsters in the current combat round.

Characters/monsters in the used area of the Combat Sheet have already taken an action this
turn, and cannot take any further actions (except defense, which is always a free action).
Characters in the unused area of the Combat Sheet haven’t taken an action yet.

The 2 status areas do not represent physical distance. Two characters on the same Terrain
Level are adjacent, regardless of whether they are of different status areas, and the unused
character can do a melee attack on the used character if he desires to do so.

When all the characters and monsters are in the used area, the combat round is over. All are
moved to the unused area (keeping them in their respective Terrain Levels) and a new
round begins (see the Walkthrough of the modified combat round). All the characters begin
the combat round in the unused area of the combat sheet.

18
9.3.2.3. Setting up the combat sheet

Initial placement restrictions:

 The players place their characters first. Then, the monsters are placed.

 The player characters can only be set in Terrain Levels 1 and 2, in the unused area.

 The monsters can only be set in Terrain Levels 2 and 3, in the unused area (except for
traps included in the Traps and Terrors expansion, which can be placed anywhere –
See 10. Special Rules and Exceptions).

The recommended configuration for the players is to set the characters that will be mainly
using Ranged and Magic attacks on Terrain Level 1, while placing the characters that will be
taking mainly melee attacks in Terrain Level 2.

Monster setup, as well as combat moves and tactics should be performed following the rules
in 11.1 Monster Intelligence.

9.3.3. The initiative phase

Roll 1D10 for the players, and 1D10 for the monsters. The lower die has the initiative, and they
play first during the combat phases of the current round. In case of a tie, reroll. When the round
is over, initiative will be rolled again.

19
Example: Whoever wins the initiative attacks first during the Ranged Combat phase (followed by
his enemy’s Ranged attacks), then attacks first during the Melee Combat phase (followed by his
enemy’s Melee attacks), then attacks first during the Magic Combat phase (followed by his
enemy’s Magic attacks), and finally, moves first during the Move phase (followed by his enemy’s
Move action). After the round is over, initiative is rolled again.

9.3.4. The Escape phase

Escape checks are made following the standard Runebound rules. However, all the heroes have
to pass Escape tests for the group to be able to successfully escape, Group advantage rules
apply. If a single hero fails the check, the entire party fails the Escape, but only the ones that fail
the check take the penalty.

If a hero has an item, or special text ability that allows him to succeed automatically at escape
attempts, he doesn’t have to pass an Escape check, he succeeds immediately (however, the rest
of the party has to pass Escape checks as usual).

Knocked out heroes: If a hero is knocked out, he is excluded from having to pass an escape
check. If the party escapes, they take all the knocked-out heroes with them. However,
additionally to the items already lost (per the Individual knock-out rules depicted in this ruleset),
he losses an additional item, the most expensive one (his party couldn’t carry him and all his
stuff, so an item had to be left behind).

Someone needs to carry the Unconscious heroes: The party cannot escape if there are more
KO’d heroes than conscious and alive heroes and allies when attempting the escape test. Each
hero/ally can carry one KO’d hero, so if there are too many KO’d heroes, the party can’t escape,
and must fight (to the death, probably).

9.3.5. The Ranged combat phase

Ranged attacks can target enemies on the same and on different Terrain Level. However, if they
target enemies on the same terrain level, they create an attack of opportunity.

Attacks of opportunity: Whenever a character attempts a ranged or magic attack and there are
enemies in the same Terrain Level (doesn’t matter in which status area, used or unused), each
enemy gets a free melee attack against him (at -4 penalty to the combat roll) before he is
allowed to make the ranged/magic attack. If any of the attacks of opportunity succeed, the

20
character’s attack fails (he tried to point his bow or work the spell to attack, but an enemy’s
attack of opportunity made him fail). Attacks of opportunity do not count as an action for the
round (any unused character that takes one, remains unused).

Optional rule- Range modifiers: Ranged attacks have modifiers and different effects, depending
on the distance between attacker and target:

Range modifiers

 Attacking enemies 1 Terrain Level away: 0 bonus to combat roll.


 Attacking enemies 2 Terrain Levels away: -2 bonus to combat roll.
 Attacking enemies on the same Terrain Level: +2 bonus to combat roll but subject to attacks
of opportunity.

21
9.3.6. The Melee combat phase

Melee attacks can only target enemies on the same Terrain Level.

Optional rule - Charge: If a character doesn’t have any enemies left on his terrain level, he may
attempt a charge. In a charge, a character may move one (1) terrain level and then perform a
melee attack at -4 penalty to the combat roll.

9.3.7. The Magic combat phase

Magic attacks can target enemies on the same and on different Terrain Levels. However, if they
target enemies on the same terrain level, they create an attack of opportunity.

Optional rule - Loss of concentration due to damage received while spellcasting: If a magic user
receives any damage during the ranged, melee or magic phases of the current turn, he attacks at
-2 penalty for each damage point received during the magic round.

9.3.8. The Move phase

A move action is taken to move up to two (2) terrain levels. The “moved” character is placed on
the Terrain Level he moves to, but in the used area of the combat sheet. The following
restrictions apply:

 A character cannot move if there are enemies in his current Terrain Level.
 A character cannot move through enemy-occupied terrain levels; he must immediately
stop at the first terrain level if it has any enemies.
 A character cannot take a move action if he already took a combat action this round.

A move can also be taken to stay on the same Terrain Level (if a player wants to “pass” and not
take any actions during the combat round).

Optional rule: Allowing a move from a Terrain Level with enemies: A character may move if there
are enemies in his current level, however, they all get attacks of opportunity against him (see
Attacks of opportunity in The Ranged Combat phase). If any of the attacks of opportunity
succeed, the move action fails, and the character is placed on the same Terrain Level, in the used
area of the combat sheet. This also applies when moving through enemy occupied levels.

22
9.3.9. Walkthrough of the modified Combat round

Initial Setup.
The monsters win
the initiative...

Monster’s Ranged
attack:

23
Player’s Ranged
attack:

Monster’s Melee
attack:

24
Player’s Melee
attack:

Monster’s Magic
attack:

25
Player’s Magic
attack:

All the characters


have been used,
therefore, the
movement phase
is skipped. A new
Combat Round
begins. Players win
the initiative…

26
Player’s Ranged
attack:

Monster’s Ranged
attack:

27
Neither the players
nor the monsters take
a Melee attack. The
combat goes on to
magic attacks…
Player’s magic attack:

Monster’s Magic
attack:

28
Player’s Move:

All the characters


have been used,
therefore, a new
Combat Round
begins. Monsters
win the initiative…

29
Monster’s Ranged
attack:

Players skip range


attack. Monsters
skip Melee atack.
Player’s Melee
attack:

30
Monsters skip
magic attack.
Player’s Magic
attack:

Only characters
from one side
remain. Combat is
over!

31
9.4. Combat special text

Some challenges have special text that may apply to one or more combat phases. It is different from
the BC text, and it specifies in which phase in takes effect (escape, ranged, melee, magic, any phase).

These special effects only apply to the target of the monster’s attacks (in case the effects affect the
target of the attack), or to the hero or ally attacking the monster (in case the effects affect the
originator of the attack).

9.5. Knock-outs

Knock outs work very differently in this ruleset than in regular Runebound. The following rules
apply:

Allies still fight if the hero is Knocked out: If a player’s hero is knocked out, he can still fight with his
ally until the end of the combat, or until the entire party is knocked out.

Individual hero Knock-out:

When a hero is knocked out, the following rules apply:

 Gold is not lost. The rest of the party protected the fallen down heroes from being
looted.
 Allies are not lost (unless they were killed), as the rest of the party takes care of them
while their heroes remain knocked-out.
 Each knocked-out hero discards his most expensive weapon or armor item. It was
damaged beyond repair during the fight.
 The hero’s maximum life value is reduced by 1 (it can be restored to normal by spending
one level worth of experience points to buy one life token during his next level-up).
Place a marker on your character’s card to signify this.
 After the combat ends, the hero is restored to minimum health (1 life).

Party knock-out: A party can only be knocked out if all the allies are dead, and all the heroes are
knocked out. If the entire party is knocked-out, the game is over.

Optional rule: Party knock-out (softer knockouts) If the entire party is knocked out, the regular
knockout rules from Runebound (the normal KO rules, not the softer KO rules) apply for each player.
All the gold is lost. Each player discards his most valuable item (if the party was KO’d all the allies are
dead, so items should be discarded). The party marker is moved to the nearest town. All the wound
and exhaustion markers are removed from the party. Additionally, each hero’s maximum life value is
reduced by 1 (it can be restored to normal by spending one level worth of experience points to buy
one life token during his next level-up). Place a marker on your character’s card to signify this.

32
10. Special rules and exceptions

10.1. Expansions

10.1.1. Traps and Terrors

The following rules apply for traps:

 Traps can be initially placed on any Terrain Levels, including Terrain Level 1, when
setting up the combat sheet.
 Once set, traps cannot be moved.
 Traps do not make attacks of opportunity.
 When the trap attacks (it can only attack on one combat round, as a regular monster
unless the card says otherwise), all heroes and allies on the same Terrain Level as the
trap receive one attack per round from it.

10.2. Handling PvP cards

Some cards from small box expansions have special texts oriented towards PvP (player vs. player)
actions. However, this is a cooperative Runebound variant, without any PvP activity, and this makes
such cards inappropriate for this variant.

You should get a copy of Mr. Skeletor’s guide to Playing Runebound Solo, available on the
BoardGameGeek’s Runebound forum in http://www.boardgamegeek.com/filepage/49058

Mr. Skeletor’s guide has alternative text and/or adaptations for all the cards that have PvP oriented
functionality (inappropriate for solo as well as cooperative Runebound variants), and it covers all the
expansions published to this day. The alternative text/adaptations in the guide are appropriate to be
used with this variant, and should be considered this variant’s official card interpretation.

If you don’t have a copy of the guide available, simply ignore the PvP text or properties, or change
them for something else, equivalent in game impact. If the card is predominantly oriented towards
PvP and cannot be reasonably adapted, simply discard it and draw another card.

33
11. Annexes

11.1. Monster Intelligence

Monster Intelligence defines how the monsters should play.

11.1.1. Human based Monster Intelligence

The easiest and most challenging way (for the players) is to assign a person to control the
monsters and make the decisions for them, acting as a “Game Master”. A player can be
recruited for this purpose alone, being fully dedicated to the task of GM.

If no player is available to play as a GM, the players can rotate the role between them, taking it
for one entire combat at a time.

This should be done as honestly and objectively as possible, using all the resources available,
and trying to win.

If the role is rotated, a parallel game should take place. Each player wins 1 point per ally killed, 3
points per Hero knocked out, and 5 points per party escape. Keep scores, and compare them at
the end of the game.

34
11.1.2. Mechanics based Monster Intelligence

If no player wants to take over the monsters, the following rules can be used to automate their
actions during combat:

11.1.2.1. Monster Setup

Traps should be placed on level 1. The more melee oriented monsters should be placed on
Terrain Level 2. The rest of the monsters (ranged, and magic oriented) should be placed on
Terrain Level 3. Try to organize them as balanced as possible.

11.1.2.2. Before Combat abilities

The Monster’s Before Combat ability should be selected based on the impact they have on
the party. The most damaging one should be selected. If the party can’t agree on which one
is more damaging, choose randomly from the most damaging ones.

11.1.2.3. Combat

Roll a die, and carry out the orders:

Roll 1D10
o 1: Distributed Hero attack
o 2: Distributed Hero/Ally attack
o 3: Distributed Ally attack
o 4: Focused Hero Attack on Melee Heroes
o 5: Focused Hero/Ally Attack on Melee heroes/allies
o 6: Focused Ally Attack on Melee allies
o 7: Single hero attack on the toughest hero on Terrain Level 2 (if no heroes on Terrain Level 2,
choose toughest ally)
o 8: Single hero attack on the strongest hero on Terrain Level 2 (if no heroes on Terrain Level 2,
choose toughest ally.)
o 9: Ally wipeout
o 0: Hero wipeout

11.1.2.3.1. Combat orders

DISTRIBUTED

Distributed Hero attack: Each monster in Terrain Level 2 chooses one hero in Terrain Level 2 to
attack. Each monster in Terrain Level 3 chooses one hero in Terrain Level 1 to attack.

35
Distributed Hero/Ally attack: Each monster in Terrain Level 2 chooses one hero or ally in Terrain
Level 2 to attack. Each monster in Terrain Level 3 chooses one hero or ally in Terrain Level 1 to
attack.
Distributed Ally attack: Each monster in Terrain Level 2 chooses one ally in Terrain Level 2 to attack.
Each monster in Terrain Level 3 chooses one ally in Terrain Level 1 to attack.

FOCUSED

Focused Hero Attack: Each monster chooses a hero to attack in the designated class (melee, ranged
or magic) or Terrain Level, if it is possible to do so without creating attacks of opportunity.
Otherwise, they choose the easiest hero on the same Terrain Level.
Focused Hero/Ally Attack: Each monster chooses a hero or ally to attack in a designated class
(melee, ranged or magic) or Terrain Level if it is possible to do so without creating attacks of
opportunity. Otherwise, they choose the easiest hero/ally on the same Terrain Level.
Focused Ally Attack: Each monster chooses an ally to attack in the designated class (melee, ranged
or magic) or Terrain Level if it is possible to do so without creating attacks of opportunity.
Otherwise, they choose the easiest ally on the same Terrain Level.

SINGLE

Single Ally Attack: All the monsters attack one designated ally.
Single Hero Attack: All the monsters attack one designated hero.

WIPEOUT

Ally wipeout: All the monsters attack the allies one at a time, beginning with the weakest one on
Terrain Level 2, and continuing with the weakest ones left. If all the allies are wiped out from Terrain
Level 2, continue with the ones on Terrain Level 1.
Hero wipeout: All the monsters attack the heroes one at a time, beginning with the weakest one on
Terrain Level 2, and continuing with the weakest ones left. If all the allies are wiped out from Terrain
Level 2, continue with the ones on Terrain Level 1.

DEFENSE

Melee defense against Line breach: All the monsters make melee attacks, regardless of their class.
Ranged/Magic defense against Line breach: All the monsters make ranged/magic attacks according
to their classification (Ranged or Magic), even if they cause attacks of opportunity; Melee monsters
make melee attacks.
Mixed defense against Line breach: roll 1D10 for each monster.
1-6: The monster makes a melee attack, regardless of its classification (even if it is Ranged or
Magic).

36
7-0: The monster makes a ranged/magic attacks according to its classification (Ranged, Melee or
Magic), even if it causes an attack of opportunity.

ADVANCE/RETREAT

General Monster Advance: Monsters on Terrain Level 2 advance to Terrain Level 1. Monsters on
Terrain Level 3 advance to Terrain Level 2.
Monster Advance: Designated monsters advance to designated Terrain Level.
Monster Retreat: Designated monsters retreat to designated Terrain Level.

37
11.2. Combat Sheet

38
11.3. Ally Markers

11.4. Monster Markers

39
40
41
42
11.5. Acknowledgements

 Pictures, sheets and other material was obtained from BoardGameGeek.com (BGG)
from several users and included in this document. Some of this material was modified.

 Ideas were taken from several documents in BGG and several Runebound variants.

 Frank Laterra’s Mr. Skeletor guide to playing Runebound solo is referenced in this
ruleset.

11.6. Rights

You can freely use this document, the rules and mechanics depicted for private, non commercial
purposes only.

Advanced Dungeons and Dragons, and Dungeons and Dragons are trademarks of Wizards of the Coast
and/or Hasbro.

Runebound, its name and its logos are the sole property of Fantasy Flight Games.

43

You might also like