You are on page 1of 4

Game Design:

CHRISTOPHER HAMM
Solo Rules:
LEONARDO ARIADI SANTOSO

· SOLO MODE ·
Before competing in the Trial of Nature’s Grace, aspiring apprentices can hone their skills by dueling against the
Golem. If you manage to defeat the highest Golem difficulty level, then you are ready to face other apprentices
in the trial! The object of the solo mode is to earn more Renown than the Golem.

SOLO MODE GOLDEN RULES


• When resolving a creature, the Golem always produces Renown if it can. If it cannot, the Golem uses a creature to produce the most
Magic / Orbs that it can, with all Orbs being converted to Magic on a 1-to-1 basis. For example, the Golem has the Gift of Fire and Gift of
Earth. It uses Amplify on a creature that produces 3 Water Orbs and has affinity for the invoked realm. In this case, the Golem gains 3 Water
Orbs, +1 for the creature’s affinity, and +1 for the Gift of Fire for a total of 5 Water Orbs, which is then doubled by the Amplify spell to 10
Water Orbs. These 10 Water Orbs are then converted into 10 Magic without any effect from the Gift of Earth, since the Orbs were converted
to Magic instead of Magic being gained directly.
• The Golem pays for all movement in any realm with Magic. The cost for movement is converted to Magic, meaning that spaces on a realm
cost 3, 5, or 7 Magic for the Golem.
• The Golem is always able to move in any realm, regardless of the realm it invoked,
unless a Shield Token has been placed on a realm by the Foo Dog.
• When in doubt, do what appears to benefit the Golem the most.

SETUP
Follow all the standard rules for setting up a 2-player game with the following exceptions:
1 The Golem takes 1 Magic Token and places it on the resource space numbered “10.” To increase
the difficulty of the game, increase this by 5 additional Magic Tokens as many times as needed to
provide a challenge. The levels of difficulty and starting Magic Tokens are 10 (Clay), 15 (Stone),
20 (Iron), 25 (Crystal), and 30 (Mithril).
2 Place the Mystral Realm Board just above the Vast Expanse. Shuffle the other 3 Realm
Boards and place them in random order above Mystral.

1
GAME ROUNDS
In the solo mode, the biggest change to the structure of a round is that the Invoke Step is removed from
the Action Phase and is instead resolved at the start of the Spell Phase before any spells are cast.

PLANNING PHASE

1 Deal 3 creatures facedown to the Golem as if it were selecting its Creature Party.
2 Deal a 4th creature card facedown to the Golem Expedition Party.
3 Resolve your Planning Phase as normal, selecting creatures for your Creature Party and Expedition Party.
4 Reveal the creatures in your Creature Party and the Golem’s Creature Party, determining player order in the standard way.

SPELL PHASE

1 RESOLVE THE INVOKE STEP.

The Golem compares the affinities of the creatures in


its Creature Party. It invokes the realm that matches
the affinity of the most creatures in its Creature Party.
If there is a tie, the Golem invokes the realm matching
the affinity of any creature in its Creature Party that
produces Renown. If there is still a tie, the Golem simply
invokes the realm of the leftmost creature in its Creature
Party.
Example: If the Golem Creature Party is the top row,
then the Golem will invoke Terrandel. This is because the
Golem has two creatures that have an Earth affinity. If
it’s the bottom row, the Golem will still invoke Terrandel.
This is because the amount of affinity for the Golem
Creature Party ties, but Minotaur, which has an Earth
affinity, produces Renown. If the Minotaur did not
produce Renown, then the Golem would invoke Mystral.
This is because the first creature in the Golem Creature
Party has an Air affinity.

2
2 IN TURN ORDER, CAST SPELLS.

You follow all standard rules for casting spells. The Golem must follow these rules when casting spells:
• Shadowstep: The Golem always casts Shadowstep during the midday round of each day. The Golem
casts it on the realm that you invoked unless at least one familiar is on a podium in that realm. In
this case, the Golem casts Shadowstep in a realm in which neither familiar is on a podium and your
familiar is furthest along. If more than one realm meets this condition, choose the realm furthest
from the Vast Expanse. If the Golem cannot cast Shadowstep in a realm where neither familiar has
yet reached the podium, it does not cast it.
• Mind Link: The Golem casts Mind Link during the first round in which it would play second OR
during the third round of the day, whichever comes first.
• Amplify: If the Golem has a creature that will produce more than one Renown (including affinity)
in its Creature Party, it casts Amplify on that creature. If the Golem has not met this condition by
the End of Day, it plays Amplify on the creature that will produce the greatest amount of Magic /
Orbs (including affinity and gifts). If there is a tie, Amplify is cast on the leftmost tied creature in the
Golem’s Creature Party. The Golem never exchanges the creature it has cast Amplify on with one
from the Vast Expanse.
Example: In this case, the Golem (Red Dragon) will cast Shadowstep on Terrandel. This is because
you invoked Serenvana, but because your familiar is already on the podium, the Golem does not cast
Shadowstep there. Next, it looks for other realms where your familiar is furthest along. This would be
Mystral, but since the Golem familiar is already on the podium, it does not cast Shadowstep there.
The Golem looks for the other realms where your familiar is furthest along. Both Sulfuria and Terrandel tie
for this condition, but since Terrandel is furthest from the Vast Expanse, the Golem casts Shadowstep on
this realm.

ACTION PHASE
Resolve the Action Phase in turn order. You follow all standard rules for resolving your Action Phase. The Golem follows these steps in order
when resolving its Action Phase:

USE AMULET

The Golem uses the amulet that will produce the most Magic / Orbs to be converted to Magic. When using the
Amulet of Elements, the Golem produces the same Orbs as the realm that it invoked. If the Golem does not have
an amulet that produces Magic / Orbs, it uses the amulet that provides Expedition Tokens. The Golem never
acquires a different amulet, but its amulet may change if you exchange one with it.

EXCHANGE A CREATURE

The Golem’s goal is to exchange the creature from its Creature Party that produces the least Renown and Magic / Orbs for one
creature from the Vast Expanse that produces more. If there are no creatures in the Vast Expanse that produce Renown or more
Magic / Orbs than at least one creature in the Golem’s Creature Party, the Golem does not exchange. Otherwise, the Golem always exchanges one
creature from its Creature Party for one creature in the Vast Expanse. The Golem follows these rules when deciding which creatures to exchange:
1 The Golem always chooses the creature from the Vast Expanse that produces the most Renown. If there is no creature that produces
Renown, the Golem chooses the creature that provides the most Magic / Orbs, taking into consideration the affinity of the creatures
in the Vast Expanse for the realm invoked by the Golem this round. When considering the Kirin, look at where it would be placed
in the Golem’s Creature Party and how that would impact its production. If there is a tie between the amount of Orbs a creature can
produce and the amount of Magic another creature can produce, the Golem selects the creature that produces Magic because it is
more valuable for expeditions. If there is still a tie, the Golem chooses the leftmost tied creature in the Vast Expanse.

3
2 The Golem now chooses the creature in its Creature Party that does not produce Renown. The Golem chooses the creature that produces
the least Magic / Orbs (considering affinity for the invoked realm and gifts). If all creatures in the Golem Creature Party produce
Renown, replace the creature that produces the least Renown if it produces less Renown than the creature replacing it from the Vast
Expanse. Remember that a creature that had Amplify cast on it will never be exchanged.

Example: In this example, the Golem invoked Terrandel. The Treant would produce 5 Magic, the
Mermaid would produce 4 Magic, and the Kirin (at maximum) could produce 5 Magic. The Treant
and Kirin tie for Magic production but since the Treant has more base Magic (4) compared to the
Kirin (2), the Golem will choose the Treant to exchange for one of its creatures.
In the Golem Creature Party, the Minotaur produces Renown, so it will not be exchanged; the Griffin
produces 4 Magic; and the Cyclops produces 4 Fire Orbs, which are converted to 4 Magic. The Griffin
ties with the Cyclops, but since the Cyclops has less base Magic (2 vs 4) the Golem exchanges the
Treant for the Cyclops.

RESOLVE CREATURE

The Golem always resolves the creatures in its Creature Party from left to right in the following way:
1 If the creature has an ability that produces Renown, resolve that ability.
2 If the creature does not have an ability that produces Renown, the creature produces Magic OR resolves its ability to produce
Orbs. It does whichever provides the most Magic / Orbs (considering affinity and gifts). The Golem never resolves any
ability that does not directly produce Magic / Orbs. For example, the Djinn’s Make a Wish ability does not directly produce
Magic / Orbs, so the Golem would never use it.

MOVE FAMILIAR

The Golem can move familiars in any realm not blocked by a Shield Token. The Golem moves its familiars according to the following rules:
1 The Golem always moves its familiar that is the furthest along but not on a podium space. If more than one of the
Golem’s familiars has advanced to the same space in different realms, the Golem moves the tied familiar in the
realm furthest from the Vast Expanse.
2 The Golem moves the chosen familiar as far as it can. All costs for movement are converted to Magic, so the cost
of moving a familiar for the Golem is 3, 5, or 7 Magic.
3 If the Golem is unable to continue moving the same familiar because it does not have enough Magic or the familiar
has reached a podium space, it may move other familiars. The Golem moves its next familiar that is furthest along
that it can afford to move until it can no longer move any familiars. All ties are decided as above.

END OF ROUND END OF DAY


Follow all the standard rules for the End of Round. Follow all the standard rules for the End of Day, but use these additional rules
when going on the landmark expedition:
1 Expedition Strength determines who chooses first and ties are settled by
END OF GAME Kajar’s Amulet.
2 If the Golem has the most Expedition Strength, it always chooses the
Following the end of the third day, the game is over. landmark / treasure and reward combination that produces the most
Total up your Renown and that of the Golem following Renown.
all standard rules. You win if you have a higher total 3 If the Golem has less Expedition Strength, it receives the remaining
Renown than the Golem! In the event of a tie, the Golem landmark / treasure. If the landmark does not immediately provide
wins. Renown, Magic, or Orbs, the Golem gains 6 Magic instead.

You might also like