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Solo Adventure Deck
By Ryan Byrd
In the land of Grenfel, a threat has recently made itself known. It came from nowhere and spoke from the sky. It
said that the land is soon to be in its control. All the wisest in the land came together to find a way to stop this
threat, but not even the wizards have been able to figure out where it is.
One night, you are startled awake by a visionary dream. In that dream, you saw yourself with a special item in
your hands which you took to the Wizard Tower. The wizards saw that the item could be used to find the threat,
where would be up to you to defeat it and save the land. After pondering this vision, you know what you must do.
You grab your few gold pieces and embark on a courageous quest to save Grenfel. Can you learn all you need
and find the special item before the threat takes over? Can you defeat it and save your home?
1. Overview - You travel the land gaining experiences and items while meeting people along the way. As you
gain power and skills, you hope to be able to defeat the Threat before it takes over the land. You may take odd
jobs, shop at the Market, go hunting and fishing, talk to locals, and explore strange things. You choose what you
do in the land as you travel.
2. How to Win - Take the required Item listed on the Threat card to the Wizard’s Tower before time runs out and
then defeat the Threat.
3. Components - 2 6-sided Dice (2d6), 45 Location Cards, 3 Threat Cards, 2 Character Cards (4 Characters), 6
NPC Cards, 1 Market Card, 1 Day Tracker Card, 1 Gold Tracker Card, 1 Stat Tracker Card, 6 Tracker Cubes, 1
Figure, 12 Market Tokens, 6 Condition Tokens, 6 NPC Tokens
3.1 Characters - Each Character has a Vocation, 2 Characteristics (one bonus, one difficulty), starting Locations,
starting Gold G , Health Points (HP) , Charisma (CH) , and Might (M) . Each of the 2 Character cards is
double sided, allowing for 4 different choices. These starting stats will change as the game progresses and are
tracked on the Stat and Gold Tracker cards.
3.2 Threats - Each Threat has a chart listing 4 difficulty levels (Novice, Challenger, Master, or Legend). Each
difficulty level shows the HP, Might, Days to complete the game, Item needed to face the Threat, and the unique
behavior of the threat. On the back of each Threat card is a place to track HP (for another Threat) as well as rules
for combat.
3.3 Map Locations - There are 9 map locations. Each location has 5 cards. On the back of each card is part of
the total map, including roads. On the front of each card is an ID code noting the map location to which it belongs,
along with choices to make and results charts. There may be Items or Words along the bottom or side of the card.
3.4 Market - The Market card lists all Items available to purchase within the game. Each item name is preceded
by a letter identifier, followed by 2 numbers. The first number is the cost of the Item, the second is the sell back
price. Notes follow the name of the Item. If the Item has “(T)” at the end of the notes, this denotes that a Token is
used to represent that Item when purchased.
3.5 NPCs - Non Player Characters (NPCs) are people met during travel. These NPCs travel the land on their own
and can be approached. Each NPC has a card and a corresponding token. Each token has a number to
determine which NPC to approach first if more than one NPC is in the same area. The tokens also have letters
representing the order of locations they will travel as the game progresses. NPCs may have an Item or Word that
may be gained by the player.
3.6 Tokens - Tokens are used to represent Items purchased at the Market, Conditions (Blessing, Boon, Curse,
Poison, Sickness, Infected), and NPCs. If a Token is already in the Player’s possession, then that Token is not
available to be gained again until it is put back into the general supply. This means 2 of the same Item cannot be
purchased at the same time and 2 of the same condition cannot be stacked.
3.7 Trackers - Trackers use cubes placed on the appropriate number to track the corresponding information
(Gold, Might, Charisma, HP, Days, Threat HP). HP cannot exceed a Character’s starting Health Points.
4. Set Up
A. Choose a Character from the 4 available.
B. Choose one of the 4 difficulty levels (Novice, Challenger, Master, or Legend).
C. Randomly choose a Threat card and place it face up.
D. Place the other Threat cards face down next to the card in step C..
E. Set out the Day Tracker, Gold Tracker, Stat Tracker, and Market cards, along with all tokens.
F. Place cubes on the stat trackers according to your Character Stats and starting gold.
G. Place cubes on the Threat HP tracker and Day Tracker based on the difficulty level chosen as outlined on
the Threat Card.
H. Shuffle the Location cards in 9 different stacks based on their backs (5 cards per stack).
I. Randomly lay out the 9 stacks in a 3x3 grid. Make sure the roads connect every stack to the map.
J. Shuffle the NPC cards and lay them face down in easy reach.
K. Place your figure on the starting location outlined on the Character card.
5. Turn Sequence - The basic turn goes as follows:
A. Move to a location connected by a road, or stay in the same location
B. Approach any NPCs (if any NPC tokens are on that area) and resolve choices
C. Flip over the top card of the location and make a choice/resolve the action
D. Move the Day Tracker down 1 day
6. Game Play
6.1 Movement - To move, simply go to an adjoining map location that is connected by a road. You may choose
not to move, if you like.
6.2 Approach NPC - If an NPC token is on the chosen location, read the corresponding NPC card and follow the
directions on that card, then move the NPC token to the next location listed on the token..
6.3 Flip Over the Top Card and Make a Choice - Flip over the top card of your location and read it. Most cards
will say “Choose A or B” at the top. Below that will be 2 choices labeled “A” and “B”. Read the corresponding
choice and follow the instructions. Most of the time, there will be a small chart with numbers under the choices.
Roll both dice to determine the outcome of the choice.
6.3.1 Tests - Some choices will have either , or next to the choice name. This indicates a Test. Roll the
dice and look at the results as usual. You may now add up to your current , or (depending on the test) to
modify the outcome.
6.3.2 Reading Results - Results of the die roll are listed next to the numbers shown under the choice. Some
results will have a Reward or Penalty listed as follows: (R: Reward X, P: Penalty Y). These Rewards and
Penalties come from the outcome of certain Encounters, actions, or tests. If the Reward lists an item or word that
is printed on the bottom or side of the card, then take the card and rotate it so the item or word is upright and place
it in your inventory near your Character card. If the reward on the card has “(I)” next to the name, then this is an
Item. If a card is not taken, place the card at the bottom of the stack from whence it came.
6.3.3 Combat - If a die roll results in an Encounter combat, there will be a number after the Encounter’s name.
This is the their Might. Roll both dice and add the Character’s Might. If the result is greater than the Encounter’s
Might, the Character wins. Take the Reward listed (otherwise, take the Penalty listed). If “Retreat” is listed after
the name of the encounter, you can choose to take the penalty listed just after “Retreat”, or you may fight as
described above and take the Reward or Penalty listed after the words “or fight”. Threat combat is resolved over a
series of alternating rounds, starting with the Character, and is described on the Threat cards and HP Trackers.
6.3.3.1 Combat Example
Your Might is 3 and you approach the Snakes, which show the following: Snakes (9) Retreat (P: -1 ) or fight (P: -2 ,
R: 2 ). You may choose to retreat and lose 1 HP (as listed as the Penalty next to the word “Retreat”), but you
choose to fight. The Might of the Snake is 9 (as listed just after “Snake”). You roll the 2 dice and get a 7. Adding
your Might (3) gives you 10. You have exceeded the Might of the Snake and may take the reward of 2 Gold.
6.3.3.2 Threat Combat Example
Your Might is 5 and the Might of Druenar is 8. You have the Medallion. The AI of Druenar is as follows:
Roll each round for Threat behavior:
2-3 Stumbles Back
4-7 Attacks
8-10 Guards - Character’s next round attack damage does 1 less
11-12 Focus - Attacks and does +2 damage, if hits
Enjoy the adventure that awaits! You will have a new story to tell each time you venture forth.
Experience
Knight (13) (R: Healing Potion, but -1 2-7: Offers 2 for Jerky, Wood Box,
11+: You go with him to his next location or Rope
due to bad karma), (P: Deep wound, -1 )
instead of resolving the Map card here. 8-12: Offers Silk Ribbon for an Item.
Lose 1 when you arrive there. C Hire You may pay up to 3 to add up C Offer to Help
to 3 to this roll.
C Show Respect 2-6: "No thanks."
2-10: He denies you. 7-12: "Escort me to the Swamp."
2-8: You did not act correctly. He slaps you. 11+: Move this token with you until your Take this token. (R: +1 after
(P: -1 ) next combat. You automatically win, you go to the Swamp, then move
9-11: He is nonplussed. then move this token to the Forest. this token to the Farm Land)
12+: He accepts your obeisance.
time (once), then return to NPC deck.
(I) Healing Potion - Heals 1d6 any (I) Silk Ribbon
(R: Boon token)
(I) Map
5: You do not know where to go are detained - lose 1 now, unless you 1 Heal 1
(P: Lose 1 now) pay 2 ) 2 Heal 2
6: Beggar (P: Lose 1 now unless 5: Others buy you food and drink (R: +1 ) 3 Can conjure any Market item at a 1
you pay him 1 ) 6: You win a contest (R: 2 ) discount (if token is available)
7: You find a cafe (R: If you pay 1 , +1 ) 7: The food is great (R: If you pay 1 , +2 ) 5 Time Slow - Teleport to area of
8: You find a hidden shop (R: You may 8+: The locals accept you and give you a your choice and gain 1
purchase any Item in the Market card) ceremonial Silk Ribbon 5 Clairvoyance - View the top card of
9: Your detour takes you through an alley any road connected adjacent area
(R: Found Map in the loose garbage) 7 Heal all
The locals have some lively traditions
10+: You find Prosperity Runes worthy of a closer look.
The old Wizard has been known to help
those who are working towards a
of every turn ending in 7
(I) Prosperity Runes - Gain 2 at the start (I) Silk Ribbon
worthy goal.
S1 Terrain Issues F1 Roll for the Weather M1 Roll for the Weather
2-5: Quicksand! Roll 1d6. On a roll of 2-4: It is very Cold. Roll 2d6. On a roll 2-4: A fierce storm rages. You are
of 2-3: -1 , unless you have Cloak forced to find shelter until the
1-2: (P: Lose 2 this turn)
5-7: Steady Rain brings out Mud storm abates.
6-8: Treacherous rocks make you slip
Creatures (9). (R: 2 , P: Lose 1 Item (P: Lose 1 now)
and fall (P: -1 )
in the slippery mess)
9-10: Your feet stay damp. Roll 1d6. 5-6: It suddenly becomes very Cold -
8: Pleasant weather makes you feel
On a roll of 1-2: (P: You become Roll 2d6. 2-3: -1 unless you
grateful for the beauty of the world.
Infected - take token) have Cloak.
9-12: Perfect weather helps you feel
11+: Swampy goodness surrounds you
rejuvenated. (R: +1 )
7-8: A soft rain falls.
Farm Plains
Land Lakes
You may rest at the Inn for 2 and 1 . You may rest at the Inn for 1 and 1 . You may fight Threat if you have the right Item.
T2 Choose A or B V2 Choose A or B WT2 Choose A or B
A D E F G H J K M A B C D F G J K L
A Try the Green Door
A Go to Money Traders - You may A Go to Tavern 2-3: Force Wall - Entry prohibited.
Invest 5 . 4-5: Seemingly empty. Roll 1d6. 1-2: You
2-6: Tavern fight (8) (cannot use from
2-3: Big loss (R: 2 ) find 3 .
4-5: Loss (R: 4 ) weapons) (R: 3 , P: -1 ) 6: Magical Aura - You may convert any 1
6-8: No change (R: 5 ) 7: You enjoy good conversation Item to 3 , or you may teleport to
9-10: Gain (R: 6 ) 8-12: For 1 , you may buy a meal (R: +1 ) Mountains.
7: A strange abandoned metal box is in the
11-12: Big gain (R: 8 )
corner. Use vs. (10) (R: 3 )
B Go to Village Square (You may add up 8-12: You find a rare Jewel
B Talk to Locals to 2 after the roll if you have Local
Knowledge)
B Try the Yellow Door
2-5: You contract a rash (P: Infected 2-7: Angry Warlock (11) (R: 2 , P:
token) 2-6: Pick pocket! (P: Roll 1d6. 1-2: you Cursed - Token)
6: They ignore you catch them, 3-6: Lose 1 or 1 Item) 8: Empty
7-8: They show you a shortcut (R: You 7: The locals are talking about the mutated 9-12: Teleport to the area of your choice
may move to any adjacent area next cats around (move the Day Tracker down for this
turn) turn after you arrive there)
8-12: A local charity is collecting. You may
9+: They are impressed by you (R: 2 ). donate 2 to get Boon token
(I) Jewel - Worth 3 in the Town.
6-8: They read your fortune. It doesn't 2-5: Broken line (If you used a Hook, it is 7-10: Wolf (11) (R: 1 , P: -2 )
look good. now lost) 11: You find a shortcut (R: You may move
9+: Gypsy can unroll Paper Flute into 6-7: You catch a Giant Crab (11) (R: 1 , to any adjacent area next turn)
Scroll. P: -2 ) 12+: Along the way, you find a Goose
8: No Luck Feather
B Move Faster
9+: Success! (R: +1 )
2-4: You hit your head in your haste
(P: -1 ) B Move Faster B Help Farmer - Choose One:
5-6: You cannot move faster due to some 2-4: Water Spirit (11) (P: -1 and fight
flocks being shepherded again) 1 Field work (R: 2 )
7-8: You learn a lot about travelling as you 5-6: Pixies (2-8: You are Cursed - take 2 Irrigation Work (R/P: 4 , and lose 1 )
go (R: Experience) Token, 9+: Gain 2 ) 3 Barn Raising (R/P: Food, +2 )
9-12: You make up time (R: Gain 1 now) 7-8: No Event
9-12: You make up time (R: Gain 1 now) (once).
(I) Scroll - You may reroll one roll (once). (I) Goose Feather - Gain +1 to hit Threat
Wizard’s
Tower Village Town
Farm Plains
Land Lakes
You may rest at the Inn for 2 and 1 . You may rest at the Inn for 1 and 1 . You may fight Threat if you have the right Item.
T3 Choose A or B V3 Choose A or B WT3 Choose A or B
A B C E F J K M A C E G H J K
A Explore Exterior
A Go to the Commons A Go to Chapel 2-5: Giant Lizard (10) (R: Lizard
(I) Cloak
(P: Lose 1 ) 8: Priest gives a Blessing (Token) 7-8: A meal suddenly appears before
6: You enjoy a nice day you (R: +1 )
7-8: You find a Cloak left behind 9-10: Priest heals you (R: +1 ) 9-12: A magical feeling comes over
9-12: Some extra picnic food is 11+: Priest gives you Holy Symbol you (R: Boon token)
offered to you (R: +1 )
B Go to Wishing Well - If you choose to B Explore Main Hall - If you have Key,
B Take a Job - Select one below: drop in 1 , roll 2d6, otherwise, do nothing. you may also unlock a small door under
2-4: A fool and his money are soon parted. the stairs (R: Scroll), otherwise, just roll.
1 Security (R/P: 5 , but lose 2 now)
2-5: The magic in the hallways makes you
2 Unload goods for Trade Guild (R/P: 3 , 5-7: Your money is retrieved (R: 1 )
lost (P: Lose 1 now)
but lose 1 now) 8-9: Extra money (R: 2 )
6: A magic student scoffs at your presence
3 Courrier (R: 1 ) 10-12: Your wish is granted (R: Boon
7: No Event
4 Clean Tavern (R: Gem) token)
8-12: Refreshments are set out (R: +1 )
value, then discard the Cemetery.
(I) Gem - Roll 1d6 in Village to find G (I) Holy Symbol - You may add up to 3 in (I) Scroll - May use this as a roll of 10 once.
Farm Plains
Land Lakes
You may rest at the Inn for 2 and 1 . You may rest at the Inn for 1 and 1 . You may fight Threat if you have the right Item.
T4 Choose A or B V4 Choose A or B WT4 Choose A or B
A C D E F G K L A B E I K M A Try the Metal Door
A Talk to Barkeep A Go To Outskirts 2-7: It shocks you (P: -1 )
Local Knowledge
2-4: He ignores you 2-4: You lose track of time (P: Lose 1 8: It will not budge
5-6: He regales you with interesting now) 9-11: A lively group of scholars invite you
stories 5-6: Mutated Cat (10) (R: 1 , P: -1 ) for tea (R: +1 )
7-8: If you trade any Item, he will give 12+: Neglected Prisoner - Will give Used
7: A local looks at you suspiciously Wand for Spring Water.
you a meal (P: +1 )
9+: He gives you Local Knowledge 8-12: In the dirt, you find something shiny
(R: Golden Hook) B Try the Wooden Door
B Talk to Magistrate - You may give 2-4: A suspicious occupant interrogates
up to 3 gold to add up to 3 before rolling B Go to Cemetery you (P: Lose 1 now)
2-6: Skeleton (10) (R: 2 , P: -2 ) 5: Empty
2-5: He gets you arrested (P: Pay 1 , or lose
1 now) 7: Creepy feelings abound 6-8: Phantasm (12). Roll 1d6. On a 1, it is
6: He ignores you 8-9: Mysterious fog puts you to sleep not real (no fight). Otherwise, fight
7-8: He gives you a tour (R: Gain 1 now) (awake in Swamp, move the Day Tracker (R: 2 , P: -2 )
9+: If you have Map, he shows you how it 9-12: A feast awaits you (R: +2 )
for this turn when you arrive there)
is actually a Scroll
location once. 10+: Open Grave (R: 2 ) charges; 5-6: Can be used again.
Threat, then roll 1d6. 1-4: No more
(I) Scroll - You may teleport to any (I) Golden Hook (I) Used Wand - Reduce damage from
Farm Plains
Land Lakes
You may rest at the Inn for 2 and 1 . You may rest at the Inn for 1 and 1 . You may fight Threat if you have the right Item.
T5 Choose A or B V5 Choose A or B WT5 Choose A or B
A C D F G J K L A D F I K L
A Approach Talking Door
A Talk to Guard A Take a Job - Select one below: 2-6: Health Drain (P: -1 )
2-5: Witch (10) (R: 2 , P: She teleports you 4-5: Wolf (10) Retreat (P: -1 ), or fight (R: 2 , P: -2 and Poisoned - take token)
to the Plains with Curse - take token) (R: 2 , P: -2 ) 7-8: Soothsayer. Roll 2d6. 2-6: Tells you of
6-8: Naturalpath - Will trade Elixer for 6: No Event
your death; 7-10: Gives you a good
Herbs. 7: Found 3 under some leaves
8-12: Satyr , On roll of 8+: will combine
omen; 11-12: Shows you an alternate
9+: Herbalist - Will trade Potion for Herbs.
Amulet and Jewel to make Medallion. path (you may exit to any adjacent area)
B Move Along Otherwise, will do it for 3 . 9-12: You spot something shiny (R:2 )
2-5: The dreariness is draining. Roll 2d6.
2-4: (P: Lose 1 now, and at the end of B Go Deeper in the Trees B Widen the Cave Entrance
this turn) 2-4: Accidentally set off a trap (P: -1 )
2-7: Extreme Stink (P: Either -1 , or
6: No Event lose 1 now)
anytime (once)
Farm Plains
Land Lakes
Kenlorah
D (8/4) Sword +2 , can only add
M
6
1
from Sword or Dagger, but may
CH
C (5/2) Shield +1 (T)
Master 14 8 58 Ring
1
only buy 1 this turn.
Legend 15 8 56 Medallion
G (1/-) Rope (T)
12 6
11FH 5
9 M, GM 3
1
4-8 Attacks
HP
9-10 Prepares - Threat does 2 Attacks next turn
10V
11-12 Heals 1d6
7
Druenar
59 58 57 56
51
46
41
36
31
in Mountains and Swamp
G
6
Start with 1d6 extra G
Gold Tracker
Starting Location
52
47
42
37
32
Vagabond
Fearful
53
48
43
38
33
CH
54
49
44
39
34
4-7 Attacks
HP
811 8-10 Guards - Character’s next round attack damage
-1
60
55
50
45
40
35
11-12 Focus - Attacks and does +2 damage, if hits
Tok
56
51
46
41
36
31
choices in Swamp
G
8
in Farmland and Plains
Novice 10 7 60 Nectar
Day Tracker
59 58 57
52
47
42
37
32
Challenger 12 7 58 Pearl
M
2
Popular
Master 14 8 58 Potion X
Legend 15 8 56 Fairy Dust
53
48
43
38
33
CH
Roll each round for Threat behavior:
2
2-3 Stumbles Back
54
49
44
39
34
and
4-7 Attacks
HP
8-11 Heals 1
+1
10
12 Charge - Does 3 of Damage
60
55
50
45
40
35
Each round, player
Threat Tracker
26
21
16
11
May take, but not use, Scrolls
11
1
G
Starting Location
16 15 14 13
Day Tracker
choices in Village
29 28 27
22
17
12
Attack Chart .
Town or Village
2
M
Char Threat
Untrained
2
May add 1 to non
10-12 -1 12-14 12 11 10 9
23
18
13
3
13-15 -2 15-17
16+ 18+
CH
-3
3
8 7 6 5
24
19
14
To Defend:
4
Subtract your
HP
30
25
20
15
10
Attack roll next round, 4 3 2 1
5
if it attacks.
Each round, player
Threat Tracker
+1 G at the start of days ending
29 28 27 26
21
16
11
12
1
G
Gold Tracker
Starting Location
16 15 14 13
22
17
12
Attack Chart .
Town or Village
Merchant
2
M
Char Threat
Profitable
1
Infamous
in a 5 or 0
23
18
13
3
13-15 -2 15-17
16+ -3 18+
CH
2
8 7 6 5
24
19
14
To Defend:
4
-1
Subtract your
HP
from the Threat
9
30
25
20
15
10
Attack roll next round, 4 3 2 1
5
if it attacks.
Each round, player
Threat Tracker
add M from Sword or Dagger,
may choose to Attack,
H (12/6) Chain Mail +2 and
1
B C D E F G
(I) Potion (I) Shield (I) Leather (I) Fine
(I) Sword
2 +1 Armor Clothes (I) Rope
+1 +2 +1
anytime +1
3
H I J K L M
(I) Chain (I) Fancy
4 (I) Herbs (I) Hunting (I) Daggar (I) Steel
Mail Cloak
Bow +1 Hook
+2 +1
1 2 3 4 5 6
Prince Knight Traveller Trader Druid Thief
7
F, P, M, L T, P, S, F M, WT, FL, V P, T, V, FL S, F, S, P V, L, FL, WT
1 2 3 4 5 6
8 Prince Knight Traveller Trader Druid Thief
F, P, M, L T, P, S, F M, WT, FL, V P, T, V, FL S, F, S, P V, L, FL, WT
6 5 4 3 2 1
Thief Druid Trader Traveller Knight Prince
V, L, FL, WT S, F, S, P P, T, V, FL M, WT, FL, V T, P, S, F F, P, M, L