Conan Solo-Rules
Conan Solo-Rules
Conan Solo-Rules
FOR THE HEROES, THE Fortunately, the process is a simple one. Each scenario
RULES DON’T CHANGE shows you which boards are used, where the miniatures
are to be placed during Setup, and which Overlord tiles are
The first thing to understand is that the way the Heroes work placed on the Book of Skelos. Once these components are
is no different than it is in the original rules set. Heroes will in place, you will need to locate the required double-sided
still move, attack, manipulate and cast spells just as they tokens from the boardgame box.
1
always have. Their initial Setup remains unchanged and is
dictated by each scenario. The only difference is strategic.
It will require a slightly different approach when battling
against the pre-determined commands of this non-player
6
Overlord than it does against a human opponent.
It is important that you have one of each number that
1 2 1 2
6 7 6 7
In this example, the Overlord has drawn the “2” for their activation, which corresponds to the Giant Snake. Once the Giant
Snake completes its activation, the Overlord will draw another, should they have more actions available. Note that the Snake’s
tile is not moved like it is in the traditional rules.
Solo & Cooperative Play 53
DETERMINING OVERLORD
ACTIVATIONS NUMBER OF OVERLORD ACTIONS
If one of the Heroes dies, the Overlord immediately
The Overlord has a series of automatic commands, and loses one action. For example, at the beginning of the
it is up to the players to follow the scenario instructions, turn, the Overlord receives three activations because
move the Overlord’s miniatures, and roll the dice for attacks there are three Heroes on the board, but during the
against their own Heroes. But before we outline these com- Overlord’s second activation, one of the Heroes is killed.
mands, we must know how the Overlord activates its tiles. That Hero is then immediately removed from the board
Each turn, the Overlord will activate tiles equal to and the Overlord will not receive its third activation. On
the number of Heroes on the board. If at any time one of the next Overlord turn, the Overlord will only receive
the Heroes is killed, the Overlord loses one activation (see two activations (assuming there are still two Heroes on
Number of Overlord Actions below). To activate a tile, one the board and one didn’t blow themselves up with an
of the players picks up, at random, one of the Activation Explosive Orb or fall victim to a Counterattack).
tokens, flips it over and reveals the number. Temporarily
place this numbered token in the Recovery value area of
the Book of Skelos (you will not need to insert the Recovery
value cardboard piece as these rules do not require it). This will increase in frequency as tiles are flipped and removed
number will correspond to one of the numbers on the River. (see Flipping Tiles and Dredging the River, below). Once
Whichever tile corresponds to this number, will immediately the tokens are back in the Reserve zone, it is probably
activate (See Overlord Commands/Activating the Overlord Tiles, best to move them around with your fingers, effectively
below). Once this activation is finished, remove the token shuffling them, so the player drawing them won’t know
from the Recovery value area and place it, number facing which number they will be drawing. Alternatively, one of
up, in the Fatigue zone on the Book of Skelos. the players who did not shuffle them can do this, assuming
Once this is done, the Overlord will activate again as long you’re not playing solo.
as they have more available activations. Each turn, you may
wish to track the number of activations the Overlord takes FLIPPING TILES AND
(by placing a gem or other marker somewhere on the Book
of Skelos) but since it is rarely more than three activations
DREDGING THE RIVER
per turn, it should be easy to do so mentally. As in the traditional rules, the Overlord’s tiles are flipped
when the monster(s)/miniature(s) associated with that tile
REFRESHING THE are killed. However, the tiles do not move along the River
ACTIVATION TOKEN POOL in the same way in solo/co-op mode. The Overlord’s tiles
are never moved during activation, so flipped tiles can
If at any time during the Overlord turn the Overlord still cause a sort of temporary clog in the river. To keep the River
has activations available but all its tokens are in the Fatigue flowing, if, during the Overlord’s turn you draw a number
zone, it is time to refresh the Activation token pool. To do associated with a tile that has been flipped, place that token
this, move all the tokens from the Fatigue zone back over directly into the Fatigue zone on the Book of Skelos and
to the Reserve zone, and make sure the numbered sides are draw a replacement Activation token. Essentially, the token
again facing down. In this way, it is possible for a certain associated with the flipped tile should be ignored. This clog
tile to activate twice during a single Overlord turn. This will be fixed at the beginning of the Overlord’s next turn.
3 41 2
1
48 5926 37
6
9 107 8
54 Chapter 3
1 3 4 1 2
4 5
62 38 9 6 7
7 8 9 10
4 5
9 10
In this example, we can see that Khosatral Khel has been defeated. At the beginning of the Overlord’s turn, players will need
to flip every Activation token numbered side up, remove Khosatral Khel, push the Khothian Archer and Mummies tiles to the
left, remove the Activation token 5 from play, and finally, flip over the Activation .tokens in the Reserve zone (so that their
numbers are again facing down).. Once this is finished, the Overlord begins activating as normal.
At the beginning of every Overlord turn, you will 2 – Determine number of Overlord activations (activa-
reset the river by removing any flipped tiles and push- tions = number of Heroes on the board)
ing the remaining tiles to the left, filling in any blank 3 – Anytime the Reserve zone is empty, return all
spaces (as when you activate a tile or dredge the River in Activation tokens to Reserve (numbered side facing
the traditional rules). Once this is done, flip over all tokens down). Then, draw an Activation token (if the
so their numbers are facing up but keep them in the zone Overlord has more actions available).
they currently occupy (Reserve or Fatigue). At this point, 4 – Activate the tile on the River that corresponds
remove any numbered Activation tokens that no longer to the number on the Activation token you have
have a tile associated with them. These will be the higher just drawn.
numbers as all the other tiles would have been pushed to 5 – If Overlord still has available activations, activate
the left. Now the Reserve and Fatigue zones contain only again by drawing another numbered token.
numbers that correspond with tiles that have miniatures on
the board. Finally, flip any Activation tokens in the Reserve ACTIVATING THE
zone so that the numbers are again facing down.
OVERLORD TILES
OVERLORD TURN Though exceptions will occur, generally, an activating
QUICK REFERENCE Overlord miniature will attempt to attack the most vul-
nerable target, known henceforth as the Target Hero (see
1 – First, remove any flipped tiles, push remaining Determining the Target Hero, below). The miniature(s) associ-
tiles to the left to fill the gap, and remove num- ated with the activating tile will attempt to attack the Target
bered Activation tokens that no longer correspond Hero by moving into the Hero’s zone for a melee attack, firing
to a tile. a ranged weapon, or moving and firing a ranged weapon. If
Solo & Cooperative Play 55
will still attack the Target Hero and receive the penalty. Hero for a melee attack (due to other Heroes
56 Chapter 3
hindering this miniature’s movement or simply If any of these circumstances prevent the activating
because it does not have a high enough Movement Overlord miniature from attacking the Target Hero, they
value to reach the Target Hero). will attack an Alternate Target Hero. In this case, the Hero
they attack will be the Hero who has the second fewest gems
■■ The activating miniature cannot get a clear line of
in their Reserve zone and who can be reached for a close or
sight to attack the Target Hero with a ranged attack
ranged combat attack (as per the same conditions above).
(even after moving up to their Movement value).
If ever two or more Heroes are tied for the fewest gems
■■ The Target Hero has a power or effect that prevents in their Reserve zone, the activating Overlord miniature
that Hero from being targeted by an attack (the will attack whichever has more gems in their Wound zone.
Protected skill, for example). If all these values are equal, the players may choose which
Hero is the target of the attack.
■■ An Event or Special Rule may dictate that a particular
If an Activating Overlord miniature is unable to attack
tile will attack a particular Hero. In some cases, it will
any of the Heroes on the board, they will move as close as
be the Hero who has the most Stamina gems in their
possible to the Target Hero.
Reserve that will be targeted. These instances will be
detailed in the scenario.
Re-Rolls
Activating Overlord miniatures that possess the reroll
DETERMINING TARGET HERO symbol on their attack dice will always re-roll
AND ALTERNATE TARGET a blank result, but will never re-roll any other results. They
HERO QUICK REFERENCE will use all the re-roll options they have, but again, only to
re-roll any blank results. The Support skill works in addition
to, and by the same rules as, any of these re-roll symbols,
Determining the Target Hero
though players should note that Support works differently
■■ First, check which Hero has the fewest Stamina for Heroes in this game mode. See below.
gems in their Reserve zone. That Hero becomes
the Target Hero.
SOLO/CO-OP
■■ If two Heroes have the same number of gems in
their Reserve, the Target Hero will be the Hero SCENARIOS
who has suffered more Wounds.
The preceding solo/co-op rules work best with smaller
■■ If both amounts are equal, the players choose
boards and setups. It is possible to use them for the standard
which Hero is the Target Hero.
Monolith game boards (as proved by scenarios 1, 5, and 8),
but for the purposes of this book, most scenarios use the
Determining the Alternate Target Hero
Conan Forbidden Places & Pits of Horror and Perilous Ruins
■■ If an activating Overlord miniature would be & Forgotten Cities tile packs.
unable to attack the Target Hero for any reason We have also discovered that these scenarios are best
(even after moving), players will determine an played out as a campaign. Each of them could be played
Alternate Target Hero. removed from the campaign, but it is recommended that play-
ers follow the campaign rules for a more satisfying experience.
■■ The Alternate Target Hero is the Hero that has
the second fewest gems in its Reserve zone and
can be reached for an attack. SMALLER, FASTER SCENARIOS
■■ If two or more Heroes (that can be reached for an These solo/co-op scenarios will work in most ways just
attack) have the same number of gems in their as they do in the traditional rules. That said, there are
Reserve, the Alternate Target Hero will be the fewer “moving parts” in the interest of accommodating
Hero who has suffered more Wounds. the simplicity required for the Overlord commands. Like
other scenarios, these too will have a basic setup, Events,
■■ If these amounts are equal, the players choose
and in some cases special rules. Unless otherwise noted, all
which Hero is the Target Hero.
basic rules of play apply here. The only exceptions to this
If for some reason players are unable to determine are that (obviously) the solo/co-op rules are in effect and
which Hero should be attacked by an Overlord minia- some of the skills possessed by the Overlord and Heroes
ture, players choose any Hero within reach (for Melee will be nullified or modified.
or Ranged Attack Action) as the target of the attack.
Solo & Cooperative Play 57
SKILLS
Wherever possible, we have kept the skills in effect, just
as they would be for the traditional rules. If they apply to
the situation and they do not require the player-controlled
Overlord to make a decision, they are considered to be in
effect. Some skills, however, are difficult to implement
under the solo/co-op rules. Some have been removed from
play entirely, while others require minor clarifications. If a
skill is not mentioned below, it is assumed to be unchanged
and to be used in play as per the original rules. Most skills
possessed by Heroes remain unchanged from the original
rules, but some have had their power reduced.
■■ Jinx: A Hero who possesses this skill may use it nor- DIFFICULTY RATING
mally, but it may create a significant advantage. Use
Each scenario has been assigned a difficulty rating:
at players’ discretion..
Formidable, Daunting, and Legendary. Though it’s cer-
■■ Command: Because there aren’t any minions for the tainly possible for players to achieve victory in each sce-
Heroes in this campaign, this skill becomes useless. nario using only the rudimentary starting Equipment
(see Difficulty Ratings and Equipment, below), the more
difficult scenarios will be truly challenging if the Heroes
ADDING A FOURTH PLAYER OR are not adequately equipped. Scenario 1 and Scenario 8
PLAYING WITH TWO PLAYERS are not assigned difficulty ratings as they are to be played
Though these scenarios are best played with three players, first and last respectively. If you are looking for a less risky
options for adding a fourth are provided. To do so, have playthrough, we recommend you play them in the linear
the Overlord take an additional Activation on any turn order in which they are presented.
that it faces off against four Heroes (unless the scenario
indicates otherwise), and follow the rules for adding a DIFFICULTY RATINGS
fourth player detailed in each scenario. Also, see Fourth
Player Archetype Options (page 60).
AND EQUIPMENT
Alternatively, you may only have two players wishing Each scenario provides the opportunity for the Heroes to
to play and not wanting to split the control of a third Hero. attain better equipment. The more difficult the scenario’s
In this case, you may remove one Hero and then limit rating, the more powerful the equipment will be.
the Overlord Activations accordingly. But be warned: Equipment is also cumulative in that, once it is picked up
removing an entire Archetype from the scenario may in a scenario, the Heroes have access to it for the remainder
increase the difficulty significantly. We recommend that of the campaign. There are a few limitations and excep-
you still use all three Archetypes and have one player tions, however.
control more than one Hero. Each Hero must choose the equipment they are going
to use at the beginning of each scenario. Equipment is
not tied to any one Hero and players may trade amongst
themselves either in between scenarios or during (if they
want to drop or pass items as per the normal rules).
CAMPAIGN RULES If, at the end of any scenario, all the Heroes are killed,
they will lose any gear they had with them at that time
(except for spells, see below). If even one Hero survives to
The nine scenarios provided in this chapter are meant to be secure victory, then all the equipment they had in addition
played as part of a campaign where the players will accumu- to any equipment stored in chests on the board (opened or
late equipment, spells, Victory Points, and other progressive unopened) will be there for them to access before the next
elements. After playing the first scenario, Demon from the scenario and going forward (unless, of course, they lose it
Depths, the players do not need to play the next six scenar- during a Defeat in a subsequent scenario).
ios in the linear sequence in which they are presented, nor Each Hero is assigned a set of default equipment at the
should they feel the need to begin the campaign right away beginning of the campaign. They will have access to this
(but Scenario 8: Halls of the Scarlet Citadel must be played equipment during the first scenario and every scenario
last). A playthrough of a scenario or two before starting the beyond that point (even if they lost it during a failed mission).
campaign may be a good idea to help learn the solo/co-op In this way, even if the Heroes suffer brutal defeat, they will
rule set. That said, it will probably make for the smoothest always have a chance to fight back against the jaws of death.
campaign if players play them in order.
Though there are a variety of ways one could play this SPELLS
campaign, we have provided one main method of doing so,
and some optional variations. Though spells are found in the same way as other equipment,
It is highly recommended that players keep a tally of all they function a little differently. In campaign mode, once
the equipment, Boons, and Victory Points acquired as well picked up, spells are never lost (not even during a defeat).
as a list of all Heroes killed during a Defeat. These concepts Whenever putting together the Asset deck for a scenario,
are detailed below. place the Spell Book equipment card into the deck. This will
ensure that when facing down, it will be indistinguishable
from other equipment cards. In many scenarios, one spell
Solo & Cooperative Play 59
book will yield more than one spell. Once attained, these
spells are assigned to the Sorcerer Archetype (see Archetypes DEFEAT AND HERO DEATH OPTIONS
and Starting Equipment, below) and are never lost to the Some players may not like the idea of losing access to
players, even if they select a different sorcerer character Heroes after a Defeat. In that case, they may decide not
between scenarios. to kill off their Heroes even after a Defeat. That way they
If you happen to be using the options for Adding a Fourth may play as the same Hero time and again. Losing all
Player, and the fourth player is another Sorcerer, the two their hard-earned gear may also frustrate some play-
players controlling Sorcerer Heroes will split the spells ers, so your group may decide to make your equipment
between them before play begins. These spells do not need permanently accessible.
to be distributed evenly. During play, they may not share Another option is to allow Hero death, but to make
any spells, but between scenarios they may redistribute the loss of equipment less devastating by allowing the
the spells in a different arrangement. players to choose one item from each hero to keep in
their equipment pool.
HERO SELECTION Alternatively, players may wish to make things even
more unforgiving and deem any Hero who loses all their
With this campaign, we wanted to give players plenty of Wounds at any time to be dead. For the next scenario,
options as to which Heroes they could choose. This, however, they would have to choose a completely new Hero from
is a tricky balancing act. Particular skills and statistics have the Archetype options.
the potential to unbalance the game dramatically. With that
in mind, we have compiled a list of all the Heroes players
may choose from and grouped them into three Archetypes:
Warriors, Rogues, and Sorcerers. Just note that some of
the Heroes’ skills will be less potent or potentially useless ARCHETYPES AND
(see Skills, above). STARTING EQUIPMENT
Each scenario has been written for three players to
For a standard three-player game, decide which player will
assume control of one Hero from each of the Archetype
control each of the three Archetypes.
groups. Players may either play as the same Hero from one
scenario to the next, trade who plays which Hero, or select
Warriors
an entirely new one from the Archetype options.
Warriors are heavy fighters, such as Conan and Thak. These
characters will be expected to deal death during every
DEFEAT AND HERO DEATH scenario and therefore start the campaign with a weapon
that can deal a good measure of damage, but also allows
By default, Heroes are only considered dead and are removed
them to parry.
from the Archetype options if all Heroes are killed during
The options for Warriors are:
a single scenario. When this happens, the Heroes suffer a
Defeat and face the consequences. ■■ Conan, Conan the Thief, Conan the Warlord,
King Conan, Conan the Wanderer, Shentu, Thak,
■■ First, they lose one Victory Point from their pool (see
Olgerd Vladislav, Pallantides, Vanir Valkyrie,
Victory Points and Rank, below).
Yogah of Yag
■■ Additionally, they lose all the equipment they may
These Heroes may be used as Warriors, but they possess
have accumulated (aside from starting equipment
skills with diminished potency under the solo/co-op rules:
and spells) and will also lose the option of using
that Hero going forward. If this happens, they must ■■ Constantius, Amra the Lion, Zaporavo, Conan the
choose a different Hero from the Archetype options. Mercenary, Valeria the Warrior
■■ For the next scenario, they have access to starting The starting equipment for the Warrior is:
equipment as well as any equipment they may have
■■ Conan’s Sword
accumulated but did not lose during the scenario in
which they were defeated.
Rogues
The campaign story puts the characters aboard a ship Rogues rely on their dexterity and mobility in addition to
on the Vilayet Sea, so if certain Heroes die, it is assumed their martial prowess. They can be very useful for securing
other members of the crew take their place. objectives and/or acquiring equipment from chests.
60 Chapter 3
The options for Rogue Heroes are: ■■ Option 2: Black Staff, Escape Route (spell card), Hand
of Death (spell card)
■■ N’gora, Amboola, Kerim Shah, Taurus, Savage
Bêlit, Balthus, Shevatas, Ikhmet
These Heroes may be used as Rogues, but they possess PROGRESSION AND BOONS
skills with diminished potency under the solo/co-op rules:
As part of the campaign, in addition to accumulating equip-
■■ Niord, Bêlit, Bêlit the Princess, Valeria ment, players can accumulate certain bonuses for their
efforts. At the end of Scenarios 4 and 7, if the Heroes won the
The starting equipment for the Rogue is:
scenario, they will each be granted one Boon. These Boons
■■ Dagger and Throwing Knives are permanently attached to the Hero that receives them.
Should the Heroes suffer a Defeat, all Boons will be lost.
Some players, however, may resent losing this measure of
Sorcerers
progress and may instead wish to assign the Boon to the
Sorcerers are adept at casting spells. These spells provide
Archetype rather than a specific Hero. That way the Boon
aid to other Heroes, make themselves more difficult to hit,
is never lost.
and allow them to deal their own share of damage.
The options for Sorcerer Heroes are:
VICTORY POINTS AND RANK
■■ Zogar Sag, Skuthus, Hadrathus
To add an additional challenge to the already-challenging
These Heroes may be used as sorcerers, but they possess
scenarios, players may wish to run a tally of their accom-
skills with diminished potency under these rules:
plishments. At the end of each scenario players will acquire
■■ Taramis, Zelata, Pelias Victory Points based on how well they did in the scenario.
Each scenario details the victory conditions, but in general,
The starting equipment for the Sorcerer is:
1 Victory Point is awarded for each Hero that did not die
■■ Mitra’s Staff, Dagger, Bori’s Rage (spell card), and Set’s during the scenario. Some scenarios will offer the players a
Halo (spell card) chance to collect extra Victory Points. If Players ever suffer
a Defeat, they lose 1 Victory Point from their pool (and gain
Note: When playing the campaign, no Hero may ever
0, obviously). If they haven’t collected any Victory Points
have more than one of Halo of Set, Halo of Mitra, and Stone
when they suffer a defeat, their Victory Point tally drops to −1.
Skin spells cast on them at the same time. A sorcerer may
At the end of the campaign, the players should add up all
cast any combination of these spells on a turn, but a single
the Victory Points they received during the campaign and
Hero can never have more than one at the same time.
compare their earnings to the following Victory Point table.
VICTORY POINTS
Total Rank Description
Up to 13 Perfumed Fop Your efforts wash away like the dust on the flagstones of the Maul.
You have cut a bloody swath and put fear into the hearts of mortals, but it
14–16 Conqueror
remains to be seen whether history remembers any of you.
You have trod the jeweled thrones of the earth beneath your sandaled feet.
17–19 King
For generations, fear and honor are heaped upon your names.
Your names are immortalized in the Nemedian Chronicles itself. Writers will
20–23 Legend spin tales of your exploits in the pulp magazines and archaeologists will
argue about your existence. Maybe someone will publish a game about you!