Call To Adventure - Coop-Solo Rules
Call To Adventure - Coop-Solo Rules
Call To Adventure - Coop-Solo Rules
The following improved solo/coop rules for Call to Adventure is based on the work done by
@freedfromthematrix2 at Board Game Geek (https://www.boardgamegeek.com/thread/2515488/taking-what-
works-stormlight-archives-and-creating)
Setup
1. Remove all Adversary cards from the Act II and Act III cards. Adversaries have the
word Adversary printed next to the difficulty rating.
2. Select, or randomly draw, one Adversary that you will face during the game.
3. Find and remove all Antihero cards with the skull icon at the bottom. Shuffle these
and place them in their own pile next to the Adversary. These cards are called the
Adversary Deck (see the back of the document for clarified rules about the Adversary
Deck). If you have the Stormlight Archive expansion, add the following extra cards to
the Adversary Deck:
• The Everstorm x2
• Ravages of War x1
• Unmade Influence x1
• Embrace the Thrill x1
4. Look up the Adversary Scenario below that matches the selected Adversary.
5. Place on the Adversary, plus for each player beyond the first.
• 1 player (solo):
• 2 players (coop): +
• 3 players (coop): +
• 4 players (coop): +
Adversary Challenge
The Adversary Challenge starts when a player begins their turn with 8 story cards in their tableau.
That player begins the Adversary Challenge, though all players will have one chance.
1. Select two Abilities.
2. Cast your runes for the chosen Ability. You may not pay to cast Dark runes during an
Adversary Challenge, unless otherwise stated in the Adversary Scenario rules.
3. If the number of successes exceeds the Adversary’s difficulty, that player contributes one
Win. Remove XP from the Adversary equal to the number of successes above the Adversary’s
difficulty (e.g. 11 successes vs. difficulty 9 = -2 ).
4. If the Adversary has no remaining , the players win.
Once all players have had their turn (and remains on the Adversary): if the number of contributed
Wins equals the number of players, then the players have won. Otherwise, the Adversary has won.
Adversary Scenarios
Scenario Adversary
A World in Ruins Any
Betrayal Any
Chancellor’s Disfavor The Chancellor
Crime Wave The Crime Lord
Crushing Debt The Moneylender
Dark Pact Any
Demon’s Curse The Demon
Doomsday Cult The Mad Cultist
High Priest’s Inquisition The High Priest
Hunted by the Rider The Dark Rider
Inescapable Tragedy Any
Lordling’s Ire The Lordling
Madness of the Sorceress The Sorceress
Night of the Wolf The Wolf
Tyrant’s Reign The Tyrant
War for the Throne The Warlord
Warlock’s Blight The Warlock
A World in Ruins (based on The True Desolation from Stormlight Archive expansion)
Adversary: Any
Rules
Rules
• Whenever a player plays a Hero card during another player’s turn, the Adversary loses
.
• The Adversary card also has an effect.
Chancellor’s Disfavor
Adversary: The Chancellor
Rules
• To attempt an Arcana path, a player must first pay (does not include the Adversary).
• When the Adversary Challenge is initiated and at least one player has two or more Allies,
the Adversary immediately loses .
• When attempting the Adversary Challenge, players with no Arcana story icons in their
tableau gains +1 to their attempt.
Crime Wave
Adversary: The Crime Lord
Rules
Crushing Debt
Adversary: The Moneylender
Rules
Rules
• Whenever a player casts one or more Dark runes, the Adversary gains .
• Whenever a player gains 🌣, the Adversary loses .
• At the start of Act III, any player may pledge loyalty to the Adversary. Each player that
pledges their loyalty gains from the Adversary.
• Only players whom have not pledged loyalty to the Adversary may attempt the
Adversary Challenge. If the Adversary wins, the loyalists also win.
• The Adversary card also has an effect.
Demon’s Curse
Adversary: The Demon
Rules
Doomsday Cult
Adversary: The Mad Cultist
Rules
Rules
Rules
• Whenever a player spends one or more to cast a Dark Rune, the Adversary gains .
• Whenever a player gains a Dexterity, the Adversary loses .
• When attempting the Adversary Challenge, a player may spend to gain +1 to their
attempt.
Inescapable Tragedy
Adversary: Any
Rules
Rules
• Whenever a player fails a Royalty or Justice challenge, the Adversary gains an additional
.
• Whenever a player gains Charisma, the Adversary loses .
• When failing the Adversary Challenge, a player may pay to try again, with -2 to their
attempt.
Rules
Rules
Rules
• Whenever a player sacrifices an Ally or fails a Charisma challenge, the Adversary gains
.
• When the Adversary Challenge is initiated and at least one player has earned 3 Justice
story icons, the Adversary immediately loses .
• Whenever a player takes a path, that player gains 🌙.
Rules
Warlock’s Blight
Adversary: The Warlock
Rules
Cruel Betrayal Immediately discard an Ally from any hero (this is considered a
sacrifice). That hero gains 🌙 and the Adversary gains .
Cruel Taunt If the player cast at least one Charisma rune during the attempt,
remove the Charisma rune with the most successes. If no Charisma
runes were cast, the Adversary gains .
Dark Lord’s Champion The player must attempt the challenge again, with a +1 difficulty
increase.
Embrace the Thrill Immediately cast a Dark rune and resolve the result as normal.
Harsh Lesson If the attempted challenge failed, the Adversary gains an additional .
Otherwise, draw another card from the Adversary deck and resolve it.
Instill Fear The player immediately fails the challenge (the Adversary gains as
normal). The player must then choose another challenge or Trait. If no
valid challenge or Trait exists, the Adversary gains an additional .
Poisoned Chalice If the player cast at least one Dexterity rune during the attempt, remove
the Dexterity rune with the most successes. If no Dexterity runes were
cast, the Adversary gains .
Ravages of War The player must sacrifice an Ally, unless they pay .
Tap into Darkness Choose one of the cast runes with the most successes and remove it
from the attempt.