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MageStorm Solo Play Rules !

Setup!
Pick a scenario and choose a side. Prepare the cards and board per rules and scenario setup.
(For an introductory scenario it is suggested to use Scenario 1, First Blood and take the side of
Kragis) !

When setting up sides & mages, you will be playing against a Dummy Player (DP) who uses the
Fate Guardian Mage and always starts with 6 power points. !

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1.
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Compose & place your army per the scenario rules. !

2. To compose the DPs army, use the specified troop cards as stated in the scenario rules. !
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Shuffle these troop cards together and then compose an army of units as follows: !

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A. Roll a 6 sided die. This roll is the number of troops in the 1st unit. (i.e. a roll of !
3 equals 3 troops in the unit). A roll of 1 must be re-rolled until 2 or greater is !
rolled to meet the minimum 2 troops in a unit rule. !

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B. Draw X number of cards (where X is the number rolled in step A) from the !
deck of cards created in Step 2. This will make unit #1. Repeat this step until !
all troop cards are in units. If there is one card left after setting several units, just add !
that card to one of the already composed units of less than 6 cards. If you need more !
than 12 units, reshuffle and start over with Step A. !
Keep the unit composition hidden to you when drawing & composing DP units.!

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C. Determine if the unit is large or small (3 or less is small, 4 or greater is large) !
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and place the corresponding figure/bases on the map starting with Unit 1 closest !
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to your army and within the scenario set up guidelines. Continue in Unit # order !
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until all units are placed. !
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3. Place objective markers for the DP as follows: !
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A. If all DP units are on terrain that gives them a defending advantage (i.e.forests !
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give +4 Defense) then no objective markers are placed. !

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B. If a unit is on clear terrain, place an objective marker on the nearest terrain !


that will move that unit towards a defending advantage (i.e. a forest or hill). !

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C. As a second consideration, place the objective marker where there is the !


possibility of better terrain AND another friendly unit it can legally stack with. !

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*Lausjan units ALWAYS move towards/take Forest terrain for Initiative advantage. !
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4. Place your objective markers. !
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5. Set the Power Points for your mage as stated in the scenario rules. Remember the DP's !
Fate Guardian starts with 6 power points with these solo rules (not per scenario rules). !

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written by BGG user, GamerDC - last updated Thursday, February 26, 2015

Game Play!

Use scenario specified strategic points for both players. Use the specified power points for your
army and use power points (6) as described below in the Magic Phase for theDP. Use the
scenario specified 1st player. !

1. Magic Phase - On your turn move your power points per your discretion. On the DPs turn
move the DPs Fate Guardian(mage) power points as follows: !

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A. The DPs Fate Guardian will always get 6 power points. !


B. You will move the power points with a roll of two 6 sided die. Existing !
moved power points do not move again. Roll the dice and use the following: !

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1. A roll of 2-7 will mean the power points move from the source to the ! !
tomes. Roll a 6 sided die 6 times. Place a power point on the cores-!
ponding tome each die roll (i.e. a roll of 5 means put the the power point !
on the tome labeled with the die side 5). !

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2. A roll of 8-12 will mean the power points move from the source to !
the Re-roll, Equality, Die, & Zero. Place 3 pp on the Zero, 1 on Re-roll, !
1 on Die, and 1 on Equality. !

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*The amount of power points that can be moved through each channel is ignored and controlled
by the die rolls for the DP's Fate Guardian. Replenish the source with 6 new power points once
you are finished with step B. !

2. Strategic Phase - On your turn move your objective markers per your discretion. On the DPs
turn Move the DPs objective markers as follows: !
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A. The DPs objective markers always move towards better defending hex or !
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terrain when adjacent (i.e. move the marker from a forest to hill since the hill has !
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+4 defense and +4 initiative). !
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B. Place an objective marker if it helps move a unit according to Step A (above) !
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and only when that hex/terrain is adjacent. !
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C. Give a hold marker to a DP unit if it will move FROM a better defending hex.!
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D. Merge two units in the same hex into a single unit.!
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E. If there is an small enemy unit (your unit) that is adjacent to a DP unit that is large, !
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place & move the objective marker so that the DP unit will attack the small unit.!
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3. Movement Phase - On your turn move your units per your discretion. On the DPs turn its
units in most cases will not move and instead hold and defend their hex. DPs units will only
move in the following situations: !
A. An objective marker is moving them to a better defending hex (i.e. better terrain to defend
from - forest, hill, etc.) !
B. An objective marker is moving them towards a hex with better terrain & the ability to stack
with a friendly unit in that hex (which may merge if possible during the strategic phase). !
C. An objective marker was placed in Step E of the Strategic phase so that a large unit is
moving in to a hex that is attacking a small enemy unit.!

written by BGG user, GamerDC - last updated Thursday, February 26, 2015

4. Combat Phase - all DP units are default defending units. The only exception is when during
movement to a better hex a DP unit enters terrain of an enemy unit or a large DP unit is
attacking a small enemy (your) unit. It will then engage as the attacker. !

*When a there are 2 DP units engaged in combat, the larger (more troops) unit defends/attacks
first. !

*When rolling the die for initiative, attack, & defense values, the result is always adjusted by the
Fate Guardians spells until the result is in favor of winning the roll or until power points run out.
If they are available always use Zero, Die, Equality, & Re Roll in that order before using the
Tomes of Destiny. When using the tomes look at the totals and use the minimum die face value
needed to win/benefit the DPs total initiative, attack, or defense value. If using a tome will not
benefit the die roll do not use any of them. !

Game End/Objective!
You Win:!
Eliminate all DP armies within the round limit you set (or as described in the Victory Conditions
of the scenario you are playing)!
You Lose:!
Do not meet the Victory Conditions or the set round limit OR lose 2 or more units from your
army at any time.!

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Other Rules/Guidelines/Variants !
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*Try setting the round limit on a scenarios that have a limit at a lower ending round for a greater
challenge. i.e. if a scenario is to be played for 8 rounds, try 6 instead. !

*Use different mages than the scenario suggests for your team. Ive not used different mages
other than the Fate Guardian for the DP since Im not sure how managing a different mage for
the DP might work. !

After play testing these rules several times I will say that much of the flavor & strategy MageStorm offers
is missing when you play with them. This is no surprise since the game is designed to be a 2 player
game. At most I think these rules provide a way for a solo player to learn the game in hope to know it well
enough to teach it better once you find someone to play it with.

written by BGG user, GamerDC - last updated Thursday, February 26, 2015

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