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10 +10

9 +9
Solo Tower Hack
8
This print-and-play game is a variation of the original ‘Solo Dungeon Bash’ by
+8
Turn Sequence
BookRanger.co.uk
7 – parts of these rules reproduced with permission. +71. Move in to the next room in your path through
This
6 game is essentially a single person “dungeon +6 the Tower.
crawl”. All you need are these rules, a pencil and two
six5sided dice (2D6). An eraser would also be handy. +52. Roll 1D6 to determine the room’s contents.

XP / Strength Bonus
3. If you are rewarded with experience, add this to
4 objective is to move from the Start room up
The +4 the XP grid.
through the levels of the Tower and into the End room
Tower Level

3 +34. If the room contains Potion, add it to your


where the BBEG* lives and, finally, to defeat it. Failure
Potion count.

Damage
to2defeat the BBEG means failure in your mission. +2
5. If the room contains a Monster, fight to the
Each
1 turn you move a single room and roll a D6 to +1 Death.
determine the room’s contents. Some rooms will work
Start 6. Drink any or all Potions you’ve collected if you
in your favour, others will contain wandering monsters.
need to.
You have the abilityPotions:
to withstand up to 20 points of
Damage. If, at any time, you reach this level of Damage 1. Move to next square
then your quest is over. Your path through the Tower will be determined by
End the locations of the stairs generated in Game Setup.
Game Setup
10 End You may choose to head
+10 to whichever set of stairs is
To begin a new game you first need to generate the most advantageous to you. Each turn you move in
10 layout. There are 9 six columns in the Tower grid, +10
Tower to the next adjacent+9room, marking that spot on the
consider
9 them numbered 1 to 6 across. Starting at +9 with a dot and+8
map linking it to the last room with a
8
Level 1 roll 2D6 to determine where the stairs to Level line. You may only move up through the levels via the
8 and draw vertical7 lines to mark those places. For
2 are +8 +7 re-visit a room. See figure 2 for
stairs, and you may not
example,
7 if you rolled a 3 and a 5, you would draw a +7example of a game
an
6 +6in progress.
lines in the third and fifth rooms along, linking the first
and6 second levels (see figure 1).
5 Continue this process 2.+6Determine room contents
+5
XP / Strength Bonus

upwards
5 through the Tower, linking 2-3, 3-4, through +5 room is on a “Level”.
Each +4 When you enter a room
XP / Strength Bonus

4
to 9-10. roll a die and consult the appropriate Level table to
4 +4
Tower Level

3 +3
determine its contents.
Tower Level

Damage

3 2 +3 +2
3. Room rewards experience
Damage

2 1 +2 +1
Some rooms will reward you with experience(XP).
1 Start
+1every 3 XP gained, you get a +1 modifier to your
For
fighting ability (see Fighting).
Start Potions:
Potions: 4. Room contains Potion
figure 1: Example – a roll of 3 & 5 on 2D6 sets
the position of the stairs between
If the room contains a Health Potion, you may add 1 to
these two Levels. You may wish to your Potion count.
linger longer on the lower levels! End
5. Room contains a Monster
10 +10
There is a Monster so you must fight for your life
9 (see Fighting). +9
8 +8
6. Drink any or all Potions
7 You may use 1 or more+7 Potions that you have
collected. For each Potion you drink, reduce both your
6 +6Damage count by 1.
Potion count and your
5 +5
XP / Strength Bonus

figure 2: Example of a game that has


4 progressed to Level 8. +4
*BBEG: Big Bad Evil Guy+3
Tower Level

3
Damage

2 +2
“Solo Tower Hack” v0.2 – ©2007 Ben Nelson <www.zincgames.com> – elements ©2007 <www.BookRanger.co.uk> used with permission
This file may also be found at <www.BoardGameGeek.com>. Reproduce for your own use, but please do not publish elsewhere.
1 +1
2 9 +2 +9

Towe

Dam

XP /
1 8 +1 +8
7
Start +7
Fighting 6 Potions: +6
When you meet a Monster in a room you must immediately
5 fight it until +5

XP / Strength Bonus
either you or the Monster are dead. Each Monster only has one hit point,
so a single unblocked hit will kill it. However, you4can withstand up to 20 +4
hit points of Damage, so it will take a few monsters3 to wear you down.

Tower Level
End +3
Repeat the following steps to resolve combat:

Damage
10 2 +10 +2
1. Roll 1D6 each for you and the Monster and add any modifiers.
9 1
2. The highest scoring party strikes a blow, and the loser incurs one
+9 +1
point of Damage. 8 Start figure 3: Example –+8
this player has 5
3. If the Monster is hit, then it is7dead. Gain 1 XP for your victory. points of Damage.
Potions: +7
4. If you are hit, mark off one square
6 in the Damage grid (see figure 3). +6
If you fill in all 20, you are dead. Otherwise rinse and repeat.
5 +5

XP / Strength Bonus
Experience
4 +4
Some rooms will reward you with experience points (XP). You also gain
Tower Level

1 XP for each Monster that you defeat. 3 For every 3 XP gained you get a +1 +3
modifier to your fighting ability, up to a maximum of 10. Mark each XP on

Damage
2 +2
the XP / Strength Bonus grid (see figure 4).
1 +1
Start figure 4: Example – this player has
Many thanks to boardgamegeek.com users FNH1 for ‘Solo Dungeon Bash’ and gained 8 XP so far, and thus
Potions: can add +2 to a combat roll
ShaunGamer for his rules tweaks and testing.
(ie 1D6+2).

Level 1 Level 5 Level 8


1-3 Orc – 1D6 1 Wolf – 1D6+1 1 Devil Bat – 1D6+4
4 Potion 2 Skeleton – 1D6+2 2 Cyclops – 1D6+5
5 Empty 3 Evil Warrior – 1D6+3 3 Dark Elf – 1D6+6
6 1 XP 4 Devil Bat – 1D6+4 4 Skeleton Lord – 1D6+7
5 Empty 5 Empty
Level 2 6 1 XP 6 1 XP
1-3 Orc – 1D6
4 Wolf – 1D6+1 Level 6 Level 9
5 Empty 1 Skeleton – 1D6+2 1 Cyclops – 1D6+5
6 1 XP 2 Evil Warrior – 1D6+3 2 Dark Elf – 1D6+6
3 Devil Bat – 1D6+4 3 Skeleton Lord – 1D6+7
Level 3 4 Cyclops – 1D6+5 4 Wizard – 1D6+8
1 Orc – 1D6 5 Potion 5 Potion
2 Wolf – 1D6+1 6 1 XP 6 1 XP
3 Skeleton – 1D6+2
4 Potion Level 7 Level 10
5 Empty 1 Evil Warrior – 1D6+3 1 Dark Elf – 1D6+6
6 1 XP 2 Devil Bat – 1D6+4 2 Skeleton Lord – 1D6+7
3 Cyclops – 1D6+5 3 Wizard – 1D6+8
Level 4 4 Dark Elf – 1D6+6 4 Demon – 1D6+9
1 Orc – 1D6 5 Empty 5 Empty
2 Wolf – 1D6+1 6 1 XP 6 1 XP
3 Skeleton – 1D6+2
4 Evil Warrior – 1D6+3 End
5 Empty 1-6 BBEG – 1D6+10
6 1 XP

“Solo Tower Hack” v0.2 – ©2007 Ben Nelson <www.zincgames.com> – elements ©2007 <www.BookRanger.co.uk> used with permission
This file may also be found at <www.BoardGameGeek.com>. Reproduce for your own use, but please do not publish elsewhere.
End End
10 +10 10 +10
9 +9 9 +9
8 +8 8 +8
7 +7 7 +7
6 +6 6 +6
5 +5 5 +5

XP / Strength Bonus

XP / Strength Bonus
4 +4 4 +4
Tower Level

Tower Level
3 +3 3 +3
Damage

Damage
2 +2 2 +2
1 +1 1 +1
Start Start
Potions: Potions:

End End
End End
10 +10 10 +10
10 +10 10 +10
9 +9 9 +9
9 +9 9 +9
8 +8 8 +8
8 +8 8 +8
7 +7 7 +7
7 +7 7 +7
6 +6 6 +6
6 +6 6 +6
5 +5 5 +5
Bonus

Bonus
5 +5 5 +5
/ StrengthBonus

/ StrengthBonus
4 +4 4 +4
4 +4 4 +4
Level

Level

3 +3 3 +3
XPXP/ Strength

XPXP/ Strength
TowerLevel

TowerLevel

3 +3 3 +3
Damage

Damage
2 +2 2 +2
Damage

Damage

2 +2 2 +2
Tower

Tower

1 +1 1 +1
1 +1 1 +1
Start Start
Start Start
Potions: Potions:
Potions: Potions:

End End
End End
10 +10 10 +10
10 +10 10 +10
9 +9 9 +9
9 +9 9 +9
8 +8 8 +8
8 +8 8 +8
7 +7 7 +7
7 +7 7 +7
6 +6 6 +6
6 +6 6 +6
5 +5 5 +5
Bonus

Bonus

5 +5 5 +5
/ StrengthBonus

/ StrengthBonus

4 +4 4 +4
4 +4 4 +4
Level

Level

3 +3 3 +3
XPXP/ Strength

XPXP/ Strength
TowerLevel

TowerLevel

3 +3 3 +3
Damage

Damage

2 +2 2 +2
Damage

Damage

2 +2 2 +2
Tower

Tower

1 +1 1 +1
1 +1 1 +1
Start Start
Start Start
Potions: Potions:
Potions: Potions:
“Solo Tower Hack” v0.2 – ©2007 Ben Nelson <www.zincgames.com> – elements ©2007 <www.BookRanger.co.uk> used with permission
This file may also be found at <www.BoardGameGeek.com>. Reproduce for your own use, but please do not publish elsewhere.

End End

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