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Print N Play Kit Pack2
Print N Play Kit Pack2
Print N Play Kit Pack2
The CDG Solo System Print & Play Kit includes: For the best play experience, it is recommended to
print pages 2-5 of this document on a heavier
• 2 Card Displays cardstock weight material.
• 6 Die Faces
• 4 Counters To construct the Card Displays, cut each half out
by cutting along the dashed line and then taping or
• 1 Rules Summary pasting the two halves together.
• 9 Playsheets
Additionally, print page 6 and affix the die faces to
This kit has been formatted to be printed on a spare die (for example, by printing on label
8.5”x11” letter-sized paper. If printed on A4 paper, paper) and if desired, the counters to the front side
pages 2-6 should be printed at 100% scale. of a spare 3/4" counter.
CDG SOLO
SYSTEM #2
Counters
Front
Pack
RULES SUMMARY By Stuka Joe and Ken Kuhn
Table of Contents
In all CDGs, the normal sequence of play is followed. In the phase 4.3 Play Selected Card
where cards are played, often called the Strategy phase or similar, After selecting a face-up card from the display, play the card fol-
determine which Side will start the round (consult the Playsheet lowing the guidelines given by the Result Chart on the Playsheet.
if necessary) and then alternate between Sides following the turn Typically, this means playing the card for any allowable purpose
procedure below. The following turn procedure explains how to according to the game’s rules of play. Generally, a single card is
determine which options are available for the Active Side, but does played each turn.
not tell you which card to select. When more than one option is When the result of the Fate Die roll is associated with one or more
allowed, the final decision is yours. As the player, it should be your of the card slots labeled A-E, you may play any one of the permitted
goal to play each Side as best as possible. face-up cards for the Active Side’s event or for any other allowable
DESIGN NOTE: The CDG Solo System is not a solitaire bot and purpose dictated by the game’s rules of play.
will not explicitly select a card for you. Instead, the Fate Die limits When the result of the Fate Die roll directs the player to play a
the allowable options, but two or more cards are often available for face-up event card, the event card must be a legally playable event
selection. When there are multiple valid options, the final decision for the Active Side and may not be played for the operations value
must be made by you. unless it is also the lowest valued operations card face-up on the
Card Display.
When the result of the Fate Die roll directs the player to play the
lowest valued face-up operations card, the player consults the
operations value on each of the face-up cards and must select the
lowest. In cases where there are two or more cards tied for the lowest
4.1 Roll Fate Die operations value, the player may choose between them.
If a Side has one or more Cards Remaining, roll the Fate Die and
consult the Result Chart on the Playsheet. If the Cards Remaining After playing a card, move the Cards Remaining marker one space
marker has reached zero, then the Side has exhausted their hand down the Cards Remaining track for that Side.
for the round, and play proceeds to the other Side. If neither Side
has Cards Remaining, the Strategy Phase is over. Proceed to the
next phase in the sequence of play.
Credits Definitions
Active Side: The faction whose turn is currently in progress.
Original Solo Method Designer: Jose Ruiz (Stuka Joe)
Card Display: The play mats that display each Side’s hand
CDG Solo System Designer: Ken Kuhn
(see 2.1).
Developer: Ken Kuhn
Cards Remaining: The number of card plays a Side has
P laysheet Contributors: Chris Crane, Ken Kuhn, and Luc Boyer available to them (see 2.2).
P roofreaders: Brent
Pollock, David Bauer, Michael Neubauer, CDG: Card-Driven Game
Peter Evans, Ronald Nickelson, and Ryszard Tokarczuk.
Fate Die: The custom six-sided die used to determine available
Playtesters: Andrew Cleary, Bobby Bhalla, Brandon Goeringer, options for play (see 2.3).
Bryan McNeely, David Kurtz, David Matchen Dominick Lau-
Maintain Facing: Maintain a card’s face-up or face-down
zon, Evan Walter, Guillaume Gallais, Jason Carr, Joe Leone,
orientation when moving it from one Slot on the Card Display
Justin Hasty, Luc Boyer, Luke Moellering, Marcel Meerkerk,
to another.
Tomáš Daniel, Tyler McGeorge, Warren Maruschak, and
Wooyoung Kim Result Chart: The chart printed on a Playsheet that provides
game specific instructions to resolve each face of the Fate Die.
P roduction Coordination: Kai Jensen
Side: Term used throughout these rules to refer to the factions
P roducers: Gene Billingsley, Tony Curtis, Rodger MacGowan,
typically played by different players.
Andy Lewis, and Mark Simonitch
Strategy Phase: This is the game phase, typically found in
a CDGs sequence of play, wherein play alternates between
Sides playing their hand of strategy cards. In some games it
is referred to as the “Action Phase”.
Playsheet: Game-specific rules addendum (see 2.4)
D or E
Commands & Colors: EpicAncients II • Flip any face-down cards in slots D and E.
Original Playsheet by Luc Boyer & Ken Kuhn
• Play card D or E for any allowable purpose.
Setup: Standard+ • Fill in the played card’s slot from the draw deck (face-
down).
Max Hand Size: N/A
Draw Deck: Single Deck
Modified Setup
Fate Die Result Chart During scenario setup, set Max Hand Size marker to each Side’s
Command on the Cards Remaining track. The Cards Remaining
C or Lowest Face-up Order-Count Card or !! marker isn’t used for Commands & Colors: Epic Ancients.
• If not already face-up, flip the card in slot C.
• Play card C OR the lowest order-count card face-up Variable Hand Size
in slots A, B, D, or E for any allowable purpose. In scenarios where one Side has a larger hand of cards than the other
• If there are multiple lowest order-count face-up cards, choose Side, the difference is accounted for by adding a second card to
which one to play. some of the card slots. Use the table below to adjust accordingly.
• Fill in the played card’s slot from the draw deck (face-down). Determine the difference by subtracting the lesser Max Hand Size
from the greater and then add cards to the Card Display of the Side
• The !! result has no effect on this game. with the greater Max Hand Size. Cards added due to the adjustment
table below are added face-down.
Face-up Tactic Card or Lowest Face-up Order-Count Card
Hand Size
• If there is only one or no face-up card(s) in the display, Difference Adjustment
flip any one face-down card face-up until there are
two face-up cards. 1 card Add one card to Slot A.
• Play any face-upTactic card OR play the lowest 2 cards Add one card to Slots A and D.
PLAYBOOK
face-up Order-Count card for any allowable purpose. 3 cards Add one card to Slots A, B, and D
• If there are multiple lowest order-count face-up cards, choose 4+ cards Add one card to Slots A, B, D, and E
which one to play.
• Fill in the played card’s slot from the draw deck (face-down). When the Fate Die roll indicates a slot with multiple cards, any one
card may be selected for play. If one or more of the cards are
face-down, flip all cards in the slot face-up. After playing a card
TABLEOFCONTENTS
A, B or C
• If not already face-up, flip all face-down cards in from a slot that held more than one card, replace the card face-down
from the draw deck, so that it once again holds two cards.
slots A, B and C.
18.0 Strategy
14.0 Scenarios.........................................................2Game-Specific
• Play card A, B or C for any allowable purpose.
Guide.................................................
Modifications
• Fill in the played card’s slot from the draw deck (face-down).
15.0 Solitaire & < 4-Player Rules...........................11 19.0 Designer Notes................................................
Unplayable Results
Pursuit of Glory C, D or E
• If not already face-up, flip all face-down cards in
Original Playsheet by Ken Kuhn slots C, D and E.
Setup: Standard+ • Play card C, D or E for any allowable purpose.
Max Hand Size: Variable • If slot D or E are empty, fill from the draw deck (keep face-up).
Draw Deck: Dual Deck
D or E
Fate Die Result Chart • Flip any face-down cards in slots D and E.
C or Lowest Face-up Ops Card or !! • Play card D or E for any allowable purpose.
• If not already face-up, flip the top card of the deck • Fill in the played card’s slot from the draw deck
in slot C. (maintain facing).
• Play card C OR the lowest-valued face-up Ops Card
in slots A, B, D, or E for any allowable purpose. Modified Setup
• If there are multiple lowest-valued Ops cards cards, choose Allied Card #1: Russo-British Assault (4.1.3.a)
which one to play. During setup, Russo-British Assault may be chosen and placed to
• If there is an empty slot, fill from the draw deck (keep face-up). the side of the Allied Card Display. During the first Action Round,
you can forgo the Fate Die roll on the Allied Side’s turn to play the
• The !! result has no effect on this game. set aside card for its event. If the card isn’t used during Action
Round 1, it may no longer be used for its event. Use the card to refill
Face-up Event Card or Lowest Face-up Ops Card the slot of the card that was played during the first turn instead,
• If there is only one or no face-up card(s) in the display, leaving it face-up.
flip any one face-down card face-up until there are Central Powers 4 Ops Card (4.1.3.b)
two face-up cards. During setup, the Central Powers must choose a 4 Ops card to add
• Play any face-up Event card OR play the lowest-valued face-up to their “hand.” You may choose any 4 Ops Mobilization card for
Ops card for any allowable purpose. the Central Powers Side OR you may pick one at random by
shuffling the CP deck and drawing until a 4 Ops card is revealed.
• If there are multiple lowest-valued Ops cards, choose which one Once selected, place the 4 Ops card to the side of the Central
to play. Powers Card Display. Then reshuffle the CP draw deck and finish
• If slots A, B, D, or E are empty, fill from draw deck (maintain setup according to 3.2 in the Rules Summary. The 4 Ops card can
be used during the CPs first turn in lieu of rolling the Fate Die. If
facing). not used during the first turn, use the selected 4 Ops card to refill the
A, B or C slot of the card that was played during the first turn instead. Leave
the 4 Ops card face-up.
• If not already face-up, flip all face-down cards in
slots A, B and C. Optional Rule 19.5—Eight Card Hands
• Play card A, B or C for any allowable purpose. Whether for normal gameplay or as part of the optional Historical
Scenario rules, the optional eight card rule can be instituted by
• If slot A or B are empty, fill from the draw deck (keep face-up). simply setting the Max Hand Size marker to 8, instead of 7, during
setup. Be sure to reset the Cards Remaining marker to 8 during the
A or B Draw Strategy Card Phase.
• Flip any face-down cards in slots A and B.
• Play card A or B for any allowable purpose.
• Fill in the played card’s slot from the draw deck (maintain facing).
Central Powers Card #20: Jafar Pasha & Allied Powers Card
Reshuffle
#21: No Prisoners When required to reshuffle the discard pile back into a draw deck
due to deck exhaustion, discard all face-down cards from the
When these cards are played from the Card Display, they count as associated Card Display, shuffle the discard pile, and place a face-
a normal card play and the Cards Remaining marker is reduced by down card in each empty slot on the display.
one. After they are initially played, No Prisoners is passed to the
Opponent’s Side and Jafar Pasha may end up going to the AP Side. War Status Reshuffle (16.1.3/4)
When they are passed to the Opponent’s Side, they sit next to the When required to reshuffle while adding new war status cards,
card display and may be used during any combat without lowering discard all cards from the associated Card Display(s), shuffle the
the Cards Remaining marker. Like other Combat Event Cards, the discard pile, and replace cards in the same manner as setup (Rules
decision of whether it is played is up to your discretion. Summary 3.2).
A, B or C When the Fate Die roll indicates a slot with multiple cards, any one
card may be selected for play. If one or more of the cards are
• If not already face-up, flip all face-down cards in face-down, flip all cards in the slot face-up. After playing a card
slots A, B and C. from a slot which held more than one card, replace the card face-
• Play card A, B or C for any allowable purpose. down from the draw deck, so that it once again holds two cards.
• Fill in the played card’s slot from the draw deck (face-down).
Game-Specific Modifications
A or B Unplayable Results
• Flip any face-down cards in slots A and B. If the Fate Die roll results in a situation where no card can be played
• Play card A or B for any allowable purpose. for ANY allowable purpose, reroll the Fate Die until a card can be
played. If there are five unplayable face-up cards on the Card
• Fill in the played card’s slot from the draw deck (face-down). Display, discard the card in slot A and draw cards from the draw
deck until a playable card is revealed. Play the revealed card and
C, D or E refill slot A with a face-down card from the draw deck.
• If not already face-up, flip all face-down cards in
slots C, D and E. Infantry Square
• Play card C, D or E for any allowable purpose. In C&C Napoleonics, the Defending Side has the option, when
legal, to form an Infantry Square. The decision of whether the
• Fill in the played card’s slot from the draw deck (face-down). defending Side forms an Infantry Square is up to your discretion.
D or E
Commands & Colors: Napoleonics Epic Battles • Flip any face-down cards in slots D and E.
Original Playsheet by Luc Boyer & Ken Kuhn
• Play card D or E for any allowable purpose.
Setup: Standard+ • Fill in the played card’s slot from the draw deck (face-
down).
Max Hand Size: N/A
Draw Deck: Single Deck
Modified Setup
Fate Die Result Chart During scenario setup, set Max Hand Size marker to each Side’s
Command on the Cards Remaining track. The Cards Remaining
C or Lowest Face-up Order-Count Card or !! marker isn’t used for Commands & Colors: Napoleonics.
• If not already face-up, flip the card in slot C.
• Play card C OR the lowest order-count card face-up Variable Hand Size
in slots A, B, D, or E for any allowable purpose. In scenarios where one Side has a larger hand of cards than the other
• If there are multiple lowest order-count face-up cards, choose Side, the difference is accounted for by adding a second card to
which one to play. some of the card slots. Use the table below to adjust accordingly.
• Fill in the played card’s slot from the draw deck (face-down). Determine the difference by subtracting the lesser Max Hand Size
from the greater and then add cards to the Card Display of the Side
• The !! result has no effect on this game. with the greater Max Hand Size. Cards added due to the adjustment
table below are added face-down.
Face-up Tactic Card or Lowest Face-up Order-Count Card
Hand Size
• If there is only one or no face-up card(s) in the display, Difference Adjustment
flip any one face-down card face-up until there are
two face-up cards. 1 card Add one card to Slot A.
• Play any face-upTactic card OR play the lowest face-up 2 cards Add one card to Slots A and D.
Order-Count card for any allowable purpose. 3 cards Add one card to Slots A, B, and D
• If there are multiple lowest order-count face-up cards, choose 4+ cards Add one card to Slots A, B, D, and E
which one to play.
• Fill in the played card’s slot from the draw deck (face-down). When the Fate Die roll indicates a slot with multiple cards, any one
card may be selected for play. If one or more of the cards are
A, B or C face-down, flip all cards in the slot face-up. After playing a card
• If not already face-up, flip all face-down cards in from a slot which held more than one card, replace the card face-
slots A, B and C. down from the draw deck, so that it once again holds two cards.
• Play card A, B or C for any allowable purpose. Epic Courier Rack
• Fill in the played card’s slot from the draw deck (face-down). The Courier Rack is used for both the EPIC scenarios and for La
Grande Battles. The Courier Rack adheres to the standard rules
A or B while using the CDG Solo System. When selecting a card from the
• Flip any face-down cards in slots A and B. Courier Rack, the decision is up to your discretion.
• Play card A or B for any allowable purpose.
• Fill in the played card’s slot from the draw deck (face-down). Epic Battles Setup
During scenario setup, set Max Hand Size marker to each Side’s
C, D or E Command level on the Cards Remaining track. The Cards
• If not already face-up, flip all face-down cards in Remaining marker isn’t used for Commands & Colors:
slots C, D and E. Napoleonics. Follow the EPIC With Two Players game rules.
• Play card C, D or E for any allowable purpose.
• Fill in the played card’s slot from the draw deck (face-down).
D or E
Setup: Standard+
Max Hand Size: Variable • Flip any face-down cards in slots D and E.
Draw Deck: Single Deck • Play card D or E for any allowable purpose.
• Fill in the played card’s slot from the draw deck
Fate Die Result Chart (face-down).
C or Lowest Face-up Ops Card or !!
• If not already face-up, flip the card in slot C. Modified Setup
• Play card C OR the lowest-valued face-up Ops Card Variable Hand Size
in slots A, B, D, or E for any allowable purpose OR On any given Season, each Side can receive between 7 and 9 cards
discard an Event card. based on scenario setup and a number of other game conditions.
For each Side, place the Max Hand Size marker above the
• If there are multiple lowest-valued Ops cards or Event cards, matching number of cards that that Side receives for their first
choose which one to play. round according to scenario setup. Then place the Cards
• Fill in the played card’s slot from the draw deck (face-down). Remaining marker underneath it.
• !!: See Inactive Side and Battle Response Card Sections.
Game-Specific Modifications
Face-up Event Card or Lowest Face-up Ops Card Held Cards (A.2.Exception)
• If there is only one or no face-up card(s) in the display, Instead of the Held card rule in A.2.Exception, do the following:
flip any one face-down card face-up until there are
• If the Active Side has 1 Card Remaining at the end of a season,
two face-up cards. that Side can choose to Pass and not play a card. This can be
• Play or discard any face-up Event card OR play the lowest-valued decided after the Fate Die roll is made. If the Pass is used, place
face-up Ops card for any allowable purpose. the Card Held marker for the applicable Side on the Year track
• If there are multiple lowest-valued Ops cards, choose which one as a reminder that a Pass can’t be used next season for that Side.
to play. Card Modifications
• Fill in the played card’s slot from the draw deck (face-down). Active Side Response Cards
A, B or C The Active Side may play a face-up Response Card for any legal
purpose to supplement their main action as long as they have
• If not already face-up, flip all face-down cards in slots enough Cards Remaining to do so. Be sure to decrease the Cards
A, B and C. Remaining marker for every card played in a turn and refill each
• Play card A, B or C for any allowable purpose. empty card slot from the Draw Deck face-down.
• Fill in the played card’s slot from the draw deck (face-down).
Inactive Side Response Cards
A or B
If the Inactive Side has a face-up Response Card that they’d like to
• Flip any face-down cards in slots A and B. Play card play and the Cards Remaining to do so, there is a chance that Fate
A or B for any allowable purpose. might not allow it. When the Inactive Side would play a Response
• Fill in the played card’s slot from the draw deck Card, roll the Fate Die. If the !! Result is rolled, the Inactive Side’s
(face-down). Response is blocked by Fate. Otherwise, they may continue on in
playing their Response Card. Be sure to decrease the Cards
C, D or E Remaining marker for every Response Card played and refill each
empty card slot from the Draw Deck face-down.
• If not already face-up, flip all face-down cards in
slots C, D and E.
Alternatively, it is possible to have not enough cards face-up during Retrieve From the Discard Cards
this phase. If this is the case, automatically select any face-up Nelson Rockefeller (#27), The Great Seal Bug (#29), Tricky
cards—replacing them with face-down cards—and then use the last Dick (#58), Adlai Stevenson (#66)
row on the Random Card Selection Chart to select which card(s) When an event gives the option to retrieve a card from the discard
move to the Campaign Strategy Card Stack from those that are face- pile, both face-up and face-down cards in the discard pile may be
down. selected. The selected card fills the Slot just vacated by the played
The Debates - Turn 6 card face-up. Be sure to maintain facing for any card that isn’t
selected.
After determining initiative, take each Side’s Campaign Strategy
Card Stack, shuffle it, and place each card face-up in slots A-E on “Lazy Shave” (#34)
the Card Display covering the cards that are already there. These If played, this card allows the Kennedy Side to, once during the
top cards are the Debate Cards. debates, ignore the randomly selected card and pick a different card
During the Debate! step, the candidates take on a life of their own, from their display.
randomly establishing strong platforms or making weak arguments Kennedy’s Peace Corps (#81)
as they see fit. For each of the five-card play turns, roll on the
Random Card Selection Chart and then play the Debate Card in that When this card’s event is in play, each card played by the Kennedy
slot from each Side’s Card Displays to their appropriate spots on the Side is discarded face-down for the remainder of the turn.
debate display. Then, when necessary, slide the Debate Cards left on Political Capital (#91)
each Card Display before rolling for the next card play. When played, flip all cards in Nixon’s Card Display face-up, then
Once an issue is won, resolve the win as usual and then remove all discard up to two cards and replace the now empty Slots with
Debate Cards whose Debate Icons match that of the issue just face-down cards from the Campaign Deck.
resolved. Then, if necessary, slide the Debate Cards left on each
Card Display before rolling for the next card play this time using the Reshuffling
row corresponding to the highest number of Debate Cards in either
Card Display. If a slot without a Debate Card is rolled for one Side, When required to reshuffle the discard pile due to depleting the
then the right-most Debate Card on the Card Display is played. Campaign Deck, discard all face-down cards from both Card
Displays, shuffle the discard pile to form the refreshed Campaign
When the debate is over, shuffle the played cards and discard Deck, and place a face-down card in each empty slot on each
face-up. display.
Election Day - Turn 9 Random Card Selection Chart
The Election Day turn plays out as normal with one exception. The # of Face-up Cards 1d6 Random Determination
Election Day Events cards, if any, are shuffled and then randomly
resolved one at a time. 1 No Roll
2 1-3, 4-6
Card Modifications 3 1-2, 3-4, 5-6
Candidate Card
4 1-4 (re-roll 5 & 6)
The Candidate Card is special because it is always an additional
option as long as it isn’t exhausted, no matter which result was 5 1-5 (re-roll 6)
rolled on the Fate Die. In other words, after the Fate Die is rolled
and any cards associated with the result are flipped face-up, the
Candidate Card may be played instead of the options given by the
Fate Die result.