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Twow Solo Automa Rulebook Final1.4
Twow Solo Automa Rulebook Final1.4
2
COMPONENTS
9* Witcher Specific Cards (3 LVL I, 3 LVL II, 3 LVL III) 7 Witcher Special Ability Cards
!
Note: The asterisk (*) mentioned in the components indicates the
requirements to use ONE Automa player. However, with multiple
decks with different backs, you can add more Automa’s.
!
are now compatible with this Automa. To fully enjoy these
expansions with the Automa mode, you will need the appropriate
Witcher Cards. Page 13 and 14 explain the rules to these
expansions.
3
b. Position the ACTION deck on the left
ACTION DECK
Note: The setup is designed for a single Automa I II III
!
player. However, if you possess additional decks, Witcher Generic
4 4 2
you have the option to create multiple Automa Cards
opponents. Simply follow the same instructions Witcher Specific
1 1 1
Cards
as before and check the base game rules
EASY
# of Cards 5 5 3
regarding multiple players.
CHALLENGE DECK
I II III
Witcher Generic
•1 Setup Changes Cards
Witcher Specific
2 2 1
2 2 2
Cards
Setup the game per the normal two player # of Cards 4 4 3
setup with the following exceptions: ACTION DECK
I II III
1) The Terrain type for all the starting Witcher Generic
3 3 3
Monsters will be determined randomly. Cards
Witcher Specific
2) The Automa will be the first player. It
MEDIUM
1 1 1
Cards
does NOT start with any gold as it will # of Cards 4 4 4
never earn or collect gold throughout CHALLENGE DECK
the game. I II III
Witcher Generic
3) Select a Witcher School for the Automa Cards
3 3 0
to play as (* if you have a randomizer of Witcher Specific
2 2 2
some sorts, you can use that as well). Cards
# of Cards 5 5 2
a. Place their Witcher Board near
ACTION DECK
you and place their wooden I II III
tokens on all the LVL I slots of Witcher Generic
2 2 2
their player board (their Shield Cards
Witcher Specific
( ) also starts at 1). Cards
1 1 1
HARD
4
6• Dice Poker
GAMEPLAY During a game of Dice Poker, whether against
the Automa or at a specific location, you have
two options: you can follow the solo rules
THE GOAL OF THE GAME provided in the base game, or you can utilize
the CHALLENGE Deck.
1• The goal of the Automa is identical as When playing Dice Poker against the Automa,
the bank will contribute two Gold to the pot,
yours, which is to be the first to collect
as the Automa does not collect or earn gold.
their 4th Trophy. In the event that the Automa wins the game of
Dice Poker, all the gold goes back to the bank.
Note: Unlike you, the Automa can win
the game by meditating for its 4th When playing against the Automa or at a
Trophy, if that Trophy is still available board location, follow the standard procedure
in the supply. for rolling your dice. Afterward, flip over the
top card of the Challenge Deck and examine
the bottom right section of the card. If the
GAME BASICS CHALLENGE Card shows a superior roll, you
have the option to reroll according to the
normal rules. However, if the CHALLENGE
1• Leveling Up Deck does not display a better hand, it will flip
over ONE additional card from its CHALLENGE
The Automa levels up in the same way you do.
Deck and use the results of that card as its
However, when it levels up it doesn’t draw any
final hand. At this point, you are granted one
cards. But, when the Expansion Mutagens is used
reroll according to the normal rules.
it will draw the top Mutagen card (See Modules).
!
4• Attributes CHALLENGE Discard Pile into
its CHALLENGE Draw Deck
The Automa will gain, and possibly lose,
until either it runs out or the
attributes throughout the game. Just like you,
however, once one of its attributes reaches level V,
Automa needs to fight.
that attribute cannot be decreased.
•5 Location Tokens
Any Trail Tokens ( ) gained by the Automa are
immediately gained to their player area as Trail
Tokens ( ) and NOT as Trail Quests. Just like you,
it may only have up to one of each terrain type.
5
The Witcher Specific Automa Card does not display a
AUTOMA’S TURN EXPLAINED specific Location in the bottom left corner. Instead, it
features an icon ( ) indicating that it will move to the
Each of Automa’s turn is divided into 3 Location with the lowest level Monster. It will utilize an
infinite number of movement points to reach that
phases:
Location while still taking the shortest possible path.
I. Movement and Actions
II. Fight, Meditate or Explore
III. Trash Market Card(s)
•1 Movement
When it is the Automa’s turn, flip over the top card
from its ACTION DECK. It will try to move to the MOVEMENT CLARIFICATION REGARDING
location listed in the bottom left corner. MONSTER SELECTION
When the Automa moves, it always takes the 1) If there are multiple Monsters that are tied for the
lowest level, the Automa will prioritize the one for
shortest route to its target. It will generate which it possesses a Trail Token ( ).
movement points based on the number in the 2) If the Automa has a Trail Token ( ) for either
both or none of the Monsters, it will choose the
small circle to the right, of the location it wants to location that contains the Monster with the lowest
move to. health.
3) Lastly, if all Monsters have the same health, the
Automa will select the Location based on the
DIRECTION ARROW indicated on the card.
2• Actions
After moving it will gain and perform the actions
listed (from left to right) in the PHASE I box.
MOVEMENT CLARIFICATION
If the Automa has multiple options for its last movement
point that are equidistant from its preferred location, it will
resolve the tie using the following order:
3• Actions Explained
1) It will choose the Location that has a Monster.
2) If both Locations have Monsters, it will choose the
Automa increases its Combat
Location that it has a Trail Token ( ) of.
3) If it has a Trail Token ( ) for both or none, it will Attribute by ONE
select the Location with the Monster that has the
lowest health.
4) If both Monsters have the same health or neither
Location has a Monster, the Automa will choose its Automa increases its Defense
destination based on the DIRECTION ARROW specified
Attribute by ONE. It also increases
on the right side of its movement points on its
Automa Card. The arrow will indicate whether it its Shield ( ) by ONE.
should move towards the higher or lower
numbered Location.
6
3• Actions Explained, further
Automa increases its Alchemy
Attribute by ONE. It DOES NOT gain
a Potion Card.
Automa gains a Trail Token Note: After reaching LVL 5 in an Attribute, just
matching the Terrain Type it is like you, it may longer be lowered for any
reason.
currently on (limit 1 of each type).
MEDITATE/EXPLORE/FIGHT
3• Fight
After taking its PHASE I Actions, the Automa Before FIGHT is explained, let’s take the iconography
will either Meditate, Explore or Fight, based into account, continuing on the following page.
on the icons showing in the PHASE II box.
1• Meditate
When MEDITATE ( ) is showing in the PHASE II box,
the Automa checks to see if any of its Attributes have
reached LVL 5. IF they have, it will check the supply to
see if that Trophy is still available. If it is, it will gain
the Trophy and move up the Trophy Track.
!
Note: In the unlikely scenario where the
Action Deck runs out of cards before the
game ends, collect all the LVL III cards from
the Action Card Discard Pile and thoroughly
shuffle them to create a new Action Deck.
8
FIGHTS
GENERAL FIGHT RULES Then look at the bottom portion of the card to see if there
are any icons showing. In the example of this page, it
states that “If the Automa has a potion, it will discard it to
To construct the Automa's Life Pool Deck for the fight, shuffle the top card of the Automa’s Life Pool Discard
combine all of its discarded CHALLENGE Deck cards and Pile, if any, back into its Life Pool Deck”.
shuffle them back into its CHALLENGE Draw Deck. Place
All these Fight Actions are explained here.
this deck nearby, face-down - this will serve as the
Automa's Life Pool Deck.
• Fight Actions Explained
2
During the fight, the Automa emerges victorious if it still
has cards in its Life Pool Deck while its opponent has
If the Automa has a potion, it will
depleted theirs. Additionally, if the Automa plays a Combo discard it to perform an effect.
using its last card from the Life Pool Deck and reduces its
opponent to zero cards, the Automa claims victory.
Similar to you, if the Automa possesses a matching Trail If the Automa has a bomb, it will
Token ( ) for the Monster it is fighting, it will take the discard it to perform an effect.
first turn during the fight. If it lacks the Trail Token, the
Monster will have the initial turn.
After this card is resolved, the
Automa immediately plays
Note: Anytime a Monster attack calls for the
Automa to trash a card, the Automa will
another Card Combo
discard from the top of its Life Pool Deck
instead. It will never trash cards from its deck.
9
3• Witcher Specific Abilities MONSTER’S FIGHT TURN
Some Automa cards have a special icon on them that
resolves their Special Abilities when drawn during a Just like in a two-player game you (the human player)
fight. control the Monster when it is attacking the Automa.
You will announce either CHARGE of BITE before
drawing the card and then apply the results. Whenever
the Automa takes damage it will reduce it by the
amount of Shield ( ) remaining and will then discard
the remaining amount of cards from the top of its Life
Pool Deck. Remember to perform an effect for the
Automa when you discard a card with ( ) on it.
If the Automa is the attacker and plays its last card but
deals enough damage to take out its opponent, then
the Automa is declared the victor.
10
MONSTER FIGHT OUTCOME MONSTERS ABILITY CHANGES
Outcomes are the same as described in the base game The Automa ignores the Monster abilities for the
rules. The only exceptions are that the Automa never following Monsters in order to make it compatible with
earns/collects any gold from a fight and it never adds them and instead the Automa discards the top card of
a 0 cost Action Card from the market to its CHALLENGE its Life Pool Deck before the fight starts.
Deck.
WITCHER FIGHT OUTCOME Striga Ignore Ability -> Instead the Automa
discards the top card of its Life Pool
Deck.
Outcomes are the same as described in the base game
rules. The only exceptions are that the Automa never Anytime an ability states that the Automa must discard
earns/collects any gold from a fight and it never adds a card with a specific color or needs to discard a card
a 0 cost Action Card from the market to its CHALLENGE from its hand, the Automa will reveal the top card of
Deck. its deck. In case of color matching, if it matches the
color of the ability, it follows the instructions listed,
Shuffle the Automa’s Life Pool Deck and Discard back usually discarding that card. If not, it will follow the
together to form its CHALLENGE Deck placing it second half of the instructions on the card, generally
facedown near it’s player board. taking Damage. The Automa will never discard gold
since it doesn’t earn/collect them.
Raise the Shield ( ) back to its Defense ( ) LVL.
If the Automa won the fight, don’t forget to give it its EXPANSIONS/MODULES COMPATIBILITY
Trophy by moving the Scoring Marker up on the Trophy
Track and therefore shuffle 1 set aside LVL 3 card to
the CHALLENGE Deck. Modules / Expansions Compatibility
Adventure Pack COMPATIBLE
After one Witcher reaches the top spot on the Trophy Troll Monster COMPATIBLE
Track, that player/Automa immediately wins the game. Witcher Unique Action Cards COMPATIBLE
Advanced Action Cards COMPATIBLE
Lost Mount COMPATIBLE
Note: The Automa can win the game by Mutagens COMPATIBLE
Meditating for its 4th Trophy if that Trophy is
still available in the supply.
Monster Weakness and Special
COMPATIBLE
Attacks
Skellige Expansion COMPATIBLE
Legendary Hunt Expansion COMPATIBLE
11
MODULES
•1 Mutagens 2
• Monster Weakness Tokens
Whenever the Automa levels up it draws the top Whenever the Automa would move trough/land on a
card of the Mutagen deck and places it faceup near location with a Monster Weakness Token on it, they are
its player area. added to its Witcher board..
The Automa is allowed to have more than one card At the start of a fight when creating the Monster Life
of the same color Mutagen. Pool Deck, for every Weakness Token the Automa has
that matches the terrain of the Monster it is fighting, the
During a fight, whenever the Automa plays a Monster LOSES ONE card from its Life Pool Deck.
Combo, check to see which Mutagens are present
on the card drawn. If the Automa has any faceup Weakness Tokens are returned to the supply after a
Mutagen cards matching the colors on the Combo, fight unless the Monster, wasn’t driven away. Likewise, if
it will flip them facedown for the remainder of the you defeat a Monster and the Automa has it Weakness
fight and will apply the effect on its Witcher Token, it is returned to the supply.
Special Ability card.
• Lost Mount
3
In the example below, instead of generating two
Damage ( ) and two Shields ( ), if the School Whenever the Automa’s last movement point places it
of the Viper Automa had an unflipped RED and on the location with the Lost Mount, the Lost Mount will
GREEN Mutagen card, it would flip both facedown move per instructions on the card. You select the terrain
and gain an ADDITIONAL 3 Damage ( ). type and location from the two tokens drawn. It will not
draw additional cards like you would.
6• Bombs
The Bombs module is built into the Automa cards. If not
using this expansion, ignore any iconography referring
Bombs when resolving Automa Cards.
12
SKELLIGE EXPANSION
1• Setup Changes The Automa will never fight Dagon as it doesn’t award
a Trophy and the Automa is highly focused on beating
Mix the three new LVL 3 Skellige Generic you to get the 4th trophy.
Witcher Cards with the six original LVL 3 There is a chance that the Automa will bring new
Generic Witcher Cards from the base game. locations into play from the Skellige Event Deck, but it
Randomly select three cards from this will never visit them.
combined set and return them to the box
without looking. Repeat this same process for
both the LVL 2 and LVL 1 Generic Witcher 3• New Automa Actions
Cards. By the end of this process, you should
have returned a total of nine Generic Witcher Advance Dagon on the Danger Track
Cards to the box. Follow the instructions on by ONE. If Dagon is visible already,
page 4 of the Automa Rulebook for setting up ignore this effect.
the ACTION and CHALLENGE Deck.
13
LEGENDARY HUNT EXP.
1• Setup Changes 3• New Automa Actions
During setup, when creating the ACTION deck, If this icon appears in PHASE 1,
do the following according to the difficulty the located in the bottom left corner of
Automa is played at: the Automa card, the Automa will
move* toward the Legendary Monster.
EASY: Randomly ADD 1 Legendary Hunt Automa
card into the LVL 3 cards (shuffle).
MEDIUM: Randomly ADD 2 Legendary Hunt Automa If this icon is displayed in a PHASE 2
card into the LVL 3 cards (shuffle). box on the Automa card, it indicates
HARD: Randomly ADD 3 Legendary Hunt Automa that the Automa will engage in a Fight
card into the LVL 3 cards (shuffle).
with the Legendary Monster, provided
that the Automa is in the same space
as the Legendary Monster.
•2 Gameplay Changes
The Automa follows the same rules as outlined in the Legendary Hunt rulebook. If the Automa
finishes PHASE 1 on a space that has a Destruction token, it collects that token to use in the battle
against the Legendary Monster. However, the Automa doesn't receive the usual benefits described on
the back of the token. Instead, for each token the Automa has, the Legendary Monster starts with one
health less. When setting up the Life Pool for a Legendary Monster, reduce the number of cards
added to the pool by the number of Destruction tokens present on the Automa's Witcher Board. Each
Destruction token means one less card in the Legendary Monster's Life Pool Deck.
If the Automa loses the fight against the Legendary Monster, instead of losing any Destruction tokens,
it keeps the Destruction tokens on their Witcher Board AND it will also draw ONE from the Destruction
token pool.
* The Automa’s movement towards a Legendary Monster adheres to the rules outlined on page 6.
Ignore 2nd
CYCLOPS Ignore Ability
part.
FRIGHTENER Ignore Ability
GAUNTER Ignore Ability Ignore 2nd
O’DIMM part.
Ignore 2nd Ignore 2nd
GOLEM
part. part.
ICE GIANT Before Fight: Ignore 2nd
Suffer part.
KAYRAN Ignore 2nd
Suffer
part.
TOAD Ignore Ability Ignore 2nd
Suffer
part.
UNSEEN
Suffer
ELDER
14
= Damage
MONSTER SPECIAL ATTACK CHART = Potion Card
= No Change
Reveal Card:
Ignore 2nd
ARACHAS If not part.
-> Skip Turn
Ignore 2nd
BARGHEST Ignore Ability
part.
DROWNERS
Ignore 2nd part.
NEST
NEKKERS NEST Ignore 2nd part.
Ignore 2nd
FIEND Ignore 2nd part.
part.
Suffer
GRAVE HAG Ignore 2nd part. Suffer
Suffer Suffer
WHISPESS Ignore Gold loss. Ignore 2nd part.
Ignore 2nd
BREWESS Ignore 2nd part. Ignore 2nd part.
part.
Ignore 2nd
BRUXA
part.
Ignore 2nd
GLUSTYWORP
part.
Ignore 2nd
KOSHCHEY
part.
15
OTHER ICONS
Trophy condition: X is equal to or less than the
TURN SEQUENCE FOR THE AUTOMA Start a Fight versus a Witcher; player Witcher or
another Automa Witcher.
Increase its Alchemy Attribute by ONE. Shuffle the top card of the Automa’s
Life Pool Discard Pile, if any, back into 1) Deal Damage ( )
It DOES NOT gain a Potion Card.
its Life Pool Deck. 2) Raise Shield ( )
3) Check for Fight Action
Increase its Specialty Attribute by ONE. Deal an additional amount of Damage
3a) Or Special I, II or III
equal to the amount of Damage ( )
shown.
Automa gains a Potion (limit of 4).
multiple are tied then it selects from ignore this effect. [SK] health or neither Location has a
Monster, the Automa will choose its
left to right. Once an Attribute reaches destination based on the
LVL 5, it will select other Attributes If Dagon is visible, search the Skellige
DIRECTION ARROW specified on the
X
Event Deck for card X and put it into
over it. : play. If that card is already in play,
right side of its movement points on
its Automa Card. The arrow will
FIGHT ACTIONS ignore this effect. [SK] indicate whether it should move
towards the higher or lower
If the Automa has a potion, it will During a Fight, the effect of this Action numbered Location.
discard it to perform an effect. is determined by the current Level of
the Automa. [SK]
If the Automa has a bomb, it will
discard it to perform an effect. Start a Fight versus a Legendary ! [SK] = Skellige Content
[LH] = Legendary Hunt Content
CREDITS: Automa Design: dukefanblue2005 | Upgraded Card Design: GeckoTH | Redesigned Rulebook: Omnitastic | Last Update: 21-12-2023