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SOLO AUTOMA

A FAN-MADE EXPANSION V1.4


INTRODUCTION

A FOREWORD TO MY FELLOW SOLO GAMERS

OUTTAMA DESIGN LABS

When ‘The Witcher: Old World’ hit Kickstarter I


was beyond excited, but with no showcase of
a solo mode during the campaign, I ultimately
didn’t back it.
Once it started to ship I had remorse and
tracked down another’s copy and purchased it
second hand. I was disappointed to see that
the Solo Mode in the base game was a beat
your own score, so this unofficial mode
attempts to remedy that.
I hope you find this unofficial automa well
thought out and designed with love from one
solo gamer to another.
The goal of this automa is to replicate a two
player experience with minimal upkeep on
your part to run the automa, that will not only
challenge you but will provide a highly
enjoyable experience.

2
COMPONENTS

6* LVL I Witcher 6* LVL II Witcher 6* LVL III Witcher


Generic Cards Generic Cards Generic Cards

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.

For further details, please consult the BGG forum.

Note: Two additional expansions, SKELLIGE and LEGENDARY HUNT,

!
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.

For further details, please consult the BGG forum.

3
b. Position the ACTION deck on the left

GAME SETUP side of the Witcher board, while placing


the CHALLENGE deck on the right side
of the Witcher board.

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

b. Place their Scoring Marker on # of Cards 3 3 3


the lowest spot of the Trophy CHALLENGE DECK
Track. I II III
Witcher Generic
c. Place the Witcher Special Ability Cards
3 3 0

Card corresponding to the Witcher Specific


2 2 2
Cards
School that was selected for the
# of Cards 5 5 2
Automa on its Witcher Board.
4) The Automa will not utilize Action Cards When setting up the ACTION Deck: Begin by
during the game. Instead, it will rely on shuffling the chosen LVL 3 cards and position
its own Automa Cards, which are them at the bottom of the deck. Next, shuffle the
specifically designed to be used in the selected LVL 2 cards and place them on top of the
ACTION and CHALLENGE decks. LVL 3 cards. Finally, shuffle the chosen LVL 1
a. To generate the ACTION Deck and cards and position them on top of the LVL 2 cards.
CHALLENGE Deck, please refer to
the provided chart on this page. When setting up the CHALLENGE Deck: Take the
Randomly select the necessary total amount of cards for the CHALLENGE deck and
number of cards as indicated in shuffle them. Additionally, ensure that you have 3
the chart to create the deck. unused Automa cards of LVL 3. These cards will
be earned as Trophies, so keep them nearby the
Trophy Track.

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).

2• Potions (& Bombs)


Whenever the Automa would be instructed to
gain a Potion ( ) it draws the top card from the
Potions Deck and places it facedown near its
Witcher Board. It is limited to four potions and if it
were instructed to gain potions when it already
has four, it does not gain any. Bombs ( ) are
treated in a similar fashion.

3• Trophy’s and Fatigue


When the Automa moves up the Trophy Track it
never suffers fatigue. It instead takes one of the
LVL 3 cards, set aside during setup, and shuffles it
into its CHALLENGE Deck.
Note: Do NOT shuffle the

!
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)

MOVEMENT AND ACTIONS

•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.

In the example above, it wants to move to (1) – KAER SEREN and


it will move up to 3 locations to get there. If it reaches its
Location it forfeits all remaining movement points. In the
event it cannot reach its target, it will move as far as it can,
to get as close to the location as possible .

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 increases its Specialty


Attribute by ONE.

If multiple Attributes reached LVL 5, the Automa will


examine the supply and make its choice based on the
Automa gains a Potion (limit of 4). order from left to right, according to the Witcher board
( , , , ). Just like you, it can only gain ONE Trophy
per turn, so even if it has multiple Attributes at LVL 5
and they are available in the supply, it will only gain
Automa gains a Bomb (limit of 4). ONE Trophy that turn.
*Only when using the Bombs
Module Note: The Automa can win the game by
Meditating for its 4th Trophy if that Trophy is
still available in the supply.

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).

The Automa increases the level of its •2 Explore


Attribute that is at the lowest/highest
level. In the case of multiple Attributes
When the Automa can’t fight or meditate it will
being tied, it will select from left to
right. However, once an Attribute EXPLORE. Unlike you, it will not flip over a card from
reaches level 5, the Automa will the City or Wilds deck. It simply moves on to PHASE III.
prioritize selecting other Attributes
over it.
Note: Whenever you see a ( / ) on an Automa
Card, it represent an “or”. It will try to do the
action on the left and if it cannot, it will do the
action on the right side instead.

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.

For each movement up the Trophy Track, it will gain a


set aside LVL 3 card and shuffled into its CHALLENGE
Deck. Do not shuffle the CHALLENGE Deck Discard Pile
into it, this is only performed when the CHALLENGE
Deck is empty, or the Automa performs a FIGHT.
7
The majority of Automa Cards require the Automa to
fulfill a Trophy Condition before initiating a fight. In the
example above, if the Automa is present on a space
TRASH MARKET CARD(S)
with a Monster ( ) and possesses less than three
Trophies, it will engage in a fight with that particular
Monster. There are two possible Trophy Conditions:
During PHASE III the Automa will trash card(s)
The Trophy condition is considered fulfilled
when X is less than the total number of from the market. It may trash more than one
Trophies acquired by the Automa. and if it does, it doesn’t refill the market until it
has trashed all the cards, shown on the card.
The Trophy condition is considered fulfilled
when X is equal to or less than the total
•1 Trashing and Refilling the Market
number of Trophies acquired by the Automa. I example below it would trash cards in SLOT 3 and
In the
SLOT 5 and then refill the board, sliding cards as usual
Some cards do not require a Trophy Condition. In the per base game rules.
example below, if the Automa is on a space with a
Monster ( ) it will initiate a fight, regardless of where
its Scoring Marker is on the Trophy Track.

Alternatively, instead of engaging in a fight with a


Monster, the Automa has the option to attempt an
attack on another Witcher, be it a human player or
another Automa. This is indicated when the Witcher
Fight ( ) symbol appears in the PHASE II box.

In the example on the right side of this page, the


Automa would commence a fight against another
Witcher ( ) if there is one present at its location.
However, if there is no Witcher at its location, it would
then attempt to engage in a fight with a Monster ( ) After all cards have been trashed, place the Automa
at its location, but only if the Automa’s Trophy amount card into an Action Deck Discard Pile. Take your turn as
is equal to 3 or less. If both conditions are true, the usual, according to the standard game rules.
Automa gives priority to initiating a fight against the
When it is the Automa's turn once more, reveal a new
other Witcher.
card from its Action Deck and repeat the afore-
mentioned steps as described.

!
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.

The Automa discards the top card


of its Life Pool Deck without

AUTOMA’S FIGHT TURN resolving it.

• Playing a card Combo


1 If this card is discarded as a result
of an opponent’s attack then the
I it is the Automa’s turn, it will flip over the top card
When Automa performs an effect.
from its Life Pool Deck and resolve it.

The card Combo is executed in a Shuffle the top card of the


specific sequence. Initially, it Automa’s Life Pool Discard Pile, if
any, back into its Life Pool Deck.
applies all Damage ( )
indicated on the left-hand section
of the card to the opponent. Once Deal an additional amount of
the Damage has been resolved, Damage equal to the amount of
the Automa proceeds to raise its Damage ( ) shown.
Shield ( ) , if any are displayed
on the card.
Perform the Special Ability as
shown on the Witcher Specific
Ability Card (Chosen School for
the Automa).

Note: Just like you, the Automa cannot gain


Shields ( ) over its MAX Defence ( ) LVL.
Any excess Shields ( ) gained over its MAX The Witcher Specific Abilities are explained on the next
are lost. page in more detail.

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.

When you (the human player) are fighting a Monster


you can use the CHALLENGE Deck to decide whether
the Monster CHARGES or BITES you. Simply flip over a
card from the Challenge Deck whenever the monster
needs to make a decision.

When these cards are drawn during a fight, reference


their Special Ability card to see what Damage ( )
and Shield ( ) they gain and/or what other Actions it
will perform.

In this example, if the Automa was playing as a Witcher


from the School of the Wolf, it would deal three END OF THE FIGHT AND THE OUTCOME
Damage ( ) and gain two Shields ( ).

The fight ends when the Life Pool of one Witcher or


Monster is reduced to zero, then the opposing side
(with cards in their deck/hand remaining) is declared
the victor and wins the fight.

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.

Shuffle the Automa’s Life Pool Deck and Discard back


Archespore
together to form its CHALLENGE Deck placing it Ignore Ability -> Instead the Automa
Harpy discards the top card of its Life Pool
facedown near it’s player board.
Nekkers Nest Deck.

Raise the Shield ( ) back to its Defense ( ) LVL. Rotfiend

If the Automa won the fight, don’t forget to give it its


Fiend
Trophy by moving the Scoring Marker up on the Trophy Ignore Ability -> Instead the Automa
Griffin discards the top card of its Life Pool
Track and therefore shuffle 1 set aside LVL 3 card to
Nightwraith Deck.
the CHALLENGE Deck.
Water Hag

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

WINNING THE GAME Bombs


Manticore School
COMPATIBLE
COMPATIBLE
Ciri 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

The Wild Hunt NOT COMPATIBLE


Mages Coming Soon…

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.

• Ciri / School of the Manticore


4
Ciri and the School of the Manticore have their own
Witcher Special Ability card and can be used as an
Automa.

5• Advanced Action and Witcher Unique


Action Cards
The Automa does not interact with the Action Cards and
the Unique cards do not interact with the Automa. So
they can be incorporated.

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.

• Monster Special Attacks


7
See the chart on the page 15 to see the changes to the
Monster Special/Passive attacks. If the monster isn’t
listed on the chart, there are no changes to its abilities.

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.

2• Gameplay Changes If Dagon is visible, search the Skellige


In this expansion, at least three new locations
are added, which are now included on the
: X
Event Deck for card X and put it into
play. If that card is already in play,
Skellige Automa cards. This allows the ignore this effect.
Automa to visit these new locations.

If a player's Witcher is already at a location


Some Skellige Automa Cards feature
the Automa intends to visit, the Automa will
a Diamond-shaped box on the left
instead move to a different location, following
side, and in the Fight section of the
the direction indicated by the arrow on its
card, there's a similar Diamond box
card (either up or down). For example, if the
containing numbers ranging from
Automa aims to move to Location 19 but it's
1 to 4.
occupied by you, and the arrow points UP, it
will go to Island 21. If the arrow points DOWN, During a Fight, the effect of this
it would move to Island 20 instead. Action is determined by the current
Level of the Automa.
Additionally, when the Automa moves towards
a boat, it chooses the closest boat, using the
fewest spaces possible to reach it.

When sailing from an Island back to the


Continent, the Automa heads to the nearest
unoccupied Harbor with a boat, closest to its
desired Destination. The Automa's travel to an
Island is always SAFE, though some cards may
not cause Dagon to advance on the Danger
Track..

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.

LEGENDARY MONSTER SPECIAL ATTACK CHART = Damage


= No Change

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.

ROTFIEND Ignore 1 part.


st

Ignore 2nd
FIEND Ignore 2nd part.
part.
Suffer
GRAVE HAG Ignore 2nd part. Suffer

MANTICORE Ignore 2 part.


nd

NIGHTWRAITH Ignore 2nd part.


Ignore 2nd
NOONWRAITH
part.
Ignore 2nd
PENITENT Ignore Ability
part.
Ignore 2nd
WATER HAG Ignore 2nd part.
part.
Discard top Suffer
WEAVESS Ignore 2nd part.
card.
Suffer
WEREWOLF Ignore Gold loss. Ignore 2nd part.

Suffer Suffer
WHISPESS Ignore Gold loss. Ignore 2nd part.

Ignore 2nd Ignore 2nd


WYVERN Ignore Ability. Ignore 2nd part.
part. part.

Ignore 2nd
BREWESS Ignore 2nd part. Ignore 2nd part.
part.
Ignore 2nd
BRUXA
part.
Ignore 2nd
GLUSTYWORP
part.
Ignore 2nd
KOSHCHEY
part.

Next Combo at least: , if not -> Ignore 3rd


LESHEN
Skip Turn part.
Ignore 2nd
STRIGA Ignore 2nd part. Ignore 2nd part. Suffer
part.
TROLL Ignore 2nd part.

YGHERN Will discard if


able.

15
OTHER ICONS
Trophy condition: X is equal to or less than the

SOLO SUMMARY total number of Trophies acquired by the Automa.

Trophy condition: X is less than the total number


of Trophies acquired by the Automa.

TURN SEQUENCE FOR THE AUTOMA Start a Fight versus a Witcher; player Witcher or
another Automa Witcher.

PHASE I – MOVEMENT AND ACTIONS


Start a Fight versus a Monster on its Location.
The Automa flips a card from its ACTION DECK , moves to the specified location,
and then excocted actions listed in its PHASE 1 box. Movement Icon: Moves Automa towards the
lowest LVL Monster on the board.
PHASE II – MEDITATE, EXPLORE OR FIGHT
The Automa either does a MEDITATE, EXPLORE or FIGHT action following its Movement Icon: Moves Automa towards the
PHASE II box icons. Winning a FIGHT or performing a MEDITATE earns it a trophy. Legendary Monster on the board. [LH]

Exploring doesn’t involve drawing from the Wilds or City Decks.


Trash the X card, where X is determined on the
Automa card when played.
PHASE III – TRASH MARKET CARD(S)
The Automa will trash cards in the market based on their location, as indicated in
If Automa has LVL 5 Attribute; check the Trophy
its PHASE III box. Supply, if available, take that Trophy and advance
on the Trophy Track.
PHASE I ACTIONS FIGHT ACTIONS
The Automa discards the top card of ATTACK SEQUENCE
Increase its Combat Attribute by ONE.
its Life Pool Deck without resolving it.
*) If using Mutagens, check
Mutagen Color on Combo. If
Increase its Defense Attribute by ONE. If this card is discarded as a result of Automa has matching Mutagens,
It also increases its Shield ( ) by an opponent’s attack then the Automa flip those cards and add
ONE. performs an effect. additional Damage
( ) and/or Shield ( ).

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).

Raise the Shield ( ) by ONE for each MOVEMENT TIE-BREAKS


Automa gains a Bomb (limit of 4).
Shield ( ) shown on the card. 1) It will choose the Location that
*Only when using the Bombs has a Monster.
Module. 2) If both Locations have Monsters,
Perform the Special Ability as shown it will choose the Location that it
Automa gains a Trail Token matching on the Witcher Specific Ability Card
has a Trail Token ( ) of.
the Terrain Type it is currently on (Chosen School for the Automa).
3) If it has a Trail Token ( ) for
(limit 1 of each type).
EXPANSION ACTIONS both or none, it will select the
Location with the Monster that has
Automa increases its Attribute LVL Advance Dagon on the Danger Track the lowest health.
that is at the lowest/highest LVL. If by ONE. If Dagon is visible already, 4) If both Monsters have the same

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

*Only when using the Bombs Monster on its Location. [LH]


Module.

After this card is resolved, the Automa


immediately plays another Card Combo

CREDITS: Automa Design: dukefanblue2005 | Upgraded Card Design: GeckoTH | Redesigned Rulebook: Omnitastic | Last Update: 21-12-2023

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