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I shall not spare myself in this journey RPG
I shall not spare myself in this journey RPG
journey...”
A Journey to the West inspired solo RPG
from Cave of Monsters Games
Credits
Written and laid out by Sam Kusek
This work is based off of the classical Chinese novel, Journey to the
West. It was published in the 16th century during the Ming dynas-
ty and attributed to Wu Cheng’en. It is one of the Four Great Clas-
sical Novels of Chinese literature. It has been described as argu-
ably the most popular literary work in East Asia, spanning many
many adaptations in China, Japan and America like Saiyuki, A
Chinese Odyssey and Dragonball.
The Marker, in this case a Coin, is a small object that the player
uses to track their movement.
The Pray Die is a d4 used by the Monk to pray and gain prayers.
Prayers are d6 that can be used by the Demons to roll against the
prompts to resolve them.
Scriptures, represented by all four of the Kings, are the pieces that
the Monk and the Demons need to deliver to the Goal.
Setup
The game is played with a deck of standard playing cards, with the
jokers removed, 1 d4, 9 d6 dice, the play-mat and a coin to represent
the party.
The Player starts play by going through the deck and retrieving the
Starting Point, Goal Card, 4 Scripture Cards and 2 Recruitment
Cards (see story breakdown for more information.)
First the player separates out the 2 Jokers, All Four Aces and All
Four Kings and puts them to the side.
Next, the player shuffles the deck and draws 24 more cards into an-
other smaller deck. Then add the 4 Scripture Cards (All Four Kings)
and 2 Recruitment Cards (Ace of Diamonds and Ace of Hearts) to
this new deck, totaling 30 cards, and shuffle again.
Once this new card pile is shuffled, the player deals out the cards
face-down in a 5x6 grid. Once the grid has been completed, place
the Goal Card the furthest card away at the top of the grid, and the
Starting Card closest to you face-up. Additionally, place the Ace of
Spades and Clubs on playmat for the Monk and Monkey respec-
tively, with a 1 d4 on the Monk and plenty of d6 nearby.
The game is played by moving the marker from one card to an ad-
jacent card, turning the card you land on face-up, reading it aloud
and following the prompt on the card to either walk through a story,
resolve a fight with creatures or other demons, gain a new demon
or find a scripture.
Your party will start out with just the Monk and Monkey and you
can add two more demons by finding the recruitment cards in the
grid. Demons will help you defeat the creatures you come across
more easily and solve specific prompts.
The game ends when you reach the goal card, with all four scrip-
tures.
The Monk’s Journey
You are a Monk, chosen by the Buddha and his disciples, to travel
across the countryside in hopes of finding and delivering four piec-
es of his ancient scripture. The road is long and treacherous, filled
with monsters and demons who are looking to trick you and eat you
up, in hopes of absorbing your enlightenment.
In fact, you’ve already run into one of them…the former Great Sage
Equal to Heaven, Monkey, who was kicked out of heaven for de-
stroying the eternal peach garden! Using the power of your prayer,
you are able to persuade the Demon to accompany you along the
journey, allowing him to use some of his power to trick or fight any
other demons you come across or help those in need.
With this added primate protection, you are ready to journey off,
further and further into the west…
Gameplay
Using a coin as a marker to represent the party, the player will
move the marker from card to card, reading each card prompt
as they land on them, attempting to resolve any challenges they
might run into. The marker can only be moved to the North, South,
East and West of whatever card you are on.
When you start, make sure the Start Card is visible and both the
Monk (Ace of Spades) and Monkey (Ace of Clubs)
When you land on a card, read the prompt outloud and noting the
costs needed to clear it. You can go through the following steps to
resolve the prompt:
Prayer
At the beginning of the turn, you can roll 1 d4 prayer dice, to gain
prayers that will help you persuade your demonsto help you. What-
ever result you get, distribute that between the demon’s that you
currently have in your party and their dice pools. Demons can only
hold up to 3 dice at one time so if they already have 3 dice, they can-
not exceed that amount. For example, if you have two demons one
with 2 dice and one with 3 dice and you roll a 2, you can only give
one of those dice, losing the other.
Demons
Based on the situation the prompt presents you with, you’ll need to
choose a demon and a skill (Fight, Trick or Help) to roll with.
Each demon has a prayer cost from 1 to 3 for each skill needed
to activate it. This can be done using the prayers the Monk rolled
earlier. Once paid, the cost will be the dice you use to make the roll,
your base roll.
Any additional dice, if the player would like to use them, can be
added to the base roll once the cost is met. This can take an already
powerful base roll (Monkey’s possible 12 from 2 d6) and make it
even stronger by 6. The downside is that, the more dice you use, the
harder it’ll be to fill your pool back up again. Looking for a low cost
skill when the time strikes can be advantageous.
As mentioned in the setup of the game, you start out with the
Monk and Monkey as your primary demon and there are two other
demons that you need to find throughout your journey, Pigsy and
Sandy.
Both have a Trick or Fight score that needs to be met for them to
join the party. Otherwise, you’ll lose the opportunity to add them to
your party.
What happens if I can’t make a skill cost?
You can spend one of the demons’ dice to have the monk pray
again one more time, to try and gather the dice you need or you can
accept failure.
The total from all rolled dice is used to try and meet the card’s cost.
Used dice are discarded and can only be replenished through
prayer.
Resolving
A card prompt is resolved when you meet the requirement on
the card. There are two types of cards, Fight and Story, each with
unique requirements. For example:
Fight
A Wind Spirit appears! Roll 4 or better using your Fight skill to fight them off!
Story
An abbot wants to steal the Monk’s cassock! What can you do to make him
forget? To Trick, roll 2 or higher. To Help, roll 6 or higher.
Once a card has been resolved, you can move onto the next card,
in whatever North, South, East and West paths are available. You
cannot willingly move back to a previously flipped card.
What happens if you fail to clear the prompt?
You’ll move the marker back to the space you were before and
remove the failed prompt from play. You must then choose a dif-
ferent direction to go. If you have to move backward along past
prompts to get to a new path, spend a prayer die for every card you
move across. If you don’t have any prayer dice to spend, that’s ok.
You can only pray again when you get to an unflipped card. If you
are stuck with nowhere to go, you lose the game.
Recruitment Cards
Roll 6 using Trick or Fight to gain. Roll 7 using Trick or Fight to gain.
Scripture Cards
King of Diamonds King of Hearts
The next four pages detail Fight and Story scenarios for each suit,
along with the scores needed to resolve the card.
Suit of Diamonds
Card Type Description
2 Story You enter the home of the Great White Heron, which is under
attack! He may be able to help you move forward if you can help
him defend it!