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Last Updated: 10/03/08
Runebound is a game i find lends itself well to solo play, even though it’s not exactly stated in the rules how it works. You can use the doom track, but I find it horrible, and play instead with a modified version of the Midnight expansion Threat Track. Several people have asked me about this so I decided to document it here, along with other rule changes.
I’ll update these rules periodically as I play test everything. Tips and feedback is always more than welcome.
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THE STANDARD RULES
You will need the Threat Track from the Midnight expansion to play (or if you don’t have it just make it yourself - you should be able to find pictures and details of it on FFGs website).
Additional setup
Set the Threat level to 0, and the threat difficulty to whatever you like - I recommend starting at 20 and lowering it by 1 each time you beat the game. Begin with 0 doom tokens in your pool.
Playing
Play the game exactly as normal, including standard knockout and winning conditions. The only difference is there is now a Step 6, the Threat roll.
Step 6: Threat roll
This step comes each turn after the experience step.
Make a Threat Roll by rolling 2 dice and adding any doom tokens you have in your pool. If this roll is equal to or higher than the Threat Difficulty, increase the Threat Level by 1 and discard all doom tokens you have accumulated from your pool. If this roll is below the Threat Difficulty, add one doom token to your pool.
If the Threat Level ever goes past 10 (i.e. your on 10 and your Threat Roll is over the Threat Difficulty) you INSTANTLY lose the game – there is no ’endgame’ under these rules (unless otherwise noted.)
That’s all there is to it. The sections that follow deal with the different adventures and expansions.
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RISE OF THE DRAGON LORDS
