Alternate Survival Horrorclix
A Horrorclix Solitaire System
by Octavious2799
I rewrote Uberman's Survival HorrorClix rules to be a bit more generic with variation.
I based its structure off the Horrorclix rulebook and MKD: Solitaire rules. I broke it into parts with headings to make it easier to read. All the while staying true to your original concept.
I also addressed the issue of powers based on vulnerability as well as subplots and ticking clock cards.
Enjoy and thank you again, Uberman, for your hard work and effort.
------------
In this customizable Horrorclix Solitaire system you control both your team of monsters and the opposing enemy monsters; and try to take out your team in the worst possible ways. It plays much like a computer game. As with any solitaire game, it is important that you not cheat!
For the basic version of Horroclix: Solitaire you will need the following:
• Any standard Horrorclix Map
• 12 appropriate enemy monsters [see "the Monster Deck", below]
• 12 Victim tokens
• Door tokens and terrain tokens
• 6 Plot Twist cards [Must all be triggered by a Slaying attempt]
CHOOSE YOUR TEAM
HrC: Solitaire uses the recommends 200 or 300 point teams
CHOOSE YOUR OPPONENT
One of the best part about HrC: Solitaire is you get to pick your opponent. Picking your opponent is called constructing a Monster Deck. In order to do so, choose 12 monsters you would like to face. A good rule of thumb is that the combined point total of all Monsters in the Monster Deck should be no more that twice the cost of your team. Recommended builds would be 5 Rookies, 4 Experienced, and 3 Veterans. You may alter this as you see fit to tweak the difficulty to your liking.
SETTING THE SCENE
•Place your Doors and Terrain. It is recommended you place 2 of each. Feel free to devise as random a system for this as possible [through dice rolling or blind placement]. They must be placed following standard rules. Doors come into play Closed.
• Place all opposing monster cards in a pile and shuffle. Deal the top 4 cards and place the remainder in a stack, under a dummy Plot Twist card so as to keep them hidden. Place the 4 dealt monsters in any starting area.
• Place 12 victim tokens on blood spots on the map.
• Place your team in the opposite starting area to the enemy's.
• Shuffle the Crypt of Plot Twists and keep it face-down. Any additional Plot Twists granted by your team are added to this Crypt. Subplot and Ticking clock cards are allowed. For every Subplot and Ticking clock played remove one Plot Twist card from the crypt. Subplots and Ticking clocks are played face up at the start of the game. Only player controlled teams may play Plot Twist of any type.
GAMEPLAY
ACTIONS
Your team will always receive three actions per turn. When you have taken your three actions, it is the Enemy's turn. Roll one d6. This is the number of actions the Enemy gets.
ACTION TOKENS AND VULNERABILITY
Do not mark any monsters, opposing or friendly, after taking an action, and monsters are never considered vulnerable.
TURNS
Your team gets all 4 phase (Preview, Suspense, Hunting, Hourglass), which are completed in order. For the opposing monster, there is no Preview or Suspense phase only Hunting and Hourglass phase.
SUSPENSE PHASE
VICTIM TOKENS
During your Suspense Phase, you can choose to flip one face down token or move a face up token. You have to do 1 of the 2 options (move or flip) and cannot skip your Suspense Phase unless you have no actions available. Since opposing monsters do not have Plot twist, none can be played on your turn.
HUNTING PHASE
MOVING MONSTERS
Opposing monsters will not convert victim tokens unless movement ends adjacent to a victim(s). While moving opposing monsters, treat victims in their path as blocking terrain. Tokens are flipped per standard adjacency rules for monsters on your team.
SLAYING AND RESCUING VICTIMS
With your team; slaying and Rescuing occurs as normal. For the opposing team slaying/ rescuing are specifically addressed in the Operating Opposing Monster section (below).
When the guidelines are met and an opposing monster attempts to slay a victim automatically play the top card of your Crypt and follow directions. If a Victim is successfully slain, place the victim on the monster’s card per standard rules.
KILLING MONSTERS AND DRAWING FROM THE MONSTER DECK
There should always be 4 opposing monsters on the map at all times. If an opposing monster(s) is killed, immediately draw the appropriate number of cards from the Monster Deck to replace and place them in their starting area. They will be eligible for an action their next turn.
In Horrorclix: Solitaire, all enemy monsters are considered to be Blooded. Monsters on your team are considered Blooded only after slaying/rescuing a victim and/or after killing an opposing monster. Keep track of this as well for the purposes of any power based on cumulative slaying and rescuing.
OPERATING OPPOSING MONSTER
Enemy monsters are fearless attackers and will always use their best attack option (ranged or close) or move to a position to attack. Also, they will always use special abilities to help themselves or hurt your team. If there is any question regarding what type of action you should take with an opposing monster, use the following guidelines:
* Attack or move and attack (Frenzy) the nearest monster/ minion. If there is a choice between targets, they will attack the on with the lowest defense value first. (they love the smell of blood) If still tied use lowest point total or experience ring.
o If multiple monsters are able to attack a single target in the same round, the highest Attack value will go first. If there is a tie, the Monster with the Highest Damage will attack first. If still tied use point value or experience ring; higher value goes first.
* Attempt to slay a face-up Victim within movement range (see Slaying and Rescuing Victims).
* Move towards nearest monster on your team, using full movement.
* Move towards nearest face-up Victim, using full movement
Remember, if a victim and target monster are equal distant, the Monster will opt for the monster per opposing monster guidelines (rule #1).
HOURGLASS PHASE
Hourglass damage is applied as normal at the end of the enemy monsters' turn.
SPECIAL ABILITY CHANGE
Insanity- If a player controlled monster fails its roll and becomes insane; it uses the Opposing Monster Guidelines to determine who it attacks. If insane monster was not Blooded it is blooded as long as it’s under the opposing armies control. It is friendly to opposing monsters and attacks yours. At the start of the owner’s next turn he or she regains control of the monster. All other Insanity rules are followed.
Possession- If an opposing monster has possession showing on its dial it can control your figure with a successful attack. To determine if it will use possession or just cause damage, the criteria must be met: It must be within range, attack or move and attack, of a target (friendly) figure or minion.
Once possessed it will become friendly to all opposing monsters and use the Opposing Monster Guidelines to make any attack. Follow all other possession rules as listed.
If the criterion is not met, the monster will cause damage only.
Assassin- Damage from this attack is penetrating damage.
Immobilize- A successful attack will prevent the target figure from taking any action on its current turn. Mark with a special token.
Agony- Give a +1 to damage.
Torture/Venom- A successful attack will prevent the target figure from taking any action on its current turn. Mark with a special token.
THE GROWING THREAT
Minion Subplots- When the minion subplot is in play for the opposing monsters and they slay a victim roll a d6. On a result of 1-3 the victim is turned into a minion, 4-6 the victim is slain and placed on the monster’s card.
If the monster has Sheppard, Righteous, Spree or any ability that gives them positive impact to their number value listed on the dial based on how many victims they have slay/ rescue, go by different results. On a result of 1-2 the victim is turned into a minion, 3-6 the victim is slain/ rescued and place on the monster’s card.
Minion Transformation- For this you need to alter the game at set up. You will include 4 Victim tokens, 8 Minion tokens of any type and 4 Minion tokens of a specific type (contingent upon the opposing monster you choose). Randomize the 4 Victim and 8 random Minion tokens [Keep the Specific Minions aside] and place them following standard Victim Placement rules.
When a token is flipped (per solitaire rules), if it is a Victim, move it as normal. If it is a Minion you replace it on the map with the top card from the Monster Deck.
When a token is flipped and it’s a Minion token, if your monster is adjacent, its movement ends and the minion automatically gets an attack (think of the jump scenes in most horror films, it has the element of surprise).
EXTRA CHALLENGE OPTIONS
In order to increase the challenge of the game, try any [or all] of the following:
VICTIMS AND HEALING
At any time during your turn you may remove one Victim which was slain or rescued by you from the game and heal each of your monsters of one click of damage. Friendly monsters that use a victim to heal is no longer considered Blooded [unless it has slain/ rescued multiple victims].
ADD VICTORY CONDITION; SURVIVAL IS THE NAME OF THE GAME
In the solitaire game a new victory condition is added to increase the level of challenge; escape the map. Any monster on your team may exit the map through the enemy monsters' starting area. It must begin its turn adjacent to the map edge and be given a move action while not adjacent to an opposing monster. If anyone makes it out alive, consider yourself lucky, but in order to be a true hero, and get the A Rating, try to make it out with all your monsters and all Victims.
/This is also the way to do an extended campaign. When you leave through the opposing monster’s starting area you can choose to go to the next level or exit the map. Once all of your monsters have left the map, you can heal them of all damage. You can go to the next map as long as you can escape through the starting area. You can set you own conditions to escape the current map (points achieved, destroy monsters, completing task, etc).
Once you have left a map you can recruit a new member to your team. To recruit a new member, you must get a victim or minion out through the start area. For every victim or minion that survived you can “cash them in” for someone new. Victims cash in for Rookies and minions for Experience or Veterans.
Once you are ready to go to the next map and have recruited your new monsters (if desired), you must create the next map.. Each level should be tougher than the last; swap out one or more yellow figures in the MONSTER DECK for a blue, red, or unique.
You can create as many levels as you want, depending on the length of the game you want to play.
Other options for increasing the difficulty are:
• Reduce the number of Rookie monsters in the Monster Deck, or increase the total number and type of monsters for a more random challenge
• Begin with more Monsters on the map at the start of the game [increase the Monster Deck accordingly]
• Begin the game with Monsters randomly placed throughout the map
• Add a Unique into the Monster Deck. Any Minion Power granted by an enemy monster is applied to ALL enemy monsters, as long as that monster is in play [ignore the "remove minions" clause]. Unique Monsters may open doors without rolling.
• Reduce your Team size to 150 or even 100 pts. Now THAT'S survival horror!
• Double all components and play across two maps, indoor and outdoor. You may not choose tokens or move Monsters from the 2nd map (the map you didn’t start on) until a monster from your team has entered the second map. When the Outdoor map is activated, you must use at least a d8 to determine the enemy's action allotment [or 2d6 for a real challenge]
Questions, Comments, Concerns or Suggestions regarding this variant can be posted in our forums