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![]() This won FIRST PLACE in our March 2007 HorrorClix Variant Contest!
Survival Horrorclix In this customizable Horrorclix Solitaire system you control both your team of monsters and the opposing enemy monsters. 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 The Monster Deck For Horrorclix: Solitaire you will need to construct 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. SET-UP * 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. GAMEPLAY 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. During your Suspense Phase, choose and flip one token. If that token is a Victim, move it as normal. If it is a Minion, replace it with the top card of the Monster Deck. You receive three actions per turn. Enemy monsters do not cause face-down tokens to flip, but they are flipped per standard adjacency rules for monsters on your team. If flipped, and the token is a Minion, replace it as above and your movement ends. The opposing monster automatically attacks your monster. Slaying and Rescuing occurs as normal. 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. There is no Suspense phase on the Enemy's turn. Enemy monsters will always use their powers to their best advantage. If an enemy monster has a ranged combat special ability, it will use it if possible. Enemy monsters will act in the following order of priority:
When an enemy monster attempts to slay a Victim, play the top card out of your Crypt and follow its directions. If a Victim is successfully slain, replace it with a specific Minion token. Apply Hourglass damage as normal at the end of the enemy monsters' turn. All doors are specially rigged. In order to open one, you must roll a d6. On the result of 1-3, it is unlocked and may open as normal. On a roll of 4-6, it is locked, and your movement ends. You may try again with another monster or on your next turn. Opened doors remain open, but you may choose to close any door you are directly adjacent to. You must re-roll if you wish to open it again. Doors may not be destroyed. Enemy monsters may not open doors. 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. The monster who removed said Victim is no longer considered Blooded [unless it has also killed an enemy monster]. LET'S BLOW THIS POP STAND EXTRA CHALLENGE In order to increase the challenge of the game, try any [or all] of the following: * Reduce the number of Rookie monsters in the Monster Deck, or increase the total number and type of monsters for a more random challenge Also check out the Resident Evil: Solitaire and AvP: Solitaire scenarios by Uberman! Questions, Comments, Concerns or Suggestions regarding this variant can be posted in our forums
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