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Canon Variants

Advanced Solitaire

Suggested Rules

Tactical Retreat

During the equipment phase, the adventurer player may, as many times as she likes, discard one Courage token to

The dungeon master gains one Fear token for each Courage token discarded.

This helps prevent "lock-out" situations while still imposing a penalty if the player finds themselves in one.

Nem Akh

Change Nem Akh's skill to:

Start with 2 extra Courage tokens. You may gain 1 Courage token when defeating the first card of each deck.

In the usual case this provides the same number of Courage tokens for only a little more work, which is offset by reducing the risk of a C card at the start and letting the adventurer player bank the token for later. In the case of the unusual dungeons described below, it makes her ability remain useful.

Larger Dungeons

Longer Corridors

In the constructed game more than 45 cards can be used, in multiples of six. The deck as a whole must meet the normal deckbuilding criteria — equal amounts of each color, half with a Mana icon. If the deck size is a multiple of six but not four, it must have one card more of two colors, one of which has a Mana icon.

For every six extra cards, the adventurer player may start with one more Courage token; or for every 18, one more card. This can be mixed and matched, e.g. 24 extra cards can be used to start with four extra Courage tokens, or one extra Courage token and one card.

Multiple Dungeons

Use the above variant skill for Nem Akh. After defeating the final monster, the adventurer player:

The dungeon master:

In the solitaire game a new scenario begins with Fear tokens and the Fate Chart already at 1.

The Deepest Dungeon

Prepare one dungeon deck of 48 cards, and another of 80. The decks must follow the normal construction restrictions, and the same Unique card cannot be in both decks.

Deal the 48 card deck out into three decks as usual. Below that, deal the 80 card deck out into four decks, with 24 cards in the center rows. Place final monsters face-down (if playing solitaire, randomly and secretly), one at the top of the three decks and the other two above the two center decks. The resulting layout should look like:

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16242416

The adventurer player starts at the four bottom decks. The leftmost three lead to the final monster on the left, and the rightmost three to the final monster on the right. Defeating the left one gives access to the top left and central decks, and the right one, to the top central and right decks.

(Or, if Aksuetu or another effect causes an extra deck to be dealt,

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12121212
FMFM
1616161616

The leftmost three lead to the final monster on the left, and the rightmost three to the final monster on the right. Defeating the left one gives access to the top leftmost two, and the right one, to the top rightmost two.)

The turn sequence proceeds as usual. The adventurer player wins by defeating the final monster at the top.