microSRPG Rules v1.11 PDF

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Micro Solo RPG  2.2.

2 Magic Items 
Magic items can be found when exploring caves [Rule
Rules v1.11 7.3] or may be bought spending 5 [Rule 7.4.2] to buy
a single magic item. Each single magic item is limited to
Micro Solo RPG is a solitaire game where you are an 5 maximum. To keep an overview while playing use the
adventurer, a Hero, in the land of ​Mjhrghor ​wandering Player Aid at the end of the rules.
Magic Items have:
from the majestic Red Mountain toward the ● a ​primary effect​, described by the text, which
is automatically performed
King's castle . Scope of the game is to reach the ● a ​secondary effect​, described by the text
castle alive, bringing with yourself the highest amount between [], which is activated when the Hero
rolls 2 dice with same result.
of Victory Points (VPs) . On the path you will explore
● a cost in indicated between ()
caves, searching for Magic Items and hopefully
avoiding Orcs and Trolls which, if met, you will have to
defeat in combat.

The ​game is over​ when


● you reach the castle alive and you win!
● you are defeated in combat (HPs = 0)
● you are not able to move anymore [Rule 2.2.1]

Following can be used ​before ​the ​combat roll​, the


1.0 COMPONENTS  decision to use them must be made before you roll:
3 yellow d6 dice (Hero)
3 green d6 dice (Monster) ​Potion of Speed​: Double attack, after the
11 cubes standard combat roll you apply the results as usual,
1 meeple (Hero) then you roll again 3 dice but only for your Hero and
9 cards
apply results. [gain 1 HP on the second roll] (4 ).

2.0 CARDS  ​Magic Sword​: -1 Attack DRM on all three dice for
Note​: the abbreviation ​DRM ​means “Dice Roll the ​first ​combat roll [gain 1 item] (3 ).
Modifier”, DRM -1 means “reduce the die result by 1”
Following may be used ​after ​the ​combat roll​, you can
2.1 Map Cards  wait to see the result of the combat roll and then you
There are a total of 3 cards (cards 7,8,9), double sided, can decide to use them:
representing the game map and showing:
​Magic Armor​: Reroll 1 Hero die [gain 1 item] (2
red and blue caves ).

various types of locations ​Magic Shield​: Ignore 1 hit, [reroll 3rd die if it was

roads a miss] (3 ).

Examples:
When reached, some caves / locations provide
HPs, Food and VPs. can be used by spending the required amount of
VPS and allows you to re-roll one unused die (primary
action); furthermore if you have any two dice showing
2.2 Hero Cards 
the same result, you gain 1 item (any)

before you roll you decide to use it and you spend


the required amount of VPs. The you do a standard
combat, rolling 3 green and 3 yellow dice, you apply
results and then you perform another roll for your Hero,
you roll again 3 yellow dice and apply results, in case
you rolled two dice with the same result you also get 1
HP.
 
  2.2.3 Card 5 - Hero Abilities, Monster Level 
2.2.1 Card 4 - HPs, Food and Magic Items and Encounter Value 
The hero abilities are:
Hit Points (max 5) DX​ (Dexterity), to evade hits
IQ​ (Intelligence), to improve abilities
Food - Spend 1 food to move the Hero to an
AR​ (Armor), to reduce hits
adjacent location or cave (max 5).
ST​ (Strength), to increase Hero strength in combat.
  See “Improve Hero Abilities” for further explanation

Micro Solo RPG - Micro Solo RPG​ ​ by Stefano Molinari, 2018 ​ 1/6 
[Rule 7.2]. strongest: Goblin, Orc, Troll, Giant.

Abilities values are between 0 and 2 and are tracked Each monster card shows:
with a cube on the Matrix, ​Example: below you have  
IQ=1, DX=1 (on the left) and AR=0, ST=2 (on the right) 4.1 Activation Numbers 

Monsters are activated by rolling 2d6; Example the


Giant is activated with 2d6 >= 10.

4.2 To Hit Number 


This card is also used to track the search number and
the monster level. The monster level is tracked using
the pointer on the VPs card. In combat the Hero rolls 3 yellow dice and hits the
monster on any result equal or less then the “To Hit”
number.

Example, the To Hit number is and you roll


 
2.2.3 Card 6 - Heroes and Victory Points.  , the monster takes 2 hits.
The back of the card shows the three Heroes with their  
abilities. The front of the card is used to track and 4.3 Fire Power 
to track the monster level by pointing the top of the card
on the current monster level (card 5 front).

3.0 Explore Cards  In combat monsters roll 3 green dice, after the roll you
sort the dice from higher to lower result and compare
one by one with the green dice figures printed on the
card, on a result less or equal to the printed value the
Hero suffers 1 hit.
Examples the ​Giant​ rolls are
5,4,3 -> no hits
4,3,​1​ -> 1 hit
3,2,1​ -> 3 hits

4.3 Hit Points 

Card 3 front shows the explore table for the red caves

, while the back side shows the one for the blue The Monsters start combats with a number of HPs
based on the current monster Level (1,2,3 or 4). ​For
caves . For the the magic items see Rule 2.2.2, the example the ​Goblin​ with a monster level of 2, starts
numbers on the green squares are the . each combat with 4 HPs.

Example are respectively 1 and 4 VPs. 4.4 Monster Bonus 

4.0 Monster Cards

During combat, every time the monster rolls dice with


the same result (showing the same number of pips) bad
things happens to the Hero, apply first any standard
combat effect and then the Monster Bonus one. Results
are applied only once

Example: A Goblin rolls

Two dice show the same result, as the “other die”

is a miss, it is rerolled. The result is a , now the


There are 2 monster cards, double sided. Each side
effect “Monster gains 1 HP” is applied as 3 dice show
shows a monster, which are from the weakest to the
the same result.

Micro Solo RPG - Micro Solo RPG​ ​ by Stefano Molinari, 2018 ​ 2/6 
Some caves / locations provide HPs, Food and , see
symbols printed on the cards.
5.0 SETUP 
Place the map cards with the front side up as shown
below  Example: you reach and you gain : 2 HPs,
2 food and 8 VPs​.

In the locations searches are not performed and there


are no monsters.

When you reach the end of the path on “Card 9 - front”


to move further you need to flip the cards keeping the
same position/sequence.

Path example
Select a Hero (see player aid at the end of the rules).
Set abilities (ST,DX,AR,IQ) based on Hero, you may
set one ability of your choice to 1 and the remaining
abilities are set to zero.

Place a meeple on the red mountain

Take 6 cubes to be placed on ​card 4​ to keep track of

HP, food and magic items. Set = 5, = 2 and Now flip all cards and restart from card
place the other 4 cubes near the card ready to be used.

Take 3 cubes to be placed on ​card 5​, two of them to


track abilities and one to track the search number.

Use 1 cube to track . You start at zero .

Set the last cube aside to be used to track Monsters


HPs when a monster appears.

6.0 CHARACTERS  
At the start of the game you must choose one 7.2 IMPROVE 1 HERO ABILITY 
Character to play the adventure: This action is optional. You may try to improve an ability
(AR,IQ,ST,DX)
Knight Elf Warrior
● Roll a d6, if​ d6 - ​IQ < 3​ you may increment any
ability by one​.
○ Spend ​3 VPs ​to increment from 0 to 1
Each character has certain abilities which are printed
on the Characters Card and on the player Aid at the
○ Spend ​4 VPs​ to increment from 1 to 2
end of the rules.
This action may be performed only once per cave /
location.
7.0 TURN SEQUENCE 
Move Hero
 
Improve Hero Abilities 7.3 BUY MAGIC ITEMS 
Buy Magic Item(s) This action is optional. You may spend 5 to buy an
Rest or Explore Cave item (possible only once on each cave / location). 
Monster Encounter Check - Combat  
7.4 REST OR EXPLORE 
7.1 MOVE HERO  Can be performed on caves only, not in locations.
Spend 1 to move to the next Cave/Location. If you
You ​must​ either Rest or Explore.
reach you have won, keep track of the collected If you do not rest, you may not move to another cave
without having made at least one search. 
to see if you can make it better!  
7.4.1 REST 
You may not move backwards.
Gain 10
Increase the ​Monster Level​ when you reach a new or
card.
Spend 15 to gain 1

Micro Solo RPG - Micro Solo RPG​ ​ by Stefano Molinari, 2018 ​ 3/6 
You may Rest only once / card. You may not rest on the result on each Monster`s card on the part showing
card #9! ​“Lay Down” the meeple to remember you have “ACTIVATION”.
already rested on a card.
 
7.4.2 EXPLORE
When on a cave players explore it by performing Example on a roll of 9 or higher the Giant is activated.
searches. A minimum of one and maximum of three
searches can be made on each cave. Searches allow Only 1 monster appears in each cave.
you to collect , and magic items. After every
search a ​monster encounter check​ [Rule 7.5] has to be 7.6 COMBAT
performed. The appearance of a monster does not A combat is composed of multiple rounds. On each
influence the number of searches players may perform. round you simultaneously roll 3 yellow dice for the Hero
First Search​ - use 3 yellow and 3 green dice, check and 3 green dice for the monster and apply results as
results on the search table and choose​ 2​ items (magic indicated below. Depending if you decide to evade,
wear armor, take a weapon and use Magic Items more
items and / or ).
rolls could be required.
Second and third Search​ - use 2 yellow and 2 green
dice, check results on the search table and choose ​2
7.6.1 MONSTER  
items (magic items and / or ). Check the results against its Fire Power, for each result
Example: you are on a blue Cave and roll less or equal to the FP the Hero gets hit once, in
addition, if 2 or 3 dice show same value bad things
and , then you check happens to the Hero.
the result on the blue cave explore card. The items/VPs  
on the intersecting rows and columns are those you 7.6.2 HERO 
may find in the cave For each result equal or less then the Monster`s To Hit
value (yellow die figure) the monster suffers 1 hit.

The Hero may also make use of Magic Items, may try
to ​Evade​ a hit after a combat round, or to ​Take
Weapon ​and/or ​Wear Armor​ before combat starts as
explained below.

7.6.2.1 BEFORE COMBAT ROLL 


 
Wear Armor [AR] 
Cost = ​4 VPs​; After each combat round roll a d6, if d6 -
Player may decrease or increase (check on card) one AR​ ​< 2​ ​ignore 1 hit. After the combat it is discarded.
 
die result by one spending 3 . Take Weapon [ST] 
  Bow​ -> Each arrow costs ​1 VP​. You may use max 3
7.5 MONSTER ENCOUNTER CHECK  arrows each combat by spending 3 VPs; For each
If no monster appeared in this cave yet roll 2d6 after arrow rolls a d6 ​before ​the combat begins, if d6 - ​ST​ ​<
every search and check the result on card 5. 2​ monster takes one hit.
The ​monster encounter value​ is related to the monster
level. If the result is equal or less than the encounter Spear ​-> Cost ​3 VP​; Roll a d6 before each ​combat
value a monster will appear. The search number affects round​. If d6 - ​ST​ ​< 2​ the monster takes one hit. No
the result of the 2d6 reducing it by 1 after the second usage limit but after the combat it is discarded.
search and by 2 after the third search.  
Make use of Magic Items

​Potion of Speed​: after the standard combat roll


you apply the results as usual, then you roll again 3
dice but only for your Hero and apply results. [gain 1
HP on the second roll] (4 ).

​Magic Sword​: -1 Attack DRM on all three dice for


the ​first ​combat roll [gain 1 item] (3 ).
Example: Monster Level is . After the first search  
you roll 2d6=7, the matching encounter number above
7.6.2.2 AFTER COMBAT ROLL 
the is therefore no Monster will appear. After
 
the second search you roll again 2d6=7 then you apply
Evade [DX]  
1- DRM (die roll modifier), the result is 6 and a Monster
Evade may be used ​after ​combat roll.
will appear.
Cost = ​2 VPs​; if d6 - ​DX​ < 3 evade 1 hit.
 
To know which monster will appear roll 2d6 and check
 

Micro Solo RPG - Micro Solo RPG​ ​ by Stefano Molinari, 2018 ​ 4/6 
Make use of Magic Items

​Magic Armor​: Reroll 1 Hero die [gain 1 item] (2


).

​Magic Shield​: Ignore 1 hit, [reroll 3rd die if it was


a miss] (3 ).
 
 
 
7.7 CREDITS 
Playtesters
Eric (​govmiller​ on BGG) ; Rachel (​lovemyfire​ on BGG)
TTDG ​on BGG

Images
1) by ​https://craftpix.net/

Licence: ​https://craftpix.net/file-licenses/

2) Cards background by ​Tim Vandevall

3) Blue Cave
By ​Dmitry Abramov
Released under ​CC0 Creative
Commons

All other images from ​https://openclipart.org/    

Micro Solo RPG - Micro Solo RPG​ ​ by Stefano Molinari, 2018 ​ 5/6 
8.0 PLAYER AIDS 

Micro Solo RPG - Micro Solo RPG​ ​ by Stefano Molinari, 2018 ​ 6/6 

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