Solomon Kane Rules Errata en

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Rule book

Introduction

Contents

INTRODUCTION CORE RULES


Introduction .............................................. 3 Dice ........................................................ 25
How to use this book ............................... 4
Components ............................................. 4 Light ....................................................... 26
Miniatures ................................................ 6
Resource Limits ...................................... 7 Virtue Dashboards ................................. 27

CORE RULES Stat Board ............................................... 28


Overview .................................................. 8 Cloud ................................................. 28
Priority ...................................................... 9 Luck cubes ......................................... 28
Game Modes .......................................... 10 Mercy cubes ...................................... 29
Winning .................................................... 11 Blessings ........................................... 29
Setting Up .............................................. 12 Purity Points ..................................... 29

HOW TO USE THE STORY BOOK Reading Map Tiles


Story Chapters ......................................... 14 & Moving Across Them ........................... 30
Scene Chapters ........................................ 16
Ending a Chapter ..................................... 18 Tests ........................................................ 32
Resolving the end of a Chapter ............... 18
Ending an Act .......................................... 18 Rounds, Turns & Player order ................. 33

HOW TO READ CARDS Virtue Turns ............................................ 34


Virtue Cards ............................................ 19
Virtue Card Placement ........................... 19 Darkness Turns ....................................... 36
Darkness Cards ...................................... 20 Shadows ............................................. 37
Nightmare Cards .................................... 21 Virtue Shockwave ............................... 37

CARD TYPES ADDITIONAL GAME MODES


Event Cards ............................................ 22 Providence ......................................... 38
Fight Cards ............................................ 23 Darkness ............................................ 40
Fight Effect Cards .................................. 23
Discovery Cards ...................................... 24 REFERENCE ................................................. 44
Sin Cards ................................................ 24
Omen Card ............................................ 24 INDEX ........................................................... 52

CREDITS ........................................................ 55
Introduction

Introduction

In Solomon Kane, players take on the roles of the


four Cardinal Virtues: Courage, Justice, Prudence,
and Temperance. These Immortal beings strive to
lead mortals down the path of Goodness. Each is a
stalwart and implacable foe of the Evil that lurks in
the Darkness.
The players, as Virtues, must act together to aid
the mortal hero Solomon Kane (often referred to
as "SK" for short in the game) in his fight against
the Darkness. This is the fearless opponent who
tries to thwart our hero at every turn, and who must
be overcome by the players if Solomon Kane is to
emerge victorious.
But why would the Virtues care about Solomon
Kane? Surely there are many mortals they could aid?
The answer is simple: none share his boundless faith
and determination to fight the Darkness, whatever
the odds or the cost. His faith is a beacon that
attracts the Virtues, and which they must nurture
and protect. For while Solomon Kane believes that
his faith alone is enough, the Virtues know that
without their aid he cannot triumph. Darkness is too
strong.
Unfortunately, the Divine Being has ruled that
mortals should forge their own destinies, and so the
aid that the Virtues can give Solomon Kane must be
subtle and unseen. They can only help, encourage,
and guide him towards his own goals.
Darkness has emissaries too, and these Shadows
are also attracted by this beacon of faith. Like the
Virtues, Shadows are not physical beings – they
are the essence of the nameless horror that hides
just out of sight, the lurking danger you think you
glimpse from the corner of your eye, or the nameless
dread that sends shivers down your spine. This can
drive lesser men to madness, and even Solomon
Kane could be overwhelmed if he had no aid.
Solomon Kane can see neither Virtues nor Shadows,
yet he can feel both, and he has his faith. This tells
him that Good must triumph over Evil. It is up to the
Virtues to ensure that he is right.

3
Introduction: How to use this book

Introduction

How to use this book to quickly skim the Reference section to give you an
idea of what is in there.

These rules are divided into three main sections: Intro- The idea of having some rules in a separate Reference
duction, Core Rules, Additional Game Modes and section is to get you started as quickly as possible,
Reference. so don’t worry about understanding all of it in
detail straight away. It’s intended as a resource for
After you’ve finished reading through this Intro- you to look things up whenever you come across a
duction, read the Core Rules along with the Designer’s term you don’t understand. Solomon Kane includes
Notes. These explain the overall shape of the game, many different types of interactions and events, and
the structure of each Turn, and cover the rules that it is very likely that you won’t see all of the rules in
you’ll need to know every time you play. the Reference section in your first Adventure. Only
When you understand the Core Rules, you’re almost reading through them as you need to also helps the
ready to start your first game. However, before you sense of exploration and allows the game to spring a
begin, it’s a good idea to spend a couple of minutes few surprises!

Components

6 x double-layer
Virtue dashboards

29 x double-sided Tiles

20 x Blessing
PLAYER AID
tokens Virtue Turn (Page 34, SK Rule book)
Start of the Turn effects.
Roll 3 dice.
Flip or Re-roll 1 dice.
Form your dice pool.
Allocate dice to Actions, Donate and Reserve dice.
Resolve Actions with allocated dice.
Place new Action cards and draw up to a hand of 2 cards.
End of the Turn effects and flip you Turn-order token.

Darkness Turn Darkness Player Turn


(Page 36, SK Rule book) (Page page 40, SK Rule book)

Resolve an Omen card, Allocate dice to Actions.


if any.
Resolve Actions with
Draw and resolve the top allocated dice.
card of the Darkness deck
(Page 20, SK Rule book). Resolve an Omen card, if any.

The Virtue with the next Choose a Darkness card to


Turn-order token starts resolve (Page 20, SK Rule book).
their Turn, otherwise Draw and place new
Round ends. Darkness cards.
The Virtue with the next
Turn-order token starts their
Turn, otherwise Round ends.

1 x double-layer Stat track


4 1 x Cloud 5 x Player Aids
Introduction: Components

20 x Wound 15 x Corruption 15 x Threshold 20 x Progress 20 x Light


tokens tokens tokens tokens tokens

8 x Purity point 10 x Sentry 12 x Objective/symbol


tokens tokens tokens 14 x Exploration 1 x Compass rose
tokens token

4 x Stat track 3 x Spawn 4 x Turn-order


tokens tokens tokens

SOLOMON KANE BOOKMARK


Courage Audacity Conviction Determination Fortuity DONATED

Light O O O Haste Inspiration Intervention Vigilance RESERVED

Justice Arbitration Benevolence Brilliance Enlightenment DONATED

Light O O O Empathy Influence Equilibrium Sympathy RESERVED

Prudence Altruism Charity Gratitude Insight DONATED

Light O O Moderation Radiance Reconcilliation Supervision RESERVED

Temperance Abstinence Assurance Benediction Contemplation DONATED

Light O O O Composure Introspection Inquisition Perception RESERVED

Finesse
Interrogation
Providence Courtesy Dignity Elegance
RESERVED
Light O O O Guile Resolve Sagacity

Darkness
RESERVED
Shadow Threshold: 1 +__ / 2 +__ / 3 +__ / 4 +__ CORRUPTION TOKENS

STATS Purity Sins S1 S2 S3 S4 S5 S6 S7 Chapters


Strength Luck
Corruption Progress
Discovery: D Other: 1 6

Blessings
2 7
Clarity Mercy
Compassion
Light Exploration
3 8

Corruption Progress
Discovery: D Other: 4 9
Danger 5 10
Light Exploration

1 x Save box 1 x Pack save sheets 1 x Quickstart guide 1 x Rule book 8 x Story Books

50 x Nightmare cards 7 x Sin cards 40 x Virtue cards 30 x Darkness cards

1 x Omen card 50 x Event cards 26 x Fight cards 62 x Fight Effect cards

428 x Discovery cards 18 x Dice 3 x Mercy cubes 3 x Luck cubes


5
Introduction: Miniatures

Solomon Mythic 6 x Shadows Animated Corpse


Kane Solomon Kane Skeleton
Solomon on
Horseback

Greta Blacksmith Hopkins Magistrate 4 x Poltergeists Gideon

Traveller 4 x Female 4 x Male Fishhawk Ezra Child


Villagers Villagers

Banway Allardine Jack Mary Town Crier Sam

Inn Keeper 2 x Dagger 2 x Two-sworded 2 x Sword 2 x Pistol Gaston


Thugs Thugs Thugs Thugs
6
Introduction: Miniatures

Providence Darkness Justice Temperance Prudence Courage

Officer 2 x Halberd Baroness 2 x Spear Shepherd


Soldier Soldier

Tavern Keeper Waitress Herbalist Abbot Monk Hooded Monk

6 x Wolves
Bear

Alpha Wolf

Resource Limits

The limit of the game resources is the number of each


L’ Ogre that comes with the game. Do not proxy resources.
For example, you cannot ever have more than 3
Mercy cubes. This limit is the total of those that
3 x Riders are in player hands, plus those left in the supply.

7
Core Rules: Overview

Core Rules
This section includes all the main rules of the game. Starting with the first Chapter, one player reads the
You will need to read these carefully before you start narrative text aloud and follows the instructions
to play. within the Story Book. The players then do their best
to help Solomon Kane overcome whatever challenges
the Chapter throws his way, and then they move on
Overview to the next one.
Chapters consist of a number of Rounds, each of which
Players take Turns acting with their Virtues, moving consists of one Turn per player's Virtue. Darkness has
and fighting with Solomon Kane, and influencing his a Turn after each Virtue Turn.
Surroundings. The Darkness fights back between
the Virtue Turns, doing her best to defeat them. It is Each Chapter defines how long it lasts for (measured
vital that the Virtues act together, or Solomon Kane in Darkness cards), and whether there are any special
will be defeated. Events that trigger its end.

Solomon Kane’s lifelong fight against Darkness is The Act continues with the players resolving
told in a series of Adventures. Adventures are broken one Chapter after another, with their Adventure
down into 1 - 5 Acts, depending on the complexity unfolding as they do. At the end of each Chapter the
of the tale. Each Act is itself broken down into 10 players will be directed to the next Chapter in their
Chapters. Chapters come in two types: Story and Adventure. Note that most Chapters have several
Scene. versions, and that some may be skipped, depending
on how successful the players are.

8
After many trials and obstacles, a Chapter will tell the
players whether their actions have been enough, and Rules Priority
whether they have won or lost. This will not necessarily
be the same tale as Robert E. Howard originally Solomon Kane includes hundreds of cards, many of
planned for his hero. Maybe you did better. Maybe not. which temporarily modify an element of the rules to
create just the right effect for the ongoing narrative.
If an Adventure constitutes multiple Acts, then
players will be guided to the relevant Chapter of the If the rule on a card conflicts with or contradicts a core
following Act; continuing the Adventure with the rule, then the card’s rule takes precedence.
exact game state in which they finished the previous
Act. If players do not wish to start an Adventure from
the beginning of Act 1, then they must always start
at the 1A Chapter of the Act they have chosen, which
will always display the starting stats for the Act.

9
Core Rules: Game Modes

Confrontation
Game Modes
Confrontation mode is broadly the same as Co-ope-
ration mode, with one additional player taking the
Solomon Kane can be played in four different modes, part of Darkness (see page 40). This gives the game
including two different ways of playing solo games: a maximum player count of five. Having a Darkness
player makes the game more challenging for the
• Co-operation (1 - 4 players). Virtue players as a real person can always be more
devious than an AI.
• Confrontation (2 - 5 players).
2-player Confrontation mode is a bit like Duel in
• Solo (1 player). that you have a Darkness player against a Virtue.
However, Providence and the Cardinal Virtues do
• Duel (2 players).
play quite differently, and both modes offer different
challenges for both sides.

Co-operation
Co-operation mode is the standard way to play
Solomon Kane. Unless told otherwise, the rules
detailed below are for the co-operation mode. Any
differences between this and the other modes are
Flexibility
described below, or in the sections on Providence
(page 38) and Darkness (page 40). If you are playing either Co-operation or
Confrontation modes at fewer than the ma-
In this mode, 1 - 4 players take the roles of the four ximum player count, you can easily add new
Cardinal Virtues (Courage, Temperance, Justice, and players mid-game. At the start of any Round,
Prudence), aiding Solomon Kane against a Darkness each new player simply takes an unplayed
controlled by the game’s built-in AI. Virtue of their choice and sets them up
following the instructions for the start of the
If you are playing with fewer than 4 Virtue players, game on page 12.
each player still takes the role of a single Virtue. This
will leave some unplayed. Whether or not they are played, the influence
of the four Cardinal Virtues can always be
Keep the dashboard(s) of the unplayed Virtue(s) felt through their dashboard Actions. Adding
nearby, as their Actions can be used by any player a player just makes their chosen Virtue a bit
at the cost shown, as if they were an extension of more active, and causes barely a ripple in the
their own dashboard. This means that unplayed narrative.
Virtues can still be spawned on the board to confront
Shadows or use their Auras as normal. The Action
decks of unplayed Virtues are not used.

10
Solo
This is a solo mode in which the player takes the role
of Providence (see page 38), and fights against the
game’s Darkness AI.
Note that you can also play solo in Co-operation
If you want to
mode. This allows you to play solo as any of the five
make an Act easier, at
Virtues.
the start of an Act (during
set-up) add one or more
Duel Mercy, Luck, and/or Blessings to
the Cloud. The more you add, the
In this 2-player mode, one player takes the role of easier things will be.
Providence (see page 38), and the other takes the If you want to make an Act harder,
role of Darkness (see page 40). then at the start of each Chapter replace one or

Winning
more of the Darkness cards for that Chapter with
Nightmare cards, on a 1-for-1 basis. Shuffle these
into the Darkness deck as normal.
Note, however, that some iterations of Chapters will
Solomon Kane is a narrative game that uses the force you to include a certain amount of Nightmare

Designer Note:
actions of the players to describe the Adventures of cards.
our heroic Puritan. The players’ choices, planning, and

Difficulty
their luck, gradually reveals the unfolding tale. The
players continue revealing and resolving Chapters
until they reach one that tells them that they have
been triumphant, or that they have been vanquished.
In every mode, the Virtues either all win or all lose,
as described by the final Chapter they reveal. The
Virtues must work together co-operatively and have Solomon Kane is unusual in that you have
nothing to gain from being anything other than the option to change the difficulty of the
supportive and helpful to one another. game as you play each Act. This does not
suit everyone, but it can be very helpful for
In Confrontation and Duel modes, the Darkness certain types of player. It also gives you more
player wins if the Virtues are defeated. replayability, by giving you a way to tailor
your own “expert” levels, by making things a

How to Modify the Challenge


bit harder than your comfort zone, whatever
that may be.
For some players, telling the tale is the most
important thing, not winning or losing. This
Players can increase or decrease the difficulty of the
ability to modify the challenge at the start of
game on an Act-by-Act basis. At the start of each each Act gives players the leeway to simply
Act, decide whether you want to make it easier or enjoy the narrative. This means that they will
more challenging for yourselves. The rules for this almost always get to the end of the Act, and
modification are deliberately loose because it is really see what Solomon Kane gets up to.
about you and your friends tailoring it to your own
level of skill and expectation rather than the game For other players, this flexibility can be used
to ramp up the difficulty if they think that
imposing arbitrary levels. You know what suits you
they are having too easy a time.
best when it comes to levels of difficulty, so it makes
sense for us to let you make that decision.

11
Core Rules: Setting Up

Setting Up
G

A Choose an Adventure and place the appropriate Story Book


nearby and choose an Act to play. The Story Book entry for that Act
will tell you which components are needed.
B Choose a Virtue to play, and take their dashboard, miniature,
and deck of cards. Place these in front of you, with your Virtue
miniature on their dashboard, covering the Aura text.
C Shuffle your Virtue cards and deal them into two piles of 4.
Look at the cards in both piles and then choose one pile. This is
your starting hand of cards. Place one card from this chosen pile
into your dashboard’s left-hand Action slot and another into your
right-hand Action slot. The 4 cards that you did not choose are
reshuffled to form your draw deck. You should have 2 cards in play,
a hand of 2 cards, a deck of 4 to draw from, and none in your
discard pile.
D Leave a space in the centre of the table. This is where the map
Tiles will go when you come to a Scene.
E Place the map Tiles, miniatures, Fight, Fight Effect, and
Discovery cards for this Act to one side. Do not shuffle the Fight,
Fight Effect, or Discovery cards.
F Shuffle the Darkness and Event decks.
G Place the dice and tokens nearby.
H Start the Adventure by reading the Chapter 1A entry unless
you have been instructed by a previous Act to start elsewhere.
I Place the Player Aid to the side for easy reference.
J Place the Stat board nearby and check the Story Book for the
starting values.
A E

Co

12
Core Rules: Setting Up

Turn, otherwise
Round ends.
Turn-order token
starts their
The Virtue with
the next
Round ends.
Darkness cards.
their Turn, otherw
Draw and place ise
new Turn-order token
starts
resolve (Page 20, The Virtue with
SK Rule book). the next
Choose a Darkne
ss card to (Page 20, SK Rule
book).
Resolve an Omen card of the Darkne
card, if any. ss deck
Draw and resolve
allocated dice. the top
Resolve Actions if any.
with Resolve an Omen

(Page 36, SK Rule


Allocate dice to card,

book)
(Page page 40, SK Darkness Turn
. Actions

Rule book)
Darkness Player
Turn
End of the Turn
effects and flip
you Turn-order
Place new Action token.
cards and draw
Resolve Actions up to a hand of
with allocated 2 cards.
dice.
Allocate dice to
Actions, Donate
and Reserve dice.
Form your dice
pool.
Flip or Re-roll 1
dice.
Roll 3 dice.

Virtue Turn (Page


Start of the Turn

34, SK Rule book)


effects.

PLAYER AID

resolve (Page 20, SK Rule book).


(Page page 40, SK Rule book)
Darkness Player Turn

Resolve an Omen card, if any.

Turn-order token starts their


Turn, otherwise Round ends.
Place new Action cards and draw up to a hand of 2 cards.

Choose a Darkness card to


End of the Turn effects and flip you Turn-order token.

The Virtue with the next


Allocate dice to Actions.
Virtue Turn (Page 34, SK Rule book)

Allocate dice to Actions, Donate and Reserve dice.

Resolve Actions with

Draw and place new


Darkness cards.
PLAYER AID

allocated dice.
Resolve Actions with allocated dice.

card of the Darkness deck


(Page 36, SK Rule book)

Draw and resolve the top


Start of the Turn effects.

(Page 20, SK Rule book).


The Virtue with the next
Turn-order token starts
Resolve an Omen card,
Darkness Turn

their Turn, otherwise


Form your dice pool.
Flip or Re-roll 1 dice.

Round ends.
Roll 3 dice.

if any.
F D

C
B
PLAYER AID
Virtue Turn (Page 34, SK
Rule book)
Start of the Turn effects.
Roll 3 dice.
Flip or Re-roll 1 dice.

I
Form your dice pool.
Allocate dice to Actions,
Donate and Reserve dice.
Resolve Actions with allocated
dice.
Place new Action cards and
draw up to a hand of 2 cards.
End of the Turn effects and

INTERVENTION
flip you Turn-order token.

Darkness Turn Darkness Player Turn


(Page 36, SK Rule book)
(Page page 40, SK Rule book)

Resolve an Omen card,


Allocate dice to Actions.
if any.
Resolve Actions with
Draw and resolve the top
allocated dice.
card of the Darkness deck
+1 (Page 20, SK Rule book). Resolve an Omen card, if
any.
Danger The Virtue with the next Choose a Darkness card
Turn-order token starts to
resolve (Page 20, SK Rule
their Turn, otherwise book).
Round ends. Draw and place new
Darkness cards.
The Virtue with the next
Turn-order token starts their
Turn, otherwise Round ends.
Move 1.

Courage 01

13
Core Rules: How to Use the Story Book

How to Use the Story Book


3 Reveal from left to right, each Discovery card as
displayed in the Chapter entry.

Place the Story Book of the adventure you are about


4 Form a Darkness deck for the Chapter by refe-
to play within easy access to all players (perhaps rencing the count of Darkness cards as displayed in
closest to the person who would like to read the each Chapter entry of the Story Book. Reshuffle all
narrative aloud). It details the narrative, set-up, Darkness cards back into the Darkness deck at the
objectives, results and special rules for each Chapter beginning of a new Chapter and note that on some
that comes in the core box. occasions, no Darkness card amount will be
displayed; for example, when players need to make a
At the start of each Act, there will be a contents choice.
list detailing all of the unique Tiles and miniatures
that players will need during that Act. Players can 5 If the Chapter is a Scene, refer to the map set-up
organize this content to the side so that the transition in order to lay out the Tiles and add all components
between each Chapter is as smooth as possible. to the Scene.

Story Chapters
The Story Book describes the flow of the Adventure.
Each Chapter entry gives you narrative to read aloud,
and then important game and set-up information.
This tells you what you need to do to progress, and
Story Chapters do not use board Tiles. Instead, they
how long you have to do this in. Depending on your
progress the Adventure along by describing the
degree of success, the Story Book tells you which
world and explaining how Solomon Kane gets from
Chapter you should go to next.
one situation to another.

Setting Up a Chapter
Note that in some Story Chapters, players will only
need to choose which path to take without taking
any turns. For these Story Chapters, players will not
Chapters come in two main types: Story and Scene. need to perform steps 4 and 5 of the Chapter set-up.

1 If starting at Chapter 1A, set the starting stats You can find a break down of each Story Chapter
by referencing the stat set-up section of the Chapter’s component on the next page.
entry.
2 Apply any special rules as dictated by the special
rules section.

14
Core Rules: How to Use the Story Book

E
C D

A The Story Chapter number, letter, and type. G This is a narrative description of what the
Virtues need to do in order to win. The most com-
B Narrative text. mon objective is to “Illuminate Solomon’s Path”, in
C The number of cards in this Chapter’s Darkness which Virtues must work to place Light tokens to
deck. cover the spaces shown in the Chapter entry (See
page 26).
D Any Discovery cards that are in effect at the
start of the Chapter are listed here. Read them out Note that the Chapter’s objective may not be clear
in the order they are listed. from the start, and the players may need to reveal
a Discovery card to uncover their true mission.
E The first Chapter in an Act defines the initial Discovery cards can also change objectives during a
values for Solomon Kane’s stats. Chapter, if something important enough happens.
F Any special rules, bonus and further instructions H This lists the possible outcomes, and the
will be detailed here, such as whether Virtues are to Chapters they will lead to.
receive a reward or penalty from their previous
Chapter. This may also apply in Scene Chapters.
15
Core Rules: How to Use the Story Book

B
G

C D

Scene Chapters
Scene Chapters use board Tiles and miniatures to You can find a break-down of each Scene Chapter
play out a dramatic moment in Solomon Kane’s component in the image on top, and a description
Adventure. It could be a bloody fight, a vital debate, below.
a wild chase, a desperate escape, a furious tavern A The Chapter number, letter, and type.
brawl, a cunning investigation, a deadly search
through a dank cavern, or any one of a myriad B Narrative text.
other examples of Solomon Kane’s travels. C The number of cards in this Chapter’s Darkness
The players must help Solomon Kane achieve deck. Reshuffle all Darkness cards back into the
whatever objectives the Scene Chapter sets for him Darkness deck at the beginning of a new Chapter.
in the time allocated. You will need to refer to the
D Any Discovery cards that are in effect at the
map diagram in the Story Book to see how to
start of the Chapter are listed here. Read them out
set up the board for every Scene.
in the order they are listed.
16
Core Rules: How to Use the Story Book

Designer’s Note:
Don’t Go There
Many Chapters have an “Other” category
in the list of possible results. As the name
H suggests, this is where you end up if
you’ve not managed to achieve any of the
other results, have run out of time, and
so on. It’s almost always the worst option.
If you see an “Other” option, you know
you need to avoid it if at all possible.
This information may guide your actions
during the Chapter, as you know that
even a partial success is better than the
Other option.
Note that running off the wrong end of a
stat on Solomon Kane’s stat board is not
an “Other” result, because each of those
possibilities has its own ending at the last
page of the Story Book.

E This displays all of the components (miniatures the objective, you will probably need to consider
and tokens) for a Scene. Components listed here the situation and the characters present in the
will have a stat line detailing keywords and tests Scene to work out Solomon’s best course of action.
required for the Scene.
H A visual guide showing where to place each
F This is a narrative description of what the component for a Scene Chapter. Note that each
Virtues need to do in order to win. This is not always Tile must be placed exactly as shown in the
entirely clear, and Solomon Kane’s true objective diagram with the correct Tile number in the exact
may, at times, be revealed through Discovery cards. position it is on the diagram.
G This lists the possible outcomes, and the
Chapters they will lead to. Sometimes the out-
come is based on the number of Purity points that
the Virtues can collect during the Chapter. As with
17
Core Rules: How to Use the Story Book

Resolving the end of a Chapter


Ending a Chapter At the end of a Chapter, you need to know where the
narrative takes you next, or if the whole Act is over.
A Chapter can end when the players: Either the outcome section of a Chapter, or a Disco-
• Trigger an outcome . very card that has overwritten it, will explain how to
work out where the narrative goes next. If the card
• Run out of time. says it is a Victory or a Defeat for Solomon Kane,
then the Act is over. In all other cases, the Chapter
The outcome symbol appears in some Story
will explain how to move on.
Book entries and on some Discovery cards in order
to describe a condition that will end the current Some Chapters end with a fixed result, but most have
Chapter. For example, if a key character dies, if two or more paths they could follow. Each takes the
someone escapes, or if a crowd is dispersed. When form of a different Chapter to play through next.
whatever condition is met, then the outcome is Follow the instructions in the Story Book to calculate
triggered. Finish the current Turn and then resolve or choose which of the routes your narrative follows.
the end of the Chapter.
Common examples include “Illuminating Solomon’s
Note that some Chapters will ask players to choose Path” (see page 26), defeating a certain character
which of several possible paths they want to take. or collecting Purity points. Many Chapters also list
Each option leads to a different Chapter and will “Other” as a result. This is applied when none of the
trigger an outcome. As such, after players decide alternative end conditions for that Chapter apply.
which path to take, the current Chapter will end This most commonly happens when Virtues run out
without players having taken any turns. of time.

Ending an Act
If the last of the Chapter’s Darkness cards is
discarded or resolved, complete that Darkness or
player Turn and then resolve the end of the Chapter.
Please note that the whole Act will end in im-
The whole Act will end when the players reach a
mediate Defeat if Solomon Kane’s Strength, Clarity,
Chapter in the Story Book that tells them they have
or Compassion are reduced below 1 , or if Danger
reached a major or minor, victory or defeat.
exceeds 10 (read the last page of the Story Book).

18
Core Rules: How to Read Cards

C This is the effect of the card. It is applied when


How to Read cards the cost of the card has been paid. The Action is
triggered in step 6 of a Virtue Turn (see page 35).
Solomon Kane uses hundreds of cards of various
types to describe a wide-ranging narrative, with
many possible paths and outcomes. The following
section describes each of the different card formats.
Virtue Card Placement
During the game, Virtue cards are located in one of
four distinct places, as shown in the diagram below.
Virtue Cards D Active slots: to either side of the Virtue’s
dashboard are two active slots, sometimes referred
Each Virtue has their own deck of 8 cards. These
to as the left-hand, and right-hand slots. Each slot
are referred to as Virtue cards, or Action cards. The
can hold one Virtue card. When a Virtue card is in
combination of Virtue cards and dashboard
one of these slots, it is considered to be an active
Actions are the means by which a Virtue player will
card. These cards, plus the permanent Actions on
influence Solomon on his Adventures. Each Action
the Virtue’s dashboard (see page 27), are the
may only be paid for and resolved once per Turn.
Actions that are available to that Virtue’s player
during their Turn.
Unless otherwise E Hand: each Virtue player has a hand of 2 cards.
A specified, Actions
on Virtue cards refer F Discard pile: when a card is discarded it goes to
to Solomon Kane. the Virtue’s discard pile. Cards in the discard pile
are unavailable to the player. The discard pile starts
AThe name of
B the game empty.
the Virtue card.
G Deck: at the end of a Virtue Turn, Virtues
BThis section replenish their hand from their deck. If they need
shows the cost of to draw a card and the deck is empty, shuffle their
the Action. It is a discard pile to form a new deck.
C combination of dice
results, and/or stat
modifications.
F
G

D D
E

19
Core Rules: How to Read Cards

Darkness Cards in any number of lines. For example, a Hunter or


Shadow can add its modifier to a Fight whether or
Darkness cards embody the malign influence of the not it has moved in this or a previous line (see page
Virtues’ archenemy: Darkness. Whether she is repre- 33). Note that you cannot ignore a miniature to save
sented by a player, or the game itself is controlling it for a later line if the line cannot be completed
her, the cards are the same. another way. If it is the only miniature that could
resolve a line, then it must do so.
A The Story
A section of the card. When choosing which miniatures to use to resolve a
This only applies line, you are restricted to those that have the correct
B during Story keyword. In addition, you must use the highest
Chapters, in which level miniatures first (Rabble, Villain, Nemesis), if
case it is the only more than one level of miniature shares the same
C section of the card keyword. Once all the highest level miniatures on
that is used. whom the line instructions are applicable have been
used, move to the next lower level.
B
The Near section
of the card (see The fourth and last section of the card, «Spawn», asks
D Adjacent, page 44). you to place a Shadow on the board, into the same
This only applies area as the matching Spawn token on the board
during Scene (following the rules for Spawning Shadows on page
Chapters, and only to miniatures that are in 37). Note that if the Shadow Spawn Threshold has
Solomon Kane’s Surroundings (see Surroundings, already been reached, the Shadow will not Spawn.
page 50). Regardless of the Chapter and Darkness card, not
C The Far section of the card (see Adjacent, page every line will be resolved every time. In fact, it is
44). This only applies during Scene Chapters, and very uncommon to resolve every single line on a
only to miniatures that are not in Solomon Kane’s Darkness card. What matters is that all the lines that
Surroundings (see Surroundings, page 50). could be resolved are resolved.

Managing the Darkness Deck


D The Spawn section of the card. This only ap-
plies during Scene Chapters, and applies regard-
less of Solomon Kane’s position relative to a Spawn
token.
This deck is the timer of the game and when it runs

Resolving Darkness Cards


out the Chapter is over (see page 18). The full deck is
shuffled for each Chapter.
If an action adds a Darkness card to the deck, take
If the Chapter is a Story, then only the Story section of a random Darkness card from the supply and add it
the Darkness card is used. If the Chapter is a Scene, to the bottom of the Darkness deck without looking
then the Near, Far, and Spawn sections are all used. at it.

The first three sections are divided into a number If an action discards a Darkness card from the deck,
of lines denoting various effects. Each line in a discard the top card without resolving it.
section is resolved separately, in order, from top to
bottom. Always resolve all the lines that you can in
any section that applies. A single line can activate Important
several miniatures.
While Darkness and Nightmare cards have
Each miniature on the board can only act once the same backs, on purpose, their front is
for each Darkness card, regardless of how different. Purple for Darkness and black for
many lines it could have acted in. However, Nightmare.
miniatures can add modifiers to actions
20
Core Rules: How to Read Cards

Important
Whenever a rule gives you more than one
option, the Virtue players decide which to do.
This comes up frequently in resolving Dark-
ness cards.
For example, the players will often need to
choose which of two equally valid Darkness
miniatures the line effect is to be applied to
in the first place. Once that decision has been
made, the players may need to decide which
of two equally long routes a miniature will
take towards its target.
Similarly, a single line may trigger two or To resolve the line effect
more miniatures to act. These are resolved on the left, players must
sequentially, in an order decided by the choose to Move 3 Hunters
players. When several miniatures must Move from (A), (B), and (C) 1
and Fight, resolve all Move actions first, and A area towards SK and
then the Fight. then Fight (4).
In all cases, if the players cannot agree on the Hunters (B) and (C) can
best order, the decision rests with the player be chosen to move 1 but
who took the last Turn. will not Fight since they
are not in range to Fight
SK. However, if they
C choose to Move Hunter
B (A), that Hunter will reach
SK and Fight with a base
value of (4).

Nightmare Cards Chapters, and only to miniatures that are in


Solomon Kane’s Surroundings. During a Scene,
Nightmare cards are vile and merciless versions of all sections of the card are used.
Darkness cards. They look similar, but don’t let that C The Far section of the card. This only applies
fool you. Nightmare cards are called that for a very
during Scene Chapters, and only to miniatures that
good reason!
are not in Solomon Kane’s Surroundings. During a
A The Story section Scene, all sections of the card are used.
A of the card. This is
D The Spawn section of the card. This only applies
used in every
during Scene Chapters, and applies regardless of
Chapter, regardless
Solomon Kane’s position relative to a Spawn token.
B of the type. If this
is a Story Chapter, Nightmare cards can Spawn up to 3 Shadows per
then this is the only card. From left to right, place a Shadow on each
C section of the card listed Spawn point (X, Y, Z) following the rules for
that is used. Spawn on page 37. If the Shadow Spawn Threshold
B
is reached, any excess Shadows do not Spawn.
The Near section
D of the card. This only The rules for including Nightmare cards in your
applies during Scene games are on page 11.
21
Core Rules: How to Read Cards

Virtue players get to choose, when there are


Card types multiple ways to resolve a line effect. However,
they can only choose between options that actually
Event Cards resolve the line. For example, if one Virtue must
lose all dice from their reserve, the players cannot
choose a Virtue that has no dice if there is another
who does. In the case, though, in which no Virtues
have any dice in their reserve, the line effect is not
resolved and nothing happens.
If at any time the Event deck runs out, shuffle the
Event discard pile to create a new one.

Random Numbers
When a random number is required, turn over the
top Event card. In this case, the top lines are ignored,
and only the 3 numbers at the bottom are used.

Event cards have two functions: to explain the


effects of an Event, and to supply random numbers
(mainly for tests).
Revealing an Event card means taking the top card
of that deck and turning it over to reveal the front, The 3 random numbers on the card are each used
then resolving the top part of the card. The three for different levels of miniatures taking the test.
numbers at the bottom are ignored. The left-hand number is used when the test is
made by Crowds or Rabble; the centre is for Villains
and Champions; the right-hand number for Heroes
Events and Nemeses.
When a test calls for a random number, check the
The Event section of the image above is divided into level of the miniatures taking the test, then turn
a number of lines of effects. over the top card and check the appropriate value.
When an Event is revealed, resolve each line of effect
separately. Start with the top line and work your
way down the card, one effect at a time. Resolve all
the lines that you can.

Number Range Most Common Result


LEVEL
Card number used Allies Enemies
Left Crowd Rabble 1-5 2
Centre Champion Villain 1-6 3
Right Hero Nemesis 1-7 4

Unless otherwise specified, Solomon Kane always uses the Hero level.

22
Core Rules: How to Read Cards

Fight Cards its alternate (B) side. For example, the bear must
have suffered 2 wounds to have its Fight card
Fight cards are used to resolve Fight tests. They have flipped over to its “Enraged” side.
essentially the same information as other tests (see E This indicates that the Fight card will remain in
page 33). The difference is that they have more flavour play until the end of the Chapter.
text, and often trigger multiple Fight Effect cards.
Developing them as a separate type of cards gives us F If the Fight card has the flip icon , then it
more space to include this expanded information. has two sides. After you use one side to resolve a
Fight test, flip the card over. The next test will be
Fight cards are often double-sided with an (A) and (B) resolved using the other side. Note that some cards
side and offer different ways for a character to fight. have a special condition that must be fulfilled to
Note that when Fight cards are revealed, they should flip the card.
always enter play on their (A) side.

Fight Effect Cards


Whenever a Fight card is used to resolve a Fight test, if
there is a flip icon on the card , then after the Fight
Effect cards are resolved, the card must be flipped to
its alternate side. Fight Effect cards are revealed when resolving Fight
cards. They detail the instant effects of combat and
ongoing status ailments which can affect miniatures.
B A All effects on a Fight Effect card must be performed
in full if possible.
When a Fight Effect card is revealed which has the
indicator ”Remains in play“, tuck it underneath the
C target’s Fight card so that the title is visible. This
serves as a reminder that a status effect is in play on
that character.
F
D
A
E

A This tells you who this particular Fight card B


belongs to or when to use it.
B This letter indicates the active side of the card.
C This is a series of result ranges, and the cor- C
responding effects. This works exactly the same
way as any other test. The only difference is that
Fight cards give results of Fight Effect cards (EXX)
or Sins (SXX) instead of Discovery cards (DXX). If
more than one card is listed, apply each of them in A The name of the Fight Effect.
the order listed. B Effect to apply.
D Some Fight cards will have special rules which C Narrative text of the Effect.
dictate how or when a Fight card can be flipped to

23
Core Rules: How to Read Cards

Discovery Cards D A card containing the keyword ”Remains in


Play“, stays in play until the end of the Chapter
Discovery cards are a core aspect of game play in (unless otherwise specified) or until it is manually
Solomon Kane. Their purpose is to gradually reveal discarded by another Discovery card.

All In
elements of the Adventure, as Solomon uncovers the
nefarious plots and schemes that he must overcome.

The Name
Some are helpful, others very much not. All move the
Adventure along in one way or another.
Most Discovery cards break or bend one rule or another
as they seek to bring out the special flavour of that
moment in that Adventure. If there is a conflict between
Sometimes a Discovery card will ask players
card and core rule, then the card takes precedence.
to activate miniatures by referring to only a
Discovery cards are commonly divided into Instant, part of their miniature name. For example, a
Ongoing, and Opportunity sections, as indicated in card may read “Move all Villagers 1 area away
the icon below. Not all cards have all three of these from Solomon Kane”. This means that players
sections. should Move all Male Villager miniatures
and all Female Villager miniatures currently
on the board, 1 area away from SK. This
generalisation of miniature names may also
apply to Soldiers and Thugs.

Instant effects are triggered once, when the card


is revealed. If an effect would reveal a Discovery card
with an Instant effect for a second time, while it is still Sin Cards
in play, then the Instant effect does not trigger again. A
There is one card for each
Ongoing effects are those that continue as long as of the Seven Deadly Sins.
the card remains in play.
A The name of the Sin
Opportunities are things that the players can do which B and some flavour text.
they could not do before. This can include a new Action,
complete with cost in dice or stats. These work like other B Game effect. As long
Actions on Virtue dashboards or cards. Unless other- C as this card remains in
wise specified, they are available to any Virtue player. play, this effect applies.

A The name of the discovery card. C A socket to hold


a . Once the has
B Flavour text to be read out loud when first been placed, the card is discarded to the supply and
revealed. the effect is cancelled.
C Game effects. Made up of Instant, Ongoing,
and/or Opportunity effects.

A Omen Card
There is only one Omen
B
card. It has no game
information; it simply
serves to trigger the
Omen effect as listed
C in the Special Rules
section of the Chapter
entry (see page 47).

D
24
Core Rules: Dice

Wild Dice
Dice
can be used as wild dice. A wild dice can be used
The Solomon Kane game uses special dice. These to stand in for up to one symbol per Action. This is
have the following symbols: in addition to any that are part of that Action’s
cost already.

when flipped
Symbol
Symbol Result For example, this card could be paid for with either
of these three combinations of dice:
Faith
(appears twice)

Bravery

Determination

Pain

Fear

The results of the dice rolls are the resource that


players use to pay for Actions. Once a dice has been This card could be
rolled, the result can only be changed using the free paid for with only two
flip or re-roll in step 3 of that Virtue’s Turn (see page combinations of dice:
35), and only in the Turn the dice was rolled. If a dice
is donated to another player or placed in Reserve
(see page 27), then the result cannot be changed.

25
Core Rules: Light

Light Solomon’s Path


Within the Story Book, some Chapters will display a
The central struggle in Solomon Kane is that of Good graphic containing 5 sockets; this is termed ”Solomon’s
against Evil, or Light against Darkness. Light is a Path“. Many objectives may ask players to ”Illuminate
resource that Virtues use. Darkness removes it. Solomon’s path“ and they achieve this by placing
Adding Light, shows that the situation has improved, tokens onto the path, covering each socket. The
that new options are available, and in general that the number of placed on Solomon’s Path will dictate
balance of power has swung in the favour of Good. the success of any particular Chapter.
Removing Light shows that Darkness is in ascendance.
When an effect tells a player to Place Light, take a
token from the supply and place it in any one of the
currently available sockets or in a place detailed by a
special rule of a Discovery card.

At the end of a Chapter which contains Solomon’s


Path, if the total upon the Path is 0 - 2, the Path
Sockets which can accept a token appear on dash- is considered to be Dark; if the total is 3 - 5, then
boards, cards, and within the Story Book. Each socket it is Bright. The Chapter will inform players how to
can take one . Light remains in a socket until an proceed based on this result.
action tells a player to ”Remove “. In this case, the
player can choose to take any from any socket that In addition, players who succeed in turning Solomon’s
is currently in play and return it to the supply. Path Bright gain a bonus. This bonus takes the form
of a number of points to modify Solomon Kane’s stats
Note that each Virtue has a central Action that by:
contains sockets. The effect of the central Action is
based on the number of in those sockets. See the •3 offers 1 modification.
individual dashboards for more details. •4 offers 2 modifications.
•5 offers 3 modifications.

Each point of modification can move Danger down by


1 point, or Strength, Clarity or Compassion up by 1 .

After all modifications have been assigned to the stat


dashboard, remove all from Solomon’s Path before
moving on to the next Chapter.

26
Virtue Dashboards

Designer’s Note:
A

Unopened Gifts
C
D
B

E E Note that it is possible for a player to end


a Chapter with dice in the Donated section
of their dashboard as well as their Reserve.
This is perfectly fine as it is only at the end of
F their Turn that the dice are checked, and any
outside their Reserve lost.

Each Virtue player has a dashboard that shows their Up to 2 dice can be placed here from the Virtue’s
specific Actions and effects. pool. You cannot have more than 2 reserved dice at
a time.
Each dashboard comprises the following sections:
E The lower part of the dashboard shows three
AAt the top is the Virtue’s name together with a Actions. The outer Actions function just like Virtue
brief note on that Virtue’s character, and what they cards; the only difference is that they are printed on
are best at. the dashboard and so are available every Turn and
BTo the left of the description is a reminder that cannot be discarded. These are the Virtue’s permanent
you can either flip or re-roll 1 of the dice that you roll Actions.
at the start of your Turn for free. F The central Action on each dashboard is special
Each Virtue has a unique Aura. This is defined at
C in two ways:
the top left. When the Virtue’s miniature is not on 1 It has a variable effect. Each has a number of
the board, place it on top of the Aura text to remind sockets to hold . The number of on the
you that it is not currently in effect. Action is the X value mentioned in the effect
DOn the top right of each dashboard are storage description.
slots for dice that have been donated from other 2 Other players may use it. It costs an additional
players, or reserved in previous Turns. to use the central Action on another player’s
The 2 squares labelled ”Donated” are where dice go dashboard. Apart from this extra cost, the Action
when they are given to this Virtue by another player. works exactly like one of the player’s own.
You cannot have more than 2 donated dice at a Unless otherwise specified, Actions on Virtue dash-
time. If you are donated a third dice, then you must boards refer to Solomon Kane.
remove one.
Below the Donated squares is the Virtue’s Reserve.
27
Core Rules: Stat Board

Stat board
There are four stats in the game: Strength, Clarity,
Compassion and Danger. These are shown on a
separate dashboard that all players share.
The first Chapter in an Act will tell you the initial
values of these stats.

it on the Cloud. All Virtues have equal access to the


resources of the Cloud.
The Cloud’s storage limit is the number of components
available in the game.

Luck
Luck can be used whenever a random number is
revealed (see page 33). By discarding a Luck cube
During the game, the stats may rise and fall, depending
from the Cloud the Virtue player can ignore the first
on the actions of the players and the effects of various
number drawn and draw a new one. If the player
cards. Simply modify the stats as instructed.
has more Luck to spare and does not like the second
Strength, Clarity and Compassion cannot go above number either, then they may discard another Luck
10 . Danger cannot go below 1 . and draw a third number. Continue this process until
the player runs out of Luck to spend or decides to
If Solomon Kane’s Strength, Clarity, or Compassion is accept the last random number.
ever reduced to 0 or below, he is defeated. Similarly, if
Danger ever reaches 11 or more, then Solomon Kane Once Luck has been spent, the previous number
has been overwhelmed by his foes and is defeated. is discarded and a new one is drawn. The previous
Refer to the last page of the Story Book for details of number cannot be reverted to even if the new one is
these outcomes. worse.

Stats have bonuses or penalties associated with Luck is a one-use resource that is stored on the Cloud.
particularly high and low values. These are collectively It can be used by any Virtue, regardless of how it was
called stat modifiers. These modifiers are listed on the placed there. Luck is not removed from the Cloud at
stat board and applied to related tests (see page 33). the end of each Chapter.

Below the Danger track is the Shadow Spawn


Threshold. This is a limit to new Shadows being
Spawned on the board (see page 49).

The Cloud
The Cloud is an area in which the Virtues can place
and store all of their collective resources. When a
card tells a Virtue to place Mercy cubes, Luck
cubes, Blessing tokens or Purity, they place
28
Core Rules: Stat Board

Mercy Blessings are intended to be very powerful and can be


used at any time during the game, even during other
Mercy is a one-use resource that is stored on the player’s Turns. When in doubt, allow the Blessing to
Cloud. It can be used by any Virtue, regardless of be played. Blessings are not removed from the Cloud
how it was placed there. at the end of each Chapter.

Mercy is used during step 5 of a Virtue’s Turn (see


page 34). Each Mercy cube can be used instead of
one of the dice requirements for an Action. More
than one Mercy cube can be used on a single Action,
and they can be used in addition to wild dice.
However, they cannot replace stat costs. Mercy is not
removed from the Cloud at the end of each Chapter.

Purity Points
Some Chapters use a points system to track how well
the Virtues are doing. These are called Purity points.
When players earn Purity points, the appropriate
number of tokens are placed on the Cloud.

Blessings
Purity points are removed from the Cloud at the end
of each Chapter.

Each Blessing is a one-use resource that comes in


the form of a small tile and is stored on the Cloud.
They can be used by any Virtue, regardless of how it
was placed there.
Each Blessing provides a different benefit explained
on the Blessing token itself.

29
Core Rules: Reading Map Tiles & Moving Across Them

Reading Map Tiles and


Moving Across Them
The map Tiles are the individual squares that go
together to make up the board in Scenes. They are
never used in Stories.
Map Tiles represent a huge variety of terrains and
locations, from swamp to savannah, to pirate cave or
a noble lady’s bedroom. However, the way you read
every Tile is the same.
Tiles are divided into separate areas by lines. There
are several types of lines, each of which has a
Red lines cannot be crossed by any miniature.
different meaning. When two Tiles are placed next
to each other, areas along the adjoining edges that An area enclosed by double lines is special in some
do not have lines on the outside will join together to way. A Discovery card will explain how.
form bigger areas. When an area spans two or more
Tiles, it is considered to be part of all of those Tiles.

Single white lines are the most basic division. These


simply separate one area from the others. When Doors are different in that they can determine a line
taking a Move action, miniatures can move freely on the edge of a Tile, thus separating a larger area
across a single white line. into two distinct areas.

When a player wants to move a miniature between


areas, they should look at the type of line forming
the boundary between them and apply those rules.
Some areas have the same type of line all the way
30
Core Rules: Reading Map Tiles & Moving Across Them

around, and others vary the restrictions to move to be physically placed on the board. For example, if a
different adjacent areas. Shadow wanted to engage Solomon Kane and his
area was full, the Shadow could still complete its
action.
Unless otherwise specified, a Move action refers to
Solomon Kane.

Placing and Moving Immortals


Some Scenes include Immortals (Shadows and
Virtues) on the board as part of the initial set up.
Simply place them in their assigned area with the
rest of the miniatures and tokens shown on the
Scene map before you start Turn 1.
Shadows can Spawn onto the board during the
A Move 1 will move a miniature into an adjacent Chapter, usually as the result of a Darkness card.
area as long as the rules for the type of line being When you place a Shadow, it must go into the area
crossed allow it. Move 2, Move 3, or greater allow that contains its assigned Spawn token. This counts
the miniature to move up to that many areas. as moving into that area for purposes of working out
Remember to follow the rules for any lines, and any interactions with other miniatures (see page 37).
other instructions attached to the Move. For example,
some Move actions can be towards or away from Virtues can be placed onto the board as an action.
Solomon Kane, or in a specific compass direction. When you place a Virtue on the board, it can go in
any area that does not already contain an Immortal.
Once on the board, Immortals Move like other
miniatures, with one exception: two Virtues cannot
exist in the same area. Other Immortals can either
share an area (Shadows, for example), or will be
mutually destroyed when they enter the same area
as another (see page 37).

Designer’s Note:
Many Hands
Solomon Kane is unusual in allowing many
different players to move the same miniature.
Solomon Kane himself is the most obvious
example, but even the Virtues themselves
can be moved by other Virtue players (using
When placing or moving miniatures on a Tile, each Prudence’s middle Action, or if the Virtue isn’t
area can hold as many as can physically stand inside being played). This means that the players
it. A miniature must have at least half of its base in can share the job of getting Solomon Kane
an area to count as being inside it. If an area is full, into position, and that his movement is, like
then a Mortal miniature cannot move into or through most things in the game, a collaborative
it. An Immortal miniature can move into a full area effort between the players.
if it will immediately be removed and not need to
31
Core Rules: Tests

Tests can be fought, once the relevant Fight card is


revealed. Knowing this information may allow you
to prepare for battle!
Tests are the way of resolving whether an obstacle
is overcome or not. All are resolved the same way: Fight cards include the same basic information as Talk
the tester generates a score, and compares this to a and Explore test descriptions but also include specific
series of options to find out which Discovery card or flavour text and various effects. Rather than display
cards hold the outcome. this information in a stat line, we developed our Fight
card system in order to give ourselves some more
There are several types of test in the game: Fight, Talk, space to add more narrative to Fights (see page 23).
and Explore. Talk and Fight tests can be taken from
SK's Surroundings while Exploration tests can only Note that on some occasions, Fight test ranges will
be taken from the same area as SK. You can only be listed in stat lines for actions that relate to threate-
perform tests that are listed in the current page of ning behaviour or performing feats of strength.
the Story Book or on the cards currently in play. This is Whatever your test type, calculating the result is done
to limit the players to the actions that Solomon Kane in 3 steps:
actually wants to do, and keep the narrative true to
his world. For example, he will only attack evil people 1 Find the base value.
who deserve to be punished, so the Fight action is 2 Add any applicable modifiers.
not available if he is surrounded by innocents. For the 3 Add a random number.
same reasons, tests are listed on their target character
rather than on Solomon Kane. So, if a Villager’s stat Then compare the total to the ranges listed, take the
line says “Talk”, then Solomon Kane can Talk to them. appropriate Discovery or Fight Effect card(s), read
It does not mean that the Villager can initiate a Talk any narrative text aloud, and follow the instructions.
action. Listing actions like this means that a Scene If a result gives several cards, then resolve each one
can include a wide variety of people, some of whom completely before moving onto the next.
Solomon Kane can Talk with and get one result, others
who can also be Talked to, but will give different
results, and yet more who he can Fight. Base Values
All tests are written in the same basic format, with The base value for a test will be listed on the card
the test type followed by the result ranges and their that triggers it. For example, if a Virtue plays a card
associated cards. However, Talk and Explore are usually that says Fight (5), then 5 is the base value. Or, if a
written in a line as part of the character’s stat line, Darkness card says that a Hunter Fights (3), then
while Fight is usually on a separate card. For example: they will use 3 as their base value.

Modifiers
( Talk: Up to 5: D72, 6-7: D61, 8+: D89)
This first part tells you what type of test is allowed
(Talk). Each type of test has different modifiers and
requires a different Action card or other trigger (see
page 34). Different modifiers apply to different tests.

The rest of the test format shows a number of different If the test is Fight, Talk, or Explore, the types of
result ranges and the number of the Discovery card modifier(s) that apply are listed on the next page. If
that they trigger. In this example, if the total is 5 or the test is a unique one, then any modifiers will be
less, then the outcome is listed on Discovery card listed on the triggering card, or other cards that are
number 72. If the test result is 6 or 7, then you need currently in play.
to look at Discovery card 61. Finally, if the test result
Some modifiers apply to all tests:
is 8 or more then Discovery card 89 tells you what
happens. • If a Nemesis is performing the test,
add the current Danger modifier.
Fight tests which use Fight cards simply list the
keyword Fight in the character’s stat line. This • Shadow Auras (see page 37).
informs the player that a particular character Specific modifiers are as follows:
32
Core Rules: Rounds, Turns & Player Order

Fight Random Numbers


• If the miniature taking the test is Solomon Kane:
After calculating all relevant modifiers for a test, the
Add the current Strength modifier active Virtue player must reveal an Event card for a
on his stat track. random number to add to the total. These are found
on the bottom of all Event cards (see page 22).

Rounds, Turns & Player order


-1 for every Shadow in Solomon Kane’s
Surroundings.

+2 if Solomon Kane is within the Aura


of Courage.

• If the miniature taking the test is an enemy: Each Act is made up of Chapters, and each Chapter
is made up of Rounds. Each Round is made up of
+1 for every other enemy Mortal in the one Turn for each Virtue player, and one Darkness
target’s Surroundings. Turn for each Virtue Turn.
+1 for every Shadow in Solomon Kane’s At the start of each Round, the Virtue players must
Surroundings. decide the order in which they will take their Turns
together. Allocate one Turn-order token to each
Virtue to show who will go first, second, third, and
fourth. If there are fewer than 4 Virtues in play, use
Talk correspondingly fewer Turn-order tokens, discarding
• If the miniature taking the test is Solomon Kane: the highest number first.

Add the current Compassion modifier Start the Round with the Virtue Turn of the player
on his stat track. holding Turn-order token number 1.

-1 for every Shadow in Solomon Kane’s After each Virtue Turn, there is a Darkness Turn.
Surroundings.
After a Darkness Turn comes the next Virtue Turn in
+2 if Solomon Kane is within the Aura ascending numerical order, unless all Virtues have
of Justice. already taken a Turn in this Round. If that is the case,
then the Round is over. If there is no trigger for the
• If the miniature taking the test is an enemy: Chapter’s end, then start a new Round.
+1 for every Shadow in Solomon Kane’s

Designer’s Note:
Surroundings.

Never Nice
Explore
• If the miniature taking the test is Solomon Kane:

Add the current Clarity modifier


on his stat track.
If you’re a Virtue, then Shadows are always
-1 for every Shadow in Solomon Kane’s
bad. Not only do they add to enemy tests, but
Surroundings.
their Aura of -1 to every test Solomon Kane
+2 if Solomon Kane is within the Aura takes is a constant drain on his chances of
of Temperance. success. Indeed, it is hard to decide whether
this is more of a threat than when they engage
• If the miniature taking the test is an enemy: Solomon Kane and trigger Events. In the end,
both need to be managed, and you should
+1 for every Shadow in Solomon Kane’s expect to spend quite a bit of your collective
Surroundings. time doing so.

33
Virtue Turns

1 Trigger any “start of Turn” effects.


!
1

2 Roll 3 dice.
3 You may choose to either flip one of the dice from 2
step (2) to its opposite face (see the table on
page 25), OR re-roll one of them.
3
4 Add any dice you had in your dashboard’s OR
Donated and Reserved areas to the dice from
step (2) to form your pool. Dice in Donated and
Reserved areas are not rolled again – they keep
the result they had when they were initially placed
there.
4
5 Allocate each dice in your pool to one of the
following:
5a. A space with the matching symbol on: 5a

ii
i. Your dashboard.
i
ii. One of your active Virtue cards.
iii. A Discovery card that is in play and has
a dice slot.
iv. The central Action space on another
Virtue player’s dashboard. Note that this
Action will cost an additional . iii iv

v. Any Action on an unplayed Virtue’s dash-


board.
5b. One of the two Donated spaces on another
Virtue’s dashboard. Dice can only be donated
to a player who has not yet taken their Turn
this Round. You may donate up to 1 dice per v
player per Turn. You may donate a dice to a
player that already has 2 donated dice but
they will need to decide which one to remove.
5c. One of the two Reserve spaces on your own
dashboard.

34
5b 5c
A slot on any Action can be paid for with any dice
result. When all dice symbols on an Action have been
covered, the Action is said to have been paid for and
will be resolved in step (6).

6 Resolve any Actions that have been paid for. Only


7 Actions whose price was paid in full can be
resolved. When an Action on a Virtue card is
6

USE OR
resolved, discard that card. Actions on your dash-

THROW
board are always available.
7 Choose whether to keep or discard any remaining
active cards from your left- and right-hand slots.
8
REPLACE 8 If either or both of your left-and right-hand slots
are empty, choose a card from your hand to place
there.

DRAW UP TO 2
9 9 Draw back up to a hand of 2 Virtue cards. If your
deck runs out, shuffle your discard pile to form a
new one.
10 10 Discard any dice that are not in the Reserve area of
your dashboard. This includes dice on Virtue and
Discovery cards. The number of spaces shown on

UNUSED
the dashboard is the limit of Reserved dice you
DISCARD may store. If you ever get more dice in Reserve
than you have slots, then you must choose which
one(s) to remove until each dice has a slot to fit in,
11
on your dashboard.
! 11 Trigger any “end of Turn” effects.

12
12 Flip your Turn-order token over to its opposite
side to show that your Turn is over. This ends a
Virtue Turn.
13 Darkness takes a Turn.

13

35
Darkness Turns
1 Resolve an Omen card if it is on top of the Dark-
ness deck.
2 Draw the top card from the Darkness deck.
Important
3 If the current Chapter is a Story, resolve the Story When resolving a Nightmare card, always
section of the card, discard it, then go to step (5). resolve the Story section regardless of whether
Otherwise, go to step (4). the Chapter is a Scene or a Story.

4 If the current Chapter is a Scene, resolve the Near


section of the card and then the Far section. One
must also resolve the Spawn section of the card.
When all sections have been resolved, discard the
card.
5 The Virtue with the next Turn-order token starts
their Turn, or the Round ends.

36
Core Rules: Darkness Turns

If Solomon Kane moves into the same area as a


Shadows Shadow, remove the Shadow and reveal the top card
of the Event deck. Solomon Kane may continue his
Shadows are a way of showing the malign presence move (if he has any movement remaining) after the
of Darkness on the board. They represent the strange Event has been resolved.
sound in the dark (when you thought you were alone),
the thing you think you see out of the corner of your Shadows are trying to thwart Solomon Kane and his
eye (which isn’t really there), and the uneasy feeling allies, so they move round and through each other
of rising panic as the event you dreaded finally begins and enemy mortals without any special effect.
to happen… However, if a Shadow moves into the same area as a
Virtue, something special happens.
Only Solomon Kane himself is of interest to the
Shadows. They ignore lesser mortals because their If a Shadow wants to move into the same area as a
mistress wills it. Thus when moving, the Shadows will Virtue, the Virtue player has a choice.
always follow the shortest route towards Solomon Either:
Kane, even if that means passing through a Virtue.
• Allow the Shadow to move in. This triggers a
Shadows cannot Fight. Instead, they have an Aura Shockwave from the Virtue.
and can threaten or engage Solomon Kane.
• Hold their ground. The Shadow cannot move into
When a Shadow moves into the same area as Solo- the area. Return it to the last area it was in before
mon Kane, it engages him (regardless of miniature it tried moving in the Virtue’s area. Its move ends.
limit). Remove the Shadow and reveal the top card of Danger increases by 1 .
the Event deck.
When a Shadow moves into an adjacent area to Solo-
mon Kane, it threatens him with its Aura.

Each Shadow’s Aura reduces all of Solomon Kane’s


tests by 1 and increases all tests which target
Solomon Kane by 1. This is cumulative.

Virtue Shockwave
Whenever a Shadow moves into an area that
contains a Virtue, or a Virtue moves into the
same area as any Shadows, a Shockwave is
triggered. Remove from the board the target
Virtue, and all Shadows in that Virtue’s Aura
range, without revealing an Event.

37
Additional Game Modes: Providence

Additional Game Modes

Designer’s Note:
The Same But Different
Providence
Of all the Virtues, Providence is the most powerful.
She wanders the world alone, relying on none of her
sisters for aid, and this solitude has forced her to Providence is very good at some things that
learn skills to suit every occasion. She can turn her the Cardinal Virtues struggle with, and vice
talents to offer comfort to any in need, regardless versa. This means that playing an Act with her
of the situation, and it is often to her that lost souls is often quite a different experience, with the
cry out for aid. main challenges coming at different points in
the tale. Providence can often amass maxi-
Providence is a loner, and cannot be used with the mum stats on the board early on, and look
other Virtues. She can be played either as a solo unbeatable, only to run into real trouble later
player against the game, or as part of a 2-player when she comes across a Chapter where she
game, against a Darkness player. needs to be in several places at once: some-
thing that is much easier when there are four
of you…

38
Additional Game Modes: Providence

PROV
Providence uses the normal rules, with the following
additions and changes.

Setup
Provid
ancient men
Providence is designed so that when she is in play

A U R A:
you won’t need the miniatures, actions, or Auras of
chosen cha
the four Cardinal Virtues.
When a Scene’s map shows one or more of the and gre

+1 +X TO
Cardinal Virtues on the board, Providence can A C

AURA ALL
choose one of them to replace with her own minia-

TESTS.
ture. Any other Virtues on the map are ignored.
SIZE. B
+1 DICE.
Virtuous

+1 Aura sizeI NTEGRITY V


Any cards or effects that apply to “a Virtue” or
“Virtues” in general apply to Providence as well A
as the four Cardinal Virtues. Cards or effects Providence’s Aura now extends to cover
that mention one of her Sisters by name are not all areas within 2 of her. In addition, any

Designer’s Note:
triggered by her presence. Shockwave she triggers while this part of
her Aura is removes all Shadows within
2 areas of her.

B +1 Dice
Wish You Were Here Providence may roll 4 dice at the start of
her Turn instead of 3.
Not having her Sisters around can be a pain,
and this is one of the things that makes C +X to all Tests
playing Providence different from playing Co- ,
operative mode as a solo. Sure, Providence is Solomon Kane adds X to all of his tests. X is
more powerful than any other single Virtue, the number of Aura sockets with in them.
especially when her Aura is powered up, but
For example, if only the +1 Dice effect has ,
when Events or Actions mention Virtues by
then that is the total effect of Providence’s Aura.
name it is almost always better to have them
present than not. In another example, if the +1 Dice and the +X
to tests effect are both active, then as long as
the Aura is active, Providence will roll 4 dice
each Turn, and Solomon Kane will modify all
Aura
tests by +2.
Providence’s Aura is variable. It starts with no effect
and becomes more powerful as is placed in the
associated sockets.
Each socket powers a different Aura effect. As long
as the is in the associated socket, the effect
works. Providence’s Aura is the combination of all
the effects that currently have .

39
Additional Game Modes: Darkness

Darkness
Designer’s Note:
Darkness is the eternal enemy; the bleak antithesis of
all the good that comes from the Virtues. She cannot A Real Challenge
be beaten, bargained with, or slain; she can only be
temporarily overcome. Darkness will always return. Playing against a Darkness player instead of
a Darkness AI is much more challenging. This
Darkness can be played in either Confrontation or is neither a good thing, nor a bad one: it’s just
Duel modes; struggling against either Providence or worth knowing before you start. If you’re up for
the four Cardinal Virtues. the extra challenge then that’s great, and we
certainly had a great time playtesting against
Darkness uses the normal rules, with the following (and with) her. If you’d rather have an easier
additions and changes. time, then you might want to give the Virtue(s)
a Blessing or two to redress the balance
somewhat, or try one of the other modes that
uses the AI. See Game Modes on page 10, and
Setup Difficulty on page 11.

Darkness uses the same Darkness deck that the AI

Darkness Turns
does, plus her own dashboard and miniature. The
Darkness player starts by placing her dashboard on
the table, and dealing one Darkness card into each
of the left- and right-hand slots. These cards are in A Darkness Turn has an expanded sequence when
addition to the Darkness deck, which is constructed there is a Darkness player. Use the following steps:
as usual.
1 Allocate all, some, or none of the dice in your
In addition, place the Corruption tokens and Night- Reserve to Actions on your dashboard. A slot on
mare cards nearby. Darkness will definitely want to any Action can be paid for with any dice result. You
use these if she has a chance. may also choose to spend Corruption tokens in this
Finally, place the "Between Light and Dark" Discovery step. Each Action may only be paid for and resolved
card (D0000) next to the Cloud. This will be available once per Turn. When all the symbols on an Action
to the Virtue players throughout the Act. have been covered, the Action is said to have been
paid for and will be resolved in step (2).
The remainder of setup is as normal.
2 Resolve any Actions that have been paid
for. Only Actions whose price was paid in full
can be resolved. Note that you cannot resolve
"Impiety" if Danger is at 1 , because you can-
not reduce Danger below this.
3 Resolve an Omen card if it is on top of the
Darkness deck.
4 Choose either the left- or right-hand Dark-
ness card on your dashboard to resolve. If only
1 card is available, then you must choose that. If
both slots are empty, skip this step.
5 If the current Chapter is a Story, resolve the
Story section of the card, discard it, then go to
step (7). Otherwise, go to step (6).
6 If the current Chapter is a Scene, resolve
the Near section of the chosen Darkness card
40
Additional Game Modes: Darkness

41
Additional Game Modes: Darkness

and then the Far section. When both sections have If the Darkness miniature enters the same area as
been resolved, discard the card. Solomon Kane, she engages him. This works the
same way as a Shadow, but with a different effect.
7 Draw a Darkness card from the top of the Dark- The Darkness miniature is returned to her dashboard.
ness deck until both left- and right-hand slots of the Then, draw 2 Event cards, look at them, and decide
Darkness dashboard have a card. Place them face up. which to discard and which to resolve. You must
8 The Virtue with the next Turn-order token starts resolve one of them. Darkness does not gain a Corru-
their Turn, or the Round ends. ption token when she engages Solomon Kane herself.
When Darkness enters the same area as a Virtue, or
vice versa, both are removed, a Shockwave is triggered,
Dice but there is no Event. This happens before Solomon
Kane can be engaged, if he is in the same area.
Darkness is empowered by the pain and fear of
others. A Virtue cannot stop Darkness from entering her area,
nor can Darkness stop a Virtue.
At the end of a Virtue Turn, all and results that
were used this Turn to activate an Action, or would Darkness is removed by a Shockwave as if she was
normally have been returned to the supply for any a Shadow.
other reason, instead go to the Darkness player.
Without changing their result, place these in the
Aura
Reserve section of the Darkness player’s dashboard.
If there are more dice than will fit in Reserve, the Darkness has the same Aura as a Shadow. Or, more
Darkness player must choose which to keep and accurately, they have the same Aura as she does.
which to return to the supply.

Corruption Tokens
Discarding Darkness Cards
Darkness gains Corruption tokens when the world
Some Actions add or remove Darkness cards. When slips away from the path of Truth and Light. This is
Darkness is being played, adding a card works as represented by a Shadow engaging Solomon Kane
usual, but the rule for removing one needs to be while Darkness is also in his Surroundings. The
changed. Corruption token is in addition to the Event that is
When removing a Darkness card, the player resolving triggered as usual.
the Action can choose either the left- or right-hand
card from the Darkness dashboard to discard.

The Darkness Miniature


Place these tokens on her dashboard. The only limit
The Darkness miniature never counts towards the to the number of Corruption tokens that Darkness
Shadow Spawn Threshold. may have at one time is the number included in the
game.
When resolving a line on a Darkness card that refers
to Moving a Shadow, Darkness may choose to treat During her Turn, Darkness may spend a Corruption
her own miniature as a Shadow or not, assuming it token from her dashboard to pay for an Action
is already on the board. This may Move her Darkness instead of spending a dice. Corruption will replace any
miniature, though she must still abide by the normal dice cost, but not a stat cost. Each Corruption token
rules and cannot Move herself in more than one replaces 1 dice.
line per Darkness card. Her advantage is in the
flexibility of choice as to when she Moves.
42
Additional Game Modes: Darkness

Designer’s Note:
Stay on target!
However, if the Darkness card required Hunters to
Move and Fight, then the Darkness player would
select the miniatures and Move them, but would not
make any decisions during the Fight itself.

When you have a Darkness player sitting


across the table from you, it’s easy to focus on
thwarting them rather than completing the A
Chapter’s objective. Removing cards is an obvious 3
way to mess with Darkness, and this feels even
more productive if you can remove a Nightmare C
card. However, this may all be a trap.
You win or lose depending on whether you
can do well in Chapter objectives or not, and
this may be better served by focusing on those
objectives rather than on Darkness. Naturally,
she is part of what is stopping you succeeding,
but she isn’t the only thing. Try to weigh up how
important she really is right now, and whether
reducing her power is your best move or not.
Removing cards can be an important part of your
B
strategy and it can win Chapters. It can also be a

A Shadow moves 2 to engage.


distraction. Be aware!
Of course, if you are the Darkness player then
distracting the Virtues is a great way to make 3 Moving her miniature (see above). For example:
them fail, so you should do whatever you can
When resolving the Far Section of this Darkness card,
to make yourself their target. After all, it’s
the Darkness player can decide to Move her own
much easier to help Solomon Kane fail than it
is to kill him. miniature C or a Shadow A . She cannot however
choose to Move Shadow B as it is already adjacent to
Solomon Kane.
The Virtue players continue to make all other choices.

Designer’s Note:
Priority of Decisions

Even Darker
Normally, when there is a choice to be made, the
Virtues make the decision. However, when Darkness
is being played, she is sometimes called on to make
her own choices. There are three circumstances when
Darkness decides: Another way to make life entertainingly more
difficult for the Virtues is to allow Darkness
1 When using the Despair and Malevolence Actions
to make all the decisions regarding Fight
on her dashboard. Effect cards for Rabble, Villain, and Nemesis
2 When resolving the Near and Far sections of a miniatures. This is an often subtle, but sur-
Darkness card. This applies only to the selection of prisingly potent benefit for Darkness in those
Acts that feature a lot of combat.
which miniature(s) Move, and where they go, and
must follow all applicable rules. For example, if the
Darkness card said to Move the farthest Shadow
and two were equidistant from Solomon Kane, then
the Darkness player could decide which to Move.

43
Reference

Reference
This section includes all the extra rules of the game. You don’t need to study these before you start. It’s better
to get playing, and just look up what you need to when you come across it for the first time.
In addition, we have included many references to core rules too, so that you can use this section as an index,
or glossary, for the whole game.
Broadly speaking, these entries are split into two main types. The first is game terms. This is a continuation
of the sort of thing you find in the core rules; just for less common situations. The second type is keywords.
These are found on the cards, and are possibly best thought of as stage directions for the cast of characters in
our narrative. They explain how individuals behave, and offer a lot of clues to the perceptive player. Once you
learn what they mean, they will allow you to guess what might come next, even if it is not yet revealed.

The following terms and rules are listed in alphabetical order.

Action Adjacent
The wide variety of Adventures in Solomon Kane means that Two areas are adjacent if they share a common border. An
the game includes many different possible actions. Many enemy adjacent to SK can be activated by the Near section of
actions involve tests. However, while all tests are actions, not a Darkness or Nightmare card. An enemy that is not adjacent
all actions are tests. Movement is another common action. to SK can be activated by the Far section of a Darkness or
Nightmare card.
Many actions have a cost. This is in either (or both) dice results
and stats. If dice are involved, there will be a slot onto which Being in the same area as something does not count as being
a dice with the appropriate result can be placed. If the action adjacent to it.
has a cost, then it must be paid in full within a single Turn to
activate the action. See also: Surroundings.

See page 35 for more on how dice are used and how to pay
for actions.

Active Card
Active cards are the left- and right-hand Virtue cards of the
Virtue players. They are available for immediate use. Cards in
hands, decks, or discard piles are never active.

Active Player

Ally & Allied


This is the player whose Turn it currently is. A Virtue player
remains the active player until the end of their Turn, at which
point the Darkness (AI or player) becomes the active player
and takes their Turn. Any Mortal that is on Solomon Kane’s side is an Ally. This
includes Solomon Kane himself. Allies are given levels named:
Crowd, Champion, or Hero.

See also: Level.

44
Reference

Aura Solomon Kane, a Companion may resolve the same action.


This is a free bonus action.
An Aura is a special ability which affects the Surroundings of
a miniature who has the Aura. An Aura will only affect These additional tests and movements are entirely separate
Solomon Kane unless otherwise stated. to Solomon Kane’s. Resolve any test using the Companion’s
values and only the modifiers that apply to them. In general,
When Solomon is within range of an Aura, it is active and its Auras and Shadows will not modify Companion’s tests, even if
effect applies. The effects of multiple active Auras are cumu- the same stat or Shadow modified Solomon Kane’s.
lative. If Solomon Kane is not within range of any particular
Aura, then its effects do not apply. If Solomon Kane is not on the board in a particular Scene,
then Virtues may play actions on Companions instead. As
Note that Providence can extend her Aura range to a long as Solomon Kane is not on the board, Companions do
distance of 2 areas from her. This increased Aura size also not get the bonus action mentioned above.
effects the size of her Aura Shockwave when it is triggered

Compass Rose
(see page 39).

Blessing The compass rose token can sit beside the board in any
convenient location. Its orientation will be defined by the
See page 29. Chapter map in the Story Book.

Character
When a compass direction is called for by a card, use the
compass rose token as reference.

Each individual Mortal and Immortal in the game is a


character. This applies equally to Solomon Kane, poltergeists, Coward
bears, and barmaids.
At the end of each Virtue Turn, a Coward miniature will Move 1
Each character can have a stat line that lists their game area towards the nearest edge of the board. If they are already
values and keywords. This can vary from Chapter to Chapter adjacent to the board edge, they are removed from play.
and if it needs to be changed during a Chapter then a
Discovery card will list the new version. Whenever a stat line
is changed during a Chapter, then the new one completely Donate
replaces the old.
When playing with more than 1 Virtue player, dice can be
Each character has a miniature to represent them on the board. donated.
When a rule refers to a character on the board, it often uses
the term ”miniature“ as a shorthand for character miniature. Up to one dice can be donated per player, per Turn. You may

Choose
only donate a dice to a player who has not yet had their Turn
in the current Round.

A dice can be flipped or re-rolled before it is donated, never


Some Chapters and Discovery cards will require players to after.
choose how to proceed. When presented with a choice in
Chapter entries, no Darkness deck is created for the Chapter A donated dice is placed in one of the target Virtue’s donated
and thus, the Chapter only ends once players decide how slots, on their dashboard. If both are already full, then the
to proceed, triggering an outcome. When presented with receiving Virtue may choose which to keep and which to
”Choose“ through Discovery cards, play is paused until players return to the supply. No Virtue may ever keep more than two
reach a decision and choose from the presented options. donated dice at a time.

At the end of a Virtue Turn, the donated slots on their dash-


board must be empty (see page 35).
Cloud
This is where all Mercy cubes, Luck cubes, Blessings and Purity
Points are stored by Virtues. All active Virtues have access to Encounter: DXX
the resources placed here. If Solomon Kane ends an action or Turn in the same area as
an Encounter miniature or token, reveal card DXX.

Companion The encounter is not triggered if Solomon Kane moves


through the Encounter area, but also leaves it in the same
These are Solomon Kane’s closest allies. action.
After resolving a Fight, Explore, Talk, or Move action for

45
Reference

Enemy Guardian: (N)


Any miniature that is on the Darkness’ side is an enemy. A Guardians protect something or someone in the area Solomon
distinction is sometimes made between enemies as a whole, Kane has reached.
and enemy mortals. The latter would not include Shadows.
Enemies are given levels named: Rabble, Villain, or Nemesis. At the end of each Virtue Turn, each Guardian in Solomon
Kane’s Surroundings takes a Fight test against him. The base
See also: Level. value for this test is N.

Engage Health: (N)


A miniature will engage as it enters the same area as its target. N is the number of wounds a character can suffer before they

Explore Tokens
are defeated. When a character is defeated, they are removed
from play.

If no Health value is listed for a character then it is assumed


These tokens represent areas of interest on the board. They to be Health 1.
can be anything that might catch Solomon Kane’s attention,
from interesting individuals, to secret doors, or unusual plants. When a character is wounded, place a number of wound
The context of the story, the details of the Chapter, and the tokens next to their miniature. When this stack of tokens
resolving Discovery cards will explain what each represents. equals or exceeds their Health, they are defeated. Health 1
characters are removed as soon as they are wounded, so they
Solomon Kane must be in the same area as an Explore token to do not need tokens.
use it to undertake an Explore test. The Discovery card linked
to his Explore test result will reveal what, if anything, the token Solomon Kane does not have Health. Instead, his relative state
conceals. The card will also tell you if anything happens to the of mental and physical wellbeing is reflected by his stat board.
Explore token itself.

Note that some Explore actions do not need Explore tokens Hunter
and are triggered by other means. These will be explained on
the relevant Chapter’s Discovery cards. Hunters are fighters who are actively seeking combat with
Solomon Kane.

Darkness and Nightmare cards describe when and how far


Flip (Dice) Hunters Move. Hunters always Move towards Solomon Kane
by the shortest route possible.
This is shown by the on Virtue dashboards.
After all the active Hunters have completed their movement,
Turn the dice over to change the rolled result to the opposite they will make a single combined attack, if possible. Choose
one (see page 35). the highest-level Hunter in Solomon Kane’s Surroundings to

Follower
be the attacker.

Followers can be loyal pets, terrified innocents, or resolute Immortal


comrades. In all cases, they follow Solomon Kane wherever See: Mortal & Immortal.
he leads.

Immune
After Solomon Kane Moves, each Follower immediately Moves
the same number of areas towards Solomon Kane.

Gloater: (N)
This miniature cannot gain wound tokens.

A Gloater seeks to embolden themselves or belittle others by Instant


their boasting.
. See Discovery Cards (page 24).
At the end of each Virtue Turn, each Gloater in Solomon Kane’s
Surroundings takes a Talk test against him. The base value for
this test is N.

46
Reference

Level Mortal & Immortal


All characters have a level. The higher the level, the more The miniatures in the game represent a wide variety of heroes,
powerful they are. The name of each level depends on whether villains, and natural creatures. Despite this variety, they all fall
the character is an ally or an enemy of Solomon Kane. into one of two broad types: Mortal and Immortal.

Immortal creatures are insubstantial entities that have


always existed, and which will exist long after humanity has
Level perished. The only Immortals are the 4 main Virtues (Courage,

Allies
Temperance, Justice, Prudence), Providence, Darkness, and
the Shadows. Everything else in the game is Mortal.
Enemies
Mortals are usually flesh-and-blood creatures, although
Gideon’s ghost and the poltergeists also fall into this category.
1 Crowd Rabble More common mortals are humans like Solomon Kane
himself, African tribesmen, or one of Kane’s arch-enemies like
le Loup. Animals like bears and wolves are also Mortal.
2 Champion Villain Mortals are separated into allies, enemies and neutrals. Allies
are mortals controlled by the Virtue players. Enemies are
mortals controlled by the Darkness. Neutrals are controlled
3 Hero Nemesis neither by the Virtues nor the Darkness.

Immortals are invisible to the mortals, who feel their presence

Light
without understanding the cause. This allows both the Virtues
and Darkness to influence the outcome of Solomon Kane’s
adventures without him realising that he is seldom alone in
See page 26. his endeavours.

Luck Objective Tokens


See page 28. These double-sided tokens show points of interest for
Solomon Kane and/or allies. Many Chapters use Objective
tokens as part of their outcome criteria, such as reaching an
Mercy objective before time runs out.

See page 29. In addition, they are used for many different effects as
described in Chapter entries or Discovery cards.

Miniature
Some miniatures have specific character names (“Matthew
Hopkins” or “Sam”) whereas others have titles or more generic
names (“Two-Sworded Thug” or “Male Villager”).

Omen (N): DXX


Story Book entries will always specify which miniatures to use
but many Discovery cards will sometimes refer to them with a
catch-all term.

For example, Discovery card XX states “whenever a Shadow An Omen card is a trigger for something that happens during
Spawns, also place a Thug miniature in the same area as the a Chapter. This is a timed effect, although in some Chapters
Spawned Shadow”. This means that players can choose any the same event may be triggered by other means as well.
Thug miniature of the Thug set to satisfy the ruling of this
Discovery card. N is the timer, X is what happens when the Omen is triggered.

Similarly, Discovery card XXX states “At the end of each Virtue When setting up the Darkness deck for a Chapter, start by
taking the listed number of Darkness cards and shuffle them.
Turn, -1 Clarity unless Solomon Kane is in the same area as
Deal out N of these cards into a pile, then place the Omen
a Villager miniature”. This card does not distinguish between
card on top of that pile. Then deal the rest of the Darkness
the “Male” or “Female” Villager and any Villager miniature of
cards on top. This is the Darkness deck for the Chapter.
that set will satisfy the ruling of this Discovery card.
An Omen card is resolved if it is on top of the Darkness
deck at the start of a Darkness Turn, or if it is discarded
for any reason.
47
Reference

To resolve an Omen card, first discard the Omen card itself, “Random: D145 - D147” means take Discovery cards numbers
then reveal the related DXX Discovery card. D145, D146, and D147 and shuffle them together. Drawn one
of them at random.
For example, Omen (5): D666 means place the Omen card

Remain in Play & remains in Play Until XXX


on top of the 5th card from the bottom of the Darkness deck.
When you resolve the Omen, or an effect discards it, you will
trigger Discovery card number 666.

When Darkness mode is being played, this sequence is


A Remains in Play card stays in effect until the end of a Chapter
modified, and the Darkness player can act before the Omen
or until it is discarded by another effect.
card is resolved (see page 40).

One-Use
A Remains in Play until XX card stays in effect until the XX
condition is met. For example, until the end of a later Chapter
or until the end of an Act.

When a one-use resource is spent for its effect, its token or


cube is returned to the supply. The resource has gone, although
the token or cube itself is recycled through the general supply
Re-roll
for later use, when it can represent a new instance of that
resource. This is shown by the on Virtue dashboards.

Ongoing
A single dice is re-rolled by picking it up and rolling it again.
The result of the re-rolled dice replaces the original result.

Also see page 34.


. See Discovery Cards (page 24).

Opportunity
Resolve
This refers to a single line of instruction. When completing a
listed action and its effect, it is considered resolved. In the
. See Discovery Cards (page 24). case where more than one action is listed, resolve them
independently. (e.g. A Darkness card listing “1 Hunter Moves

Progress Tokens
1 and Fights (3), a Hunter can be chosen to resolve the Move
effect but not resolve the Fight effect (since they’re not
adjacent to SK)).
Not every task can be completed with a single successful
test. Progress tokens keep track of how far along a larger
task is. They can be used for both good tasks, and disastrous Reveal: X
ones. Their exact use will be described on the Chapter or
Discovery cards.
Find card X, turn it over to reveal the front, and then follow the
instructions on the card to resolve it.

Scout
Scouts are reconnoitring an area, looking for something or
someone.
Prisoner
Darkness and Nightmare cards describe when and how far
A prisoner has been captured by his foes and is at their mercy. Scouts Move. Scouts Move in cardinal directions, as dictated
by the compass rose token, or Move towards a defined target.
Players cannot Move this character (though game effects
can). The character may still take any tests that are available In some Chapters, Scouts can Search.
to a Prisoner.

Search
Random: X - Y
This is an action that only Scouts can take, and only when
Where X and Y are two Discovery card numbers that define the listed in the current Chapter entry or on Discovery cards.
ends of a range.
When a Search test can be taken on a character, a Search test
Shuffle all the Discovery cards in the listed range will be listed as part of the target miniature’s stat line. This
together, then draw 1 card at random. For example,
48 tells you who the Scouts are looking for.
Reference

For example, Solomon Kane ( Search: Up to 4: D22, 5-6: D23, The maximum Shadow Spawn Threshold of each section is 6.
7+: D24).
Note that the Shadow Spawn Threshold is only a limit to how
Scouts may also use Search to activate other special actions as many Shadows can be Spawned and has no effect on other
dictated on Discovery cards. means of placing Shadows on the board. The number of

Seeker: X
Shadows in play can exceed the Shadow Spawn Threshold by
other means, for example, Justice’s Equilibrium card.

See also: Spawn.

Shockwave
At the end of each Virtue Turn, a Seeker will Move 1 area
towards the nearest X. X can be either a specific miniature or
token.

Sentry: N1, N2, N3


Whenever a Shadow moves into an area that contains a
Virtue, or a Virtue moves into the same area as any Shadows,
a Shockwave is triggered. Remove from the board the target
Sentries patrol a specific area along a specific route. Virtue, and all Shadows in the target Virtue’s Aura range. No
Event is revealed.
A Sentry’s route is defined by listing a number of waypoints:
N1, N2, N3, and so on. A route can be of any length. Note that Providence’s Aura can increase the effect of her
Shockwave to remove all Shadows within 2 areas of her.
Darkness and Nightmare cards describe when and how far
Sentries Move. They Move up to this distance, stopping if they
reach their next waypoint. Each time they Move it is towards Sin
the next point along their specified route. If they reach the end
of their route, their next movement will be back towards the The game includes all 7 Deadly Sins. Each affects Solomon
first point in the route so that they can start again. Kane and the Virtues in a different way. More than one Sin
can be in play at the same time.

When a Sin is revealed its effect remains in play until the


Shadows socket on the Sin card is filled. Once this happens, remove the
See page 37. Sin from play and return the to the supply.

Shadow Spawn Threshold Socket


This is the maximum number of Shadows that can be See: Light.
Spawned at once and is linked to the current Danger level. As
the Danger rises, so does the Shadow Spawn Threshold. This
is marked on the Danger track and summarised here: Spawn
Darkness cards sometimes Spawn Shadows. Spawning a
• Danger 1 : up to 1 Shadow.
Shadow means to place it onto the board. This is resolved in
the following steps:
• Danger 2 - 4 : up to 2 Shadows.
1 Check the current Shadow Spawn Threshold.
• Danger 5 - 7 : up to 3 Shadows.
2 If there are currently fewer Shadows in play than the
• Danger 8 - 10 : up to 4 Shadows. Shadow Spawn Threshold, Spawn a new Shadow miniature
on the board in the same area as the relevant Spawn token (X,
Some effects increase this Threshold in one of the sections. Y, or Z). Treat this as if the Shadow was entering the area from
When this happens, simply place a Threshold token next to an adjacent area for purposes of interacting with other
the current section of the Danger track. Each Threshold token miniatures. For example, if there is a Virtue in the spawn area
increases the Threshold of that section by 1. then the owner must decide how to react. If they allow the
Shadow to move in, then both the Shadow and the Virtue will
be removed. If they block the Shadow then it will not be
Spawned, and Danger will increase by 1.
3 If the card calls for more than one Spawn, repeat steps 1
and 2 until all have been Spawned or the Shadow Spawn
Threshold has been reached.

49
Reference

Stat Line Unplayed Virtue


Some characters and tokens will have a stat line. This lists In Cooperation and Confrontation modes, an unplayed Virtue
their statistics (or stats) along with any relevant keywords and is one that is not being played by a real person. It never applies
available tests. to a player (or their Virtue) who has not yet taken a Turn in
this Round.
Solomon Kane has a stat board to track his game values as
well as a stat line to list any available tests.

Also see: Character. Virtues

Supply
Prudence, Temperance, Courage, Justice, and Providence are
all Virtues. They are god-like Immortals who aid Solomon
Kane in his fight against Darkness. Darkness is not a Virtue,
though she is an Immortal.
The supply is the general term for the place(s) you keep any
tokens, dice, or other resources that are not currently held Depending on the Chapter, a Virtue may either start on the
by any player(s) or on the Cloud. It can be more than one board, or off. If the Virtue is not on the board, place it on its
physical place. dashboard, on top of its Aura. This will remind you that the
Aura only applies when the miniature is on the board.

Surroundings
When a Virtue is placed on the board, it cannot be placed in an
area that contains another Immortal.
A miniature’s Surroundings are the area they are in, plus all A Virtue cannot Move into an area that already contains a
adjacent areas. Virtue.

Warden
Mortal miniatures cannot enter the same area as a Warden.

Wild Dice
See page 25.

Wounded

Threaten
A wounded miniature cannot Move more than one area per
Turn.

A Shadow is said to be threatening when it is adjacent to its


target.

Vandal (N): X
Vandals are destructive individuals who want to destroy
something defined as N.

At the end of each Virtue Turn, each Vandal that has not
moved this Turn will remove one N token from the area they
are in. As soon as the last N token is removed from an area,
they take the action or reveal the card X.

A Vandal may not have an X action. In this case they just


remove N tokens following the rules described above.

50
51
INDEX
Index

Act: 18 Darkness cards: 20

Action: 44 Defeat: 28

Active card: 44 Dice: 25

Active Player: 44 Dice, wild : 25, 35

Adjacent: 44 Difficulty: 11

Ally / Allied: 44 Discovery cards: 24

Areas: 30, 31 Donate: 27, 34, 45

Aura: 45 Doors: 30

Blessings: 29 Duel: 11, 38, 40 - 43

Central dashboard Action: 27, 34 Encounter: 45

Chapter: 45 Ending / Resolving a Chapter & Act: 18

Character: 45 Enemy: 46

Choose: 45 Engage: 46

Cloud: 28, 45 Event cards: 22

Companion: 45 Explore tokens: 46

Compass Rose: 45 Exploring: 33

Components: 4,5 Far: 20, 21, 36

Confrontation: 10 Fight cards: 23

Co-operation: 10 Fight Effect cards: 23

Corruption tokens: 40, 42 Fighting: 33

Coward: 45 Flip : 46

Credits: 55 Flip : 23

Darkness Mode: 40 Follower: 46

Darkness Turn: 36 Gloater: 46

52
Index

Guardian: 46 Providence: 38, 39

Health: 46 Purity points: 29

Hunter: 46 Random: 48

Immortals: 31, 47 Random Numbers: 22, 33

Immune: 46 Red lines: 30

Instant effects : 24 Reference 44 - 50

Levels: 22, 47 Remains in play: 24, 48

Light: 26 Re-roll : 48

Luck: 28 Reserved: 27, 34, 35

Map Tiles: 30 Resolve: 48

Mercy: 29 Resolving Actions: 35

Miniatures: 6, 7, 47 Resource Limits: 7

Miniature name: 24 Reveal: 48

Modifiers: 32 Rounds: 33

Mortal: 47 Rules Priority: 9

Move: 30, 31 Scene Chapters: 16 - 18

Near section: 20, 21, 36 Scout: 48

Nightmare cards: 21, 36 Search: 48

Objective tokens: 47 Seeker: 49

One-Use: 48 Sentry: 49

Omen card: 24, 36, 47 Set Up: 12, 13

Ongoing effects : 24 Shadows: 31, 37

Opportunity : 24 Shadows’ Aura: 33, 37

Player Order: 33, 35 Shadow Spawn Threshold: 28, 49

Prisoner: 48 Shockwave: 37, 49

Progress tokens: 48 Sin cards: 24, 49

53
Index

Socket: 24, 26 Talking: 33

Solo: 11, 38 Tests: 32

Solomon’s Path: 26 Threaten: 50

Spawning: 31, 49 Turns: 33, 34, 35

Spawn section: 20, 21 Unplayed Virtue: 50

Stat board: 28 Vandal: 50

Stat line: 50 Virtue cards: 19, 35, 44

Stat modifications: 26 Virtue Dashboards: 27

Stat modifiers: 28, 33 Virtue placement: 31

Story Book: 14 Virtues: 50

Story Chapters: 14 - 15 Warden: 50

Story section: 20, 21 Winning: 11

Supply: 50 Wounded: 50

Surroundings: 50

54
CREDITS
GAME DESIGNER: Jake Thornton
SCENARIO DESIGNERS: Babis Giannios, Nikolaos Niotis and Dale Rowe
LEAD GAME DEVELOPERS: Babis Giannios, Nikolaos Niotis and Dale Rowe
GAME DEVELOPERS: Josh Chambers, Ed “cake day” Harrison,
Stuart Siddons and Steve Slack
NARRATIVE CREATORS: Mark Brendan and Jake Thornton.
ART DIRECTOR: Stéphane Gantiez
ARTISTS: Carl Art, Aurélie Bouquet, Stéphane Gantiez,
Christophe Madura and Guillem H.Pongiluppi
MINIATURE SCULPTORS: Giorgio Bassani, Grégory Clavillier, Gaël Goumon,
Edgar Ramos, Edgar Skomorowski, Olivier Thill,
and Irek Zielinski
GRAPHIC DESIGNERS: Stéphane Gantiez, David Rakoto, Louis Guillon,
Arnaud Marchand, Laurent Lucchini, Ed Harrison,
Michael Watson, Panagiota Tsibalidi, Sandra Fournel,
Karsten Schulmann and Jamie Noble Frier
TECHNICAL DIRECTOR: Erwann Le Torrivellec
PROOFREADERS: Ben Clapperton, Leonidas Vesperini, Corina Cretu
and Bruno Cailloux
TRANSLATOR: Anne Vétillard
MARKETING & COMMUNICATION: Az Drummond, Leonidas Vesperini, Helena Tzioti,
Backerkit and the Mythic Team
PROJECT LEADERS: Dale Rowe and Jake Thornton
PROJECT MANAGER: Helena Tzioti
PUBLISHERS: Léonidas Vesperini and Benoît Vogt

Special thanks to our ambassadors for demoing the game


during conventions and our playtesters for their valued feedback.

© 2020 Robert E. Howard Properties LLC (“REHP”) SOLOMON KANE, ROBERT E HOWARD and related names, logos,
characters and distinctive likenesses thereof are trademarks or registered trademarks of REHP. All rights reserved.
SOLOMON KANE Miniatures Board Game © 2020 - Mythic Games.

55
“These things be deeds of some power of evil.
The lords of darkness have laid a curse upon
the country. A strong man is needed to combat
Satan and his might. Therefore I go, who have
defied him many a time.”

Robert E. Howard, “Skulls in the Stars”

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