By C Gerard Luft
This one player game was originally used as a solo adventure system for
HOLYQUEST Fantasy RPG (which uses FUDGE). But it is simple enough for anyone
to pick up and play as a solo card and dice game. You play a group of four
adventurers fighting evil in dungeons and wilderness settings. This game was
designed using four fudge dice for attack/ defense and skill resolutions.
Below is a chart for using ordinary six sided dice:
FUDGE DICE CONVERSION TABLE
Example: If you roll 4DF with 4D6 and get 1 (-1), 5(+1), 4 (0) and 6 (+1)
your roll result would be +1 (-1+0+1+1=+1)
THE NOBLE ADVENTURERS
You begin the game with one of each Character Card:
KNIGHT POWER 4
SCOUT POWER 2,
DETECT TRAPS SKILL
MINISTER POWER 1 (May only Defend)
PROPHET POWER 0
GUIDED MISSILE SKILL
Power is the number that character adds to his attack or defense rolls in combat.
One skill may be used each turn. To succeed at a skill roll 4DF. On a 0 or
+1 and better, the skill is successful.
DETECT TRAPS SKILL
If successful, the Scout detects a trap card played, and the party avoids it
If successful, the injuried character being healed is releaved of one hit
GUIDED MISSILE SKILL
If successful, one target receives 1 Hit
If Successful, the entire party goes unnoticed by opponents. When
the Knight and Scout go to attack, they become visable, and can be attacked.
But the Minister and Prophet remains unnoticed until they use a skill during
that combat turn.
The player draws 4 cards from the MONSTER DECK. All 4 cards are brought into
DUNGEON/ WILDERNESS PHASE
If a Dungeon or Wilderness card is drawn it is played onto the table, and
remains their until anoth dungeon or wilderness card is drawn in the
following turns. If more than one dungeon or wilderness is drawn in the same
turn, only the first card is played. The other cards are discarded.
If any traps are drawn, make a Detect Traps Skill Roll for the Scout for each
trap present. If a trap is detected, it is discarded. If it is not, then
each player takes one hit, and that card is then discarded. (See Damage below).
MONSTER COMBAT ROUND PHASE
All monsters drawn that turn must be combated at the same time.
The good guys go first.
ATTACK AND DEFENSE:
The attacker rolls 4DF and adds their POWER to the roll.
The defender then rolls 4DF and adds his POWER to the roll. If the
attacker's modified roll is greater than the defender's modified roll, then
he scores a Hit (see DAMAGE below). If the defenders are not yet defeated,
they may now attack, repeating the process above.
When a creature takes a hit, the card is SIDED (tilted 90 degrees).
Until healed that character has a -1 to its power. If that charcter takes
another hit, the card is then rotated upside down. Until healed, it has -2
to its Power. If it then takes a third hit, it is defeated (defeated
adventurers are removed from the game, and defeated monsters are discarded).
The MONSTER COMBAT ROUND repeats itself until one side is defeated. Once
combat is concluded the turn begins again. If the MOSTER DECK runs out of
# - Number in Deck
CARD NAME # TYPE POWER / NOTES
GOBLINS 4 M 2
DWARF 4 M 2
SKELETON 4 M 2
ELF 4 M 3
ZOMBIE 4 M 3
GHOUL 4 M 3
WRAITH 4 M 4
WEREWOLF 2 M 5
OGRE 2 M 5
TROLL 2 M 6
WYVERN 2 M 6
COCKATRICE 2 M 6
GIANT 2 M 7
CHIMERA 2 M 7
BASILISK 2 M 7
DRAGON 1 M 8
TRAP 4 T 1 HIT
HIGH WALL 1 D -1 EXCEPT FOR GIANTS AND FLYING CREATURES
LOW WALL 1 D -1 ELF, GOBLIN AND DWARF
HUT 1 D +1 WEREWOLF
MAUSOLEUM 1 D +1 UNDEAD
QUAGMIRE 1 D -1 ALL CREATURES
STAKE BARRIER 1 D -2 ALL CREATURES
BRIARS 1 W -1 EXCEPT ELF AND FLYING CREATURES
HEDGE ROW 1 W -1 DWARF AND GOBLIN
HILL 1 W +1 DWARF
FOREST 1 W +1 ELF
For each single combat you win, you may draw one card from the victory deck.
The Experience Points (ep) are collected as one party. They are required
for certain skill prerequisites, but they are not used to purchase skills
(example, if the group has 30 ep, they may attach to the appropriate group
member skills with a prerequisite of 30 ep). Skill Cards and blessed arms and
armor cards are attached to one character and remains with him (providing he
makes the prerequisites) until he may be defeated in combat.
# - number of cards in the deck
Pr - Prerequisite
#ep - This is the number of experience points the group must currently have
to use this card
K, S, M, P - This card is applied to this character: Knight, Scout, Minister,
or Prophet respectfully
Notes - What the card imbues to the character it is attached to
CARD NAME # Pr Notes
2 Experience Points 40 - -
Blessed Arms and Armor +1 2 K, S +1 Power
Blessed Arms and Armor +2 2 K, S +2 Power
Blessed Arms and Armor +3 2 K, S +3 Power
Blessed Arms and Armor +4 2 K, S +4 Power
Blessed Arms and Armor +5 1 K, S +5 Power
Healing Draught 10 K, S Removes 1 hit
Light Skill 1 10 ep M Blinds 1 opponent: -4 Power
Sneak Attack Skill 1 20 ep S Instantly kills 1 creature*
Advanced Healing Skill 1 20 ep M Heals 2 hits
Call Down Fire Skill 1 20 ep P Inflicts 1 hit on all opponents in battle
Deadly Hail Skill 1 40 ep P Inflicts 2 hits to all opponents in battle
Word of Authority Skill 1 40 ep M Causes 1 creature to surrender
Advanced Combat 1 20 ep K Power: 5
Weapons Master 1 40 ep K Power: 6
Raise Dead 1 60 ep M Raises 1 Character from the Dead
Pronounce Death 1 60 ep P If Successful, 1 opponent is instantly defeated
* = can only be used on the 1st turn of combat
LONG GAME: When the group acquires 80 ep they win
SHORT GAME - EP: Set a ep amount of a lower value
SHORT GAME - SLAY THE DRAGON:
When the Dragon is dead the game is won.
Play like an on going chess game: when you have to break, try to
leave the cards in the position they were at, so you can return to it later.
This is ideal if you use the THOTH PROGRAM, which has a save function.
Card Images are available at: this page