Welcome to the Guardians CCG Page

This is a site dedicated to the Guardians collectible card game released by FPG in the mid '90s. This was a great game featuring beautiful artwork and a complex battle system. The game is now out of print and some cards are extremely difficult to find.

Here you will find alternate rules and game mods (including solo play), homebrew cards, and links to other Guardians sites.

Search This Blog

Saturday, October 31, 2009

Summary of Changes for Solo 2nd Edition

As promised, here is a list of the major changes incorporated for Solo Adventures 2nd Edition:

1. Shield Deck. With one drawn for each combat, this allows Standard Bearer abilities for opponent creatures, and cards that refer to opposing Shields no longer need errata. You still can't win the game on Shield kills, though - you still need to beat all 3 Guardians.

2. Stronghold Deck. Stronghold upgrades for the opponent, Stronghold downgrades for you, each time the Doom Counter changes. Brutal.

3. Ranged Attack Deck. This is a roll for each combat. The top card of the Ranged Attack Deck is turned over. If it can't be used to win the first matchup, it is saved for the next matchup and so on.

4. You can have up to 5 of any card (except your Shields and Champion).

5. Moving 0 or 1 spaces advances the Doom Counter.

6. 4 different difficulty levels (Gloomy, Sinister, Horrific, and Forbidding), and a total of 3 Encounter Tables. Each difficulty level is tied to a different map, with map 1 being the base map. Although maps 1 & 2 have the same number of cards and use the same Encounter Table, movement on map 2 is a little more restrictive, giving it a higher difficulty level than map 1.

7. On Terrain spaces your Shield is defending; on opposing Stronghold spaces your Shield is attacking. This allowed the inclusion of cards that refer to your Shield as attacking or defending.

8. Gold from combat has been changed to Treasure to eliminate redundancy and confusion with Gold Bribery.

9. Burn Stones equal to the number of creatures under Shield to return to one of your Stronghold spaces at the end of any turn.

10. The Stronghold Survival roll goes from 3D6 to 2D6, but instead of an automatic rubble, combat takes place. If you win, the Stronghold is saved. If you lose, it is rubbled. Lose all 3 Strongholds and the Doom Counter goes to 8.

11. 4 Different maps (or game boards if you prefer) in full color with complete layouts and movement options. Ignore the fact that all Guardians and Strongholds are all the same - I was too lazy to scan in other images.

12. Optional inclusion of Seven Seas cards, complete with incompatible and errata cards.

13. Optional inclusion of Champion's Odyssey cards, complete with incompatible and errata cards.

14. Optional inclusion of both Seven Seas and Champion's Odyssey cards.

That was a lot of work. I know most of you still have others to game against, but for those of you out there like me, with no opponents, I hope you enjoy this. As always, I welcome any feedback.

Here's what's coming up on the blog in the future:

Solo Adventures 2nd Edition sample game
Solo Adventures 2nd Edition strategy
More card revisions
Applications of Math in Guardians, Part 2

Cheers,
Jackalwere

No comments: