I was doing some thinking today (thinking is good, most of the time) and realized that Solo Adventures, despite the name, is playable for two players with some minor tweaks. I have updated the rules to reflect this. Here is the text as it appears in the rules:
"All Solo rules are followed, with exceptions listed below. The opposing player (player 2) has two objectives: get the Doom Counter to 8, and inflict wounds on Player 1's champion. Player 2 plays all 3 opposing Guardians, their Champions, and all opposing cards. Here's how it works:
1. Player 2 takes over all opposing rolls. This includes rolling for Spells, Bribery, Ranged Attacks, and opposing creature abilities that require a die roll. Player 1 still rolls for movement and encounters, stronghold survival, and his own creature, Spell, and Magic Item rolls.
2. After Player 1 has selected a Guardian and Stronghold, instead of making a die roll, Player 2 chooses the 3 opposing Guardians, their 3 Strongholds, and which location to place them at. After that is done, Player 2 chooses a Champion for each of the 3 Guardians, without showing Player 1, and puts them face down under each Guardian. Each Champion is only revealed at the time its Guardian is attacked, and Champion/Guardian combat resolves per normal rules.
3. Whenever Player 2 is required to play a card from one of his decks, he may pick up the top 3 cards (instead of just the top card) and choose which of the 3 cards to play. This includes the Spell Deck, Bribery Deck, Spell Deck, Command Deck, Shield Deck, Stronghold Deck, Ranged Attack Deck, and all Encounter Decks. In the case of Encounter Decks, if Player 2 is required to pull 2 cards from 1 deck, he may choose 2 of the top 3 cards. If he is required to pull 3 cards from 1 deck, he must use the top 3 cards and does not get to choose. Also, in the case of the Stronghold Deck, player 2 only draws and chooses when the Doom Counter changes, and gets to choose which Stronghold to place the upgrade or downgrade on. Unused cards are shuffled back into their deck.
4. Combat is played like the original game instead of the Solo version. AOE attacks resolve immediately, and primary attackers are played simultaneously. Additionally, player 2 may play creatures in his combat hand in any order, and may use bribery, channeling and ranged attacks at his discretion. He must still observe the "How to Play Opposing Guardians and Spells" rules for channeling and Spells. Remember that player 2 must choose his cards before combat starts, and may not bribe player 1's Champion."
If you and a friend are tired of the same old game all the time, give it a shot and let me know what you think. If it's too easy for player one, you can always start the Doom Counter higher or go with a harder map. I have no way of testing this, but if the two player version is viable I might have to change the name to reflect the fact that it's not just a solo game anymore...