Bruno’s House Rules!

Periodically people email me about their Dungeon Solitaire games, sometimes with questions, sometimes with reports of amazing games, and sometimes with their own creations and house rules. It’s always a joy to hear how people are enjoying the game, adapting it, and delving deep into everything Dungeon Solitaire has to offer.

Every once in a while, someone comes along who has delved very deep indeed, and over the last six months or so I’ve had the pleasure of hearing from one such Dungeon Solitaire super player. Bruno, from Quebec, has explored not only Dungeon Solitaire Campaign Mode and the ALL-IN rules using the Devil’s Playground expansion, but he’s developed his own set of house rules for playing massive LoS-DP Campaigns with his own custom-made cards and enviable table setup.

Bruno has graciously provided some notes and references for his house rule to share with you. And while you may find them difficult to immediately interpret if you haven’t delved into the rules as far as Bruno has, it will at least give you some idea just how far you can take this game. And if you’re developing your own set of House Rules for LoS-DP Campaigns, I highly recommend looking into Bruno’s Rules for some great ideas.

Note that Bruno’s original references were all in French, but he’s been kind enough to provide us with English versions. He has made a few corrections or addendums to his rules, and I’m including those as well. You can even download his scoresheet as a printable PDF. Enjoy!

Bruno’s Setup

Here is way too much info about my Dungeon Solitaire world.

Photo 1. My homemade deck.

Photo 2. A table setup.

Bruno’s House Rules Campaign Scoresheet

(PDF Available here)

Bruno’s Notes

  • Abacus to keep score of 10 HP.
  • 5 tiles that I turn over when 13t or 15t is on the doom track, and 17-18-19t when a heavenly Gem is found (I don’t turn these last 3 often…)
  • Checkers pieces to keep track of the house rules. Golden spell (natural color) and Dark Spell (dark brown).
  • 1d10 (to roll for 6-7-8m+Full Armor), 1d4 (to roll for spells), and another dice to represent if a class is in play.
  • One tarot deck for drawing in town (evaluating gems, maintaining party, expenses). Campaign Scoresheet Background info. Mine was mostly in French. I made one in English. English is my second language, so please forgive me if my English is not up to par. As for the Scoresheet itself, it is so packed with stats and info/reminders that it is mostly for personal use. It would be hard for someone else to know how to score his/her game! Still, everything is there and a passionate player could find his way in my dungeon!
  • It is a double-sided scoresheet to score 40 games (19 on the first page, 21 on page 2).
  • House rules are at the top of page 1.
  • Then, the top Gray area would be to register the stats/records after the 40 games played.
  • Then the scoresheet. I packed info in the header column and here, it gets confusing. Because of lack of space, info not pertaining to the column at hand can appear.
  • And again, for lack of space, I had to improvise scoring places inside a column for secondary stats (for example, number of Skeins and gems, number of times I scored 4K or 3-Graces, etc.)
  • Finally, at the bottom of page 2, a reminder of some important rules from the books. So, in the gray area at the top of page 1.
  • (Arrow and infinity symbol) = Record number of consecutive exits
  • (Top treasure) = Best single score from the column below
  • (#3Ge-#3Sk) = Number of times I found all 3 Gems or all 3 Skeins
  • (#Heavenly : Total Gem) = number of heavenly gems found: total number of gems found. For example: 1:40
  • (#Skeins); total number of Skeins found
  • (Top XP): Best single score from the column below
  • (#2ndQ): Number of times I found a second Queen without effect
  • (Top Score), for example, C1/45640/4 (Campaign/# of Heavenly Gem found/ best XP Score/Rank.
  • (Keyhole): Number of times I found 16t-Shifting terrain without effect
  • (#4K – #3 Graces): Number of times I found all 4K or all 3 Graces
  • (54 diamond – 54 red shield): Number of times I found all 54 pts diamond or 54 pts red shield
  • (% Exit): Number of exits divided by 40 games = %
  • (number of turns total from exits divided by number of exits) = average number of turns per exit
  • (#Golden spell- #Dark spell) = Number of spells accumulated
  • (Top Death) = Simply to register your most common death. For example crpt 18% Clarification of the House rules about the Second Queen (Divine Favor) found without effect.
  • I Turn a Queen, then trap-6. I win the turn, leave the Queen in the turn and pick up a Golden Spell (at the end of the turn) which I can use starting with the next turn or later.
  • I turn a Queen, then the Dragon, then a second Queen. Here, the second Queen is not without effect. Per book rules, against a Dragon (and Lich, Abomination, Diabolical Machine, Hell Gate), a Divine Favor grants +1. It has an effect, so no Golden Spell in this case. Clarification of my previous email I gave an example to go for a Dark Spell (the missing 3-diamond). I forgot to mention that it was the last treasure missing to have all 54 pts of diamond.

Bruno’s Rules

The game is fantastic, and I tweaked two things that were a bit off.

  1. In LoS Campaign, we could find 110 points of treasure (excluding evaluating gems). In LoS-DP, 240 points! The result is that you have so much money that, in town, it removes all decisions from the game. Do I pay to remove crpt-curses, to maintain party, to recruit? Yes, Yes, Yes. I have so much money. Why not? In LoS Campaigns, I had to borrow a few times to keep going. It was stressful on the next delve to go further, find more treasures to get out of the red. Now, with so much money, that is another facet of the game that is not in play. I would add that in Campaign mode, some expeditions are really short. If I start with a crpt in the first few turns, I do get out quickly, sometimes in 3-5 turns. However, do that too many times, and you won’t have any money left. That is also not in play much because you quickly have so much money.

Solution? I increased all amounts by 50 % (except the Character ranks).

The game is tighter now. You’ve got to be careful with every decision in town (and have to risk more turns to find treasure/gp).

  1. The new character class “Magic User” is too powerful compared to the other classes, so that it renders them useless. Before, it was a tough decision to choose the right one (all classes were pretty even). And at rank4, you can take it a second time to have a total of +4d4 per expedition!

Solution? I removed that class from the game. However, overall, it is a tough game and we need all the help possible. The idea of the +d4 is great, so I included it in a way that brings many tough decisions into play. Hang on!

A. I added 7 ways of gaining a “Golden spell” that grants you each time a +1d4 (against any encounter or to gain 1-4HP).

If you can take into town:

  1. 3 gems (0/40)
  2. 3 Skeins (0/40)
  3. 100 points and more worth of treasure (excluding evaluating gems) (4/40)
  4. 4 Kings (0/40)
  5. 3 Graces (0/40)
  6. played more than 29 turns (0/40)

and

  1. Got a 2nd queen without effect (my dead card concept) on a turn (Golden spell earned at the end of the turn) (2/40)

I played 40 campaign games per book rules. In parentheses, I noted the number of times that situation could have occurred. So rarely. But now that I added the Golden Spell, there are many fun decisions in play to risk going for spells (and to better those stats).

  • Do I play a Disarm mechanism (or even a blessing) against an easy 5trap? No. But what if there are the 4th King and the third Gem on the turn? If I get out alive, I will receive 2 Golden spells in town.
  • Do I drop treasure one of my 4K and risk losing that Golden spell or do I battle to keep that option alive?

etc.

B. I added 7 ways of gaining a “Dark Spell” (remove to the bottom of the deck all of these: 1crpt + curses (Dungeon Plague/Dark Star) + 1 torch + 1 ration + regain all HP)! The jackpot!

  1. Find a Heavenly Gem (1/170)
  2. Have a perfect game: 3 Skeins-3 Gems (Never did it)
  3. 54 points (2-10 of diamond) (Never did it in LoS-DP)
  4. 54 points (2-10 of red shield) (Never did it in LoS-DP)
  5. Beat my own record of treasure points (100 points min.) (excluding evaluating gems)
  6. Beat my own record of consecutive exits (min. 10)
  7. Beat my own record of turns (min. 29)

So pretty much impossible. Hence, it does not tip the balance of the game. But bliss if you get one. Early on, the Records (5-6-7) will yield a few Dark Spells, but once a good record is set, it will be hard to gain it. Records to beat are set forever.

Again, many fun decisions and more memory will be in play. Let’s say that I missed the 3 of diamond on a previous turn. But I remember where it is and I turn the Portal. Do I go for it (but I still have to exit the dungeon to bring the proof into town) or go for a safer haul of magic items elsewhere that ensures that I will exit the dungeon?

Decisions pop up everywhere! I’ve made a nice detailed scoresheet to record all those stats. Love to get into town, do business, party a bit and register everything.

Finally, I kept my other dead card option from LoS campaign, 16t. If I turn it without effect (no Companions to kill or discards to shuffle), the shifting terrain creates a “keyhole exit”. I take the 16t in hand and I can play it to represent 1 turn for this expedition only. Obviously, it is to play it on the last turn to exit safely when things are tight.

I use nice wooden checker pieces (natural for Golden Spell, dark brown for Dark Spell) that I put on the table to represent what is available.

I think I’ve found the perfect setup. But then again, Dungeon Solitaire keeps expanding in my mind! So who knows! Thanks to you for having created that world.

#

If it can be useful, I tweaked one rule pertaining to the Dark Spell. Before, #6 was Beat my own record of consecutive exits (min. 10).
I changed it to #5 for Every series of 10 Consecutive Exits.
To be clear, that would be 1 Dark Spell gained after 10 consecutive exits, another one after 20 consecutive exits and so on.

Correction #1

B. I added 7 ways of gaining a “Dark Spell” (remove to the bottom of the deck all of these: 1crpt + curses (Dungeon Plague/Dark Star) + 1 torch + 1 ration + regain all HP)! The jackpot!

  1. Find a Heavenly Gem
  2. Have a perfect game: 3 Skeins-3 Gems
  3. 54 points (2-10 of diamond)
  4. 54 points (2-10 of red shield)
  5. For every series of 10 consecutive exits
  6. Beat my own record of treasure points (100 points min.) (excluding evaluating gems)
  7. Beat my own record of turns (min. 29)

#

Correction #2

As mention before, I had increased all amounts by 50 % (except the Character ranks-XP). However, I had forgotten to change the GP of the Noble ranks (castle upkeep).

Scoring Example

###

Journey to Elara Coming Soon!

The first book in the Three Earths trilogy is coming soon! I’m so excited to finally make this epic story available. Journey to Elara is the first of three books spanning three worlds to be released over three years. Dark Mage of Midgard will come out in 2026, and Crypt at Maleistria will come out in 2027. The entire trilogy is complete and in the publication pipeline.

I spent 12 years working on these books and the whole project has been over 20 years in the making. A lifetime of inspiration, blood, sweat, tears, and love went into this creation, and I am absolutely filled with joy to share it with you. Keep an eye out for this to drop by the end of the month! Books will be available in print, on Kindle, and Kindle Unlimited. Read it, review it, and spread the word.

The Three Earths trilogy takes its place among the kinds of epic imaginative tales I grew up on. Stories like The Lord of the Rings, Star Wars, Dune, and Nausicaa of the Valley of Wind are the great myths of our time and appeal to all ages. The Three Earths audaciously aims to take a seat among these giants of storytelling. Whether it succeeds is up to you, but if you like fantasy adventure, I guarantee you will be entertained.

Finally! Tarot-sized Dungeon Solitaire

It’s been a few years since the Labyrinth of Souls and Devil’s Playground solitaire games launched on Kickstarter. Dungeon Solitaire continues to do well and gain new fans as hapless souls wander into the Dungeon.

With the Kickstarters we stuck to poker-sized cards to keep costs down, but as a tarot game it was always my intention to offer tarot-sized cards as well. It’s taken longer than I expected, but the new cards are now available on DriveThru Cards. I’ve also redesigned the faces to make the art as large as possible on already larger cards. The results are stunning and a fantastic addition to the Dungeon Solitaire line.

Here’s a few cards from the Dungeon Solitaire: Labyrinth of Souls tarot solitaire game:

Tarot-sized cards are also available for Devil’s Playground expansion and stand-alone game:

The larger cards come band-wrapped to keep the price down, but tarot-sized boxes are an easy find. If you’re looking for an update to your Dungeon Solitaire games, look no further. I like the new design and may update the poker-sized cards at some point as well. There may also be an Omnibus Rulebook on the horizon.

If you’re new to Dungeon Solitaire, you should know the cards come with free starter rules and the full rulebooks with many game variations can be purchased separately as PDF on DriveThru Cards or as a paperback on Amazon.

Hope you’re all doing well and enjoying life to the fullest. Once again, thanks to everyone playing Dungeon Solitaire the world! Keep on delving. :)

Weird Roleplaying Starter Edition

I am releasing a free starter edition for Weird Roleplaying, a universal RPG system designed for for quick character creation, streamlined preparation and gameplay, and easy adaptability to any genre, setting, or source material.

As far back as 2013, I started looking to develop rules-light RPG rules that could be used with a wide array of adventure modules and setting material. I wanted to be able to run games in different genres, using anything I found interesting, without having to learn new systems or switch between systems.

Of course, I started by looking at the universal systems that were out there already. But they were either too minimal or too rules heavy, or they didn’t have the kind of straight-forward approach I wanted. So — as these things go — I wrote my own rules. Inspired by weird fiction throughout the ages, I called my game Weird Roleplaying.

I tested a couple core variants before I settled on the current system, and I’ve been running my games with it ever since. If you grew up playing old-school games like original D&D, Gamma World, and Call of Cthulu, like I did, the feel of these rules will be familiar. And yet, Weird Roleplaying is a thoroughly modern, streamlined ruleset that makes it easy to run games in any world you imagine.

The starter edition is a fifty page, black and white, print-ready rulebook that includes six quick-start settings. The bare-bones setting material is ready to use as is, and provides clear examples of how to tailor the core rules for different genres.

I am working on a complete rulebook that will have a color cover, illustrations throughout, additional content, expanded setting materials, and possibly even some adventures. Keep your eye out for future updates regarding a possible Kickstarter and launch date. Until then, I hope you enjoy the Weird Roleplaying starter edition as much as I have.

Dungeon Solitaire Retrospective: Part 5/6

The Labyrinth of Souls Fiction Project

Dare to enter …

No retrospective on Dungeon Solitaire would be complete without a discussion of the Labyrinth of Souls Fiction project. We are probably the only independently designed and published game to have its own fiction series, and the Labyrinth of Souls novels stand on their own as an amazing creative body of work.

The LoS Fiction project would not have been possible without my long-time mentor and friend, author Elizabeth Engstrom. When I was putting together the Labyrinth of Souls rulebook, she offered to help with editing. While she was going through the manuscript, she got interested in this idea of dungeon delving. It’s no surprise if you look at her body of work: a collection of horror and dark fantasy novels going back to the 1980s. When we spoke, she said, “You know, I could write a novel about this sort of thing.” She paused for a moment, and then said, “We could all write novels,” referring to our group of writer friends.

Myself, Stephen T. Vessels, and Elizabeth Engstrom at the World Fantasy Convention mass book signing.

My first thought was, That’s nice to say, but nobody is going to want to do that. However, Liz kept bringing it up, and pushed on it until it seemed like a real possibility. She mentioned it to Christina Lay, a fellow writer and editor of ShadowSpinners Press. Eventually, we pitched the idea to bunch of writers in the back room of a brew-pub, and the Labyrinth of Souls Fiction project was born.

For me, the most important thing on my mind was how to pitch dungeon-delving novels to such a diverse group of writers. I didn’t want the books to be shared-world novels exactly. Nor did I want them to be conventional d&d-style fantasy. That wouldn’t do. And I didn’t want to restrict the creativity of the authors we were going to have in the room. What I really wanted was to give them the freedom to create the kind labyrinth story that only they could create. So here’s how we pitched it to them:

Many of LoS Fiction authors were also part of the ShadowSpinners Anthology, A Collection of Dark Tales (2015).

“The Labyrinth of Souls Novels will be 35-45,000 word fantasy novels containing a journey into a strange underworld as a central feature of the story. The Labyrinth of Souls is more than an ancient ruin filled with monsters, trapped treasure, and the lost tombs of bygone kings. It is a manifestation of a mythic underworld, existing at a crossroads between people and cultures, between time and space, between the physical world and the deepest reaches of the psyche. It is a dark mirror held up to human experience, in which you may find your dreams … or your doom. Entrances to this realm can appear in any time period, in any location. There are innumerable reasons why a person may enter, but it is a place antagonistic to those who do, a place where monsters dwell, with obstacles and illusions to waylay adventurers, and whose very walls can be a force of corruption. It is a haunted place, ever at the edge of sanity.

“All this is for your imagination to realize within the context of your story. “Fantasy” in this case can mean dark fantasy, high fantasy, historical fantasy, science fantasy, weird fantasy or supernatural horror, but all should be tinged with the darkness that envelopes the vast reaches of the labyrinth. It is suggested that you read the Dungeon Solitaire: Labyrinth of Souls rulebook, look through the artwork, and even play the game for inspiration. But don’t limit your imagination to the scope of the rulebook or a game. Just as in the game, the player must imagine and interpret the various encounters and actions of their adventure, so too you must interpret how the labyrinth manifests itself within your story. Although Dungeon Solitaire is a narrative game, game narratives and fiction narratives differ. For a novel, of course, the usual rules of good fiction should apply.”

Christina Lay, author and Chief Editor of ShadowSpinners Press in the World Fantasy Convention book room.

As you can see, the possibilities are broad, and it’s been an incredible journey to see what each writer has come up with. There are eight book out now and more on the way — and all are very different. There are stories set in modern worlds, medieval worlds, post-apocalyptic worlds, and even the afterlife itself. There is adventure, mystery, noir, comedy, horror, and even talking animals. Whatever you like, you’re sure to find something to enjoy. It’s an eclectic mix, and yet all the stories are united by the overarching theme of the Labyrinth of Souls.

The authors who have contributed are an amazing group, incredible veterans with decades of experience and published works, award-winning writers, and talented first-time novelists. I can’t thank Elizabeth Engstrom and Christina Lay enough for making Labyrinth of Souls Fiction a reality. I could not be more proud to have helped inspire these books … and to have one in the lineup alongside so many writers that admire.

Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6

Dungeon Solitaire Retrospective: Part 1/6

Enter the Dungeon

An early game of Dungeon Solitaire

Back in 2015 I sat down on a bed with deck of playing cards to design a game that involved dungeon delving, exploration, and monster slaying. I never could have imagined where this would lead. In so many ways, this game has exceeded every expectation I had for it, and in some ways, it has really changed the course of my life.

Labyrinth of Souls and Devil’s Playground

Later that year, I teamed up with artist Josephe Vandel to launch a Kickstarter for an expanded tarot version of Dungeon Solitaire. Now, five years later, there are three Dungeon Solitaire games, with a whole bunch of variations, that reach all over the world. With the exception of maybe Antarctica, Dungeon Solitaire has been played on every continent. Please correct me if anybody has delved into the dungeon from the south pole.

Christina Lay with ShadowSpinners Press

A series of Labyrinth of Souls stand-alone novels (nine so far) have been published by ShadowSpinners Press. They feature a host of veteran and award-winning authors, as well as talented newcomers. Everyone has been a delight to read. In all likelihood, this is the only independently designed and published game to have its own fiction series. In October, I’ll be at the World Fantasy convention for the third time to help promote the Labyrinth of Souls novels and all the Dungeon Solitaire games.

Looking ahead, the success of this game helped cement my publishing skills and encouraged me to pursue more game design. I am planning to release more Dungeon Solitaire materials in the future. And in the months and years ahead, I expect you will see releases for games like Weird Roleplaying, Grimstone Fantasy, an expanded edition of Giant, and Warbound.

Chariot concept by ML

In addition to my ongoing game design work, the success of Dungeon Solitaire helped along — directly or indirectly — a number of other projects. My novel, The End of All Things, is in the Labyrinth of Souls series of stand-alone novels. My latest book, That Which is Before You, is a work of spiritual non-fiction that has its roots in something extraordinary that happened during the time that I was writing Labyrinth of Souls. And all this has laid the groundwork to publish further works, including a complete trilogy of fantasy novels that I wrote over a period of twelve years, a collection of my short stories, and at least three more spiritual non-fiction books.

So looking back — and ahead — Dungeon Solitaire has had a huge impact on my life and my writing/game design career. I’m very proud of what I’ve been able to put out so far, and there’s a lot of great work yet to do.

Most of the year, I still have a day job, so I just move ahead with the time I have. As a one-man publishing operation, I really enjoy getting to do a bit of everything, from design, writing, and testing, to editing, layout, and proofing. It’s hectic sometimes, but I love having so much control over the vision and execution of each project. I have also been blessed to work with and get feedback from some incredibly talented people. I am so grateful for them and for all the people who have backed the Dungeon Solitaire Kickstarters. You’ve changed my life, and that’s quite wonderful. And I’ve been so happy to be able to share Dungeon Solitaire with gamers around the world.

If I can be shamelessly honest for a moment, I am still a huge fan of this game myself. I think it’s awesome! It is everything I wanted to create in a dungeon-delving card game, and so much more. And it’s just fantastic to see like-minded souls discover its magic.

Playing Devil’s Playground

Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6

Dungeon Solitaire: Devil’s Playground Release

The general release is here for the new Dungeon Solitaire game, Devil’s Playground! The new game book includes a stand-alone game, a two-player version, expansion rules for the Dungeon Solitaire: Labyrinth of Souls tarot game, four variants of a new original cardgame called Dungeon War, and guidelines for fortune telling using the Devil’s Playground custom card deck.

Dungeon Solitaire: Devil’s Playground is a fantasy adventure card game. Fight monstrous diabolisms, overcome obstacles, and endure misfortunes as you delve into the darkest dungeon in a quest to defeat three powerful demons. Along the way you will collect treasure and unique magic items, encounter strange locales, and acquire three divine graces. But beware, the dungeon is deep and even if you survive all immediate dangers, a fate worse than death awaits those who linger too long. You may face starvation and insanity, terrible curses and demonic possession, forever haunted, in the darkness of the pit.

Most of the games require the Devil’s Playground cards, available separately. Expansion rules also require the Labyrinth of Souls rulebook and cards. Dungeon Solitaire print rulebooks, PDF rulebooks, and custom card decks are available through the following outlets:

Print Rulebook: Amazon

PDF Rulebook: DriveThru RPG

Deluxe Cards: DriveThru RPG

Standard Cards: Gamecrafter

Learn more about the complete line of Dungeon Solitaire games and stand-alone novels here on the Labyrinth of Souls page. Gameplay videos can be found on my YouTube channel.

Devil’s Playground Progress

The Dungeon Solitaire: Devil’s Playground Kickstarter was a big success. Thanks to 314 backers we topped out at $13,605 in funding, and added eight substantial stretch goals to the project and some Kickstarter exclusives. I’m very excited to share this game with all our backers, and still anticipate shipping on time in June.

I’ve been very busy this last week doing final play-testing for the stand-alone game, putting together a rough draft of the entire rulebook with all stretch goals included, getting a start on creating the interior diagrams and tables, and coordinating with artist Josphe Vandel on the remaining artwork and card formatting. All the elements are starting falling into place, and everything is looking pretty awesome so far.

There’s still a ton work to be done though, including further play-testing on stretch goal games and variants, editing, re-editing, and re-re-editing the rulebook. Finishing final tables and diagrams and doing the interior layout. Then book and box covers, Then card proofs, book proofs, backer surveys, shipping logistics and finally orders! It’s a lot to do, and I will be on a tight schedule the next two months.

dp-playtesting
Devil’s Playground play-testing in progress.

Stay tuned here and on the Kickstarter page for further updates as the project moves forward. They probably wont be as frequent as I would like because I’ll be focused on the game itself, but don’t hesitate to contact me if you have any questions. In the meantime, check out all the amazing Dungeon Solitaire games and Labyrinth of Souls fiction that is already available.

Three Days Left for Devil’s Playground Kickstarter

It’s been an exciting month, and an amazing success so far thanks to all the enthusiastic backers and supporters of the Dungeon Solitaire games. The Devil’s Playground Kickstarter smashed its initial funding goal in under 24 hours, and has gone one to hit seven stretch goals. We are on the cusp of another stretch goal with three days left to get in on the Kickstarter.

Time to get into the dungeon, and get in on the great rewards! There are high quality red-back cards for both the Devil’s Playground and the Labyrinth of Souls games, both featuring incredible, original artwork by artist Josephe Vandel. Included in the rulebook are a stand-alone dungeon delving game, Labyrinth of Souls expansion games, an all new card-based territorial wargame with multiple variations. And by getting in now, you will get two Kickstarter exclusive cards with special rules for incorporating them into your games.

In these last three days, please help spread the news by sharing this post or the Kickstarter page with your friends and gaming groups, on your blogs and especially on social media. This kind of word of mouth really makes a difference.

There is nothing more I can say, except to thank you deeply for all your support, enthusiasm, and encouragement. These games can only reach their full potential with the support of backers like you. And so I leave you with a few words from the introductory material for the Devil’s Playground rulebook, words taken from Malhak the Great’s Tome of Demonology:

At last, thoughts fall like shooting stars in the gravity of awareness. Some burn with the light of blinding suns, others with the light of a dim candle. But all catch fire and burn out. Nothing ever remains. Yet until that time, the soul is a house divided. It is a devil’s playground, at war with itself and everything it encounters.

I have seen the pox-ridden skies Illeanth, and the vermilion seas of Yoon. I have conversed with voices in realms of unending darkness. I have nosed perfumes so exalted that a single whiff bore a thousand years of bliss. I have walked with the first ragged tribes of humanity, and I have tasted ashes in the fallen ruins of their great civilizations. I have seen the arcs of eons and heard the silence that reigns in the depths of space.

And yet, all of these experiences have been but dreams within dreams within dreams. For in the emptiness between thoughts, there is no good or evil, no up or down, no light or darkness, no backward or forward, no past or future. There is no sight, no sound, no taste, no smell, no feeling. There is only that which cannot be uttered.

Until the sun rises beyond the distant mountains, until the spring comes, until we wake again, we remain lost in a dungeon of our own making. Until the illusion of the mind itself is destroyed, we wander in its depths. And though we ourselves designed the patterns its winding halls, we do not know the way out.”

The Art of Josephe Vandel

Dungeon Solitaire: Labyrinth of Souls and Devil’s Playground have both been the fruit of a wonderful collaboration between myself and artist Josephe Vandel. The rich world of dark fantasy he has created in the cards has been the perfect representation of the adventures, ideas, and themes I have been endeavoring to evoke in the rulebooks. And yet he has surprised me again and again with the scope and the imaginative originality and detail of the artwork.

Josephe’s skill as an artist were evident from his prior work, but the Dungeon Solitaire art has exceeded my expectation at every turn. So many pieces arrived on my screen to wide eyes and an agape jaw. The unexpected, the beautiful, the horrific, the weird, and the wonderful are all on display. He has delved deep into dark realms of the psyche, and researched rich architectural details. Time and again he has delivered pieces that are highly original and highly evocative.

We were absolutely thrilled by the funding success and reception of the Labyrinth of Souls, and are super-excited that so many backers have already made the Devil’s Playground Kickstarter such a success. We’ve had a lot of fun working together to create something incredible and unique for the gaming community. We talked quite a bit about what the Labyrinth of Souls and the Devil’s Playground are about thematically, and while Josephe has always been incredibly receptive to feedback and any direction I wanted to give, it has rarely been needed. I have been more than happy to give him plenty of latitude to express his vision, and the incredible results speak for themselves.

I am so grateful to have the opportunity to collaborate with Josephe and for his contributions to Dungeon Solitaire. He has created something extraordinary in the Labyrinth of Souls and Devil’s Playground decks. At once, his illustrations are evocative, dark, and filled with symbolic depth. And ultimately, the cards have the same classic and timeless quality I hoped to achieve with the rules. Taken as a whole, the decks present a unified vision and a grand space for the imagination to play in.

This is just some of the incredible art featured in Dungeon Solitaire: Labyrinth of Souls and Dungeon Solitaire: Devil’s Playground.

Check out the Dungeon Solitaire: Devil’s Playground Kickstarter now!