Dungeon Solitaire Walkthrough

dungeon mediumA few people have asked for a walkthrough of a game of Dungeon Solitaire, Tomb of Four Kings. Below you will find a linked pdf of a walkthrough of a winning game with some epic battles and dicey encounters. You can even stack a deck and play along if you want. Once I’ve got this better edited I will probably add it to the official rules, but until then it stands on its own as a supplement.

I’ve also started a FAQ text file and will add to it as I receive and answer any questions about the rules. I’ll add both links to the original release post and the games page.

Winning Game Walkthrough

Dungeon Solitaire Rules

Dungeon Solitaire: Tomb of Four Kings, Revised Edition is now available and includes the winning game walkthrough.

Dungeon Solitaire Rules Released

King of Clubs

Dungeon Solitaire, Tomb of Four Kings is a fantasy card game designed for a standard deck of playing cards. I’d describe it as somewhere between a traditional solitaire card game and a dungeon crawling solo roleplaying game.

Risk death and doom in a vast dungeon to search for the tomb hordes of four legendary kings. You’ll slay monsters, bypass traps, and bash in stuck doors, all for fotune and glory.

If you have any questions about the rules, don’t hesitate to contact me. Feedback, reviews, and shares on social media are always appreciated. And while you’re here check out my fiction and other games.

Free PDF

Dungeon Solitaire, Tomb of Four Kings

enter the dungeon …

Dungeon map appears in French RPG eZine La Saltarelle

dungeon 002lwOne of my dungeon maps is now appearing in the French RPG eZine La Saltarelle thanks to editor, Fabrice P. This is a little dungeon I drew while experimenting with a stark black and white style. In this map I used gray in the lower caverns to add depth to the levels.

The map appears with a contest (pg 39). Readers can enter by writing their ideas for the history and inhabitants of this dungeon and sending them in. Top two entries will receive a copy of Temple du Dieu Néant or a paper copy of  l’Étrange Manoir. I’m pretty excited to see what people come up with!

There are a couple of different ways you can check it out this eZine, and even if you don’t read French, there are some really cool illustrations to enjoy! You can read in an online reader, or download a zipped pdf.

For more information on this eZine, you can also visit the Editions La Saltarelle webiste.

Dungeon Map Symbols

“Show not what has been done, but what can be. How beautiful the world would be if there were a procedure for moving through labyrinths.”

— Umberto Eco, The Name of the Rose

dungeon symbols

pdf version – click here

The labyrinth, the dungeon, and the mythic underworld are all time honored traditions in story telling and games, from Theseus and the Minotaur to the “Tomb of Horrors,” from Galouye’s Dark Universe to the mines of Dwarf Fortress. When you start thinking about underworld settings the examples are really innumerable.

Growing up I spent uncounted hours drawing dungeons and labyrinths to use in stories and games. I was always fascinated by the icons and symbols used in maps to represent various things, and symbols for dungeon maps were no exception.

I’ve continued to use my map drawing experience to sketch out settings for my stories and I recently gotten back into game maps. Above you will find my own key to various dungeon symbols for any like minded cartographers out there.

Here’s some examples of my game maps:

grand entrancewater dungeonwizard's lair

*Update 8/26/2015: Posted a key for my simplified symbols for area and wilderness maps.

Geography for Worldbuilding and Fantasy Maps

crusoeWhether you’re creating a setting for a novel, story, or game, it’s a good idea to think about some basic geography, so things make sense … for the most part anyway. I consulted a geologist about some basic guidelines for the geography of imaginary worlds. Of course, there are always anomalies, and fantastical explanations for unusual features or even entire worlds, but if you want your world to be vaguely earth-like, these simple guidelines may help in your worldbuilding:

  1. Large mountains almost always occur in ranges.
  2. Rivers flow from mountains and hills down into bigger rivers or open bodies of water.
  3. Forest can occur almost anywhere there is sufficient water for trees.
  4. Grasslands and hills can occur almost anywhere.
  5. Swamps, marshes, and lakes occur in flat areas with a lot of water.
  6. Canyons are carved out by rivers or streams.
  7. Major deserts are a regional function of the trade winds, but small deserts often form inland, on the far side of mountain ranges.
  8. Springs and oases can occur almost anywhere.
  9. Volcanoes occur in chains or regions of vulcanism. This usually happens closer to coastlines or islands.
  10. Glaciers, like water, flow downhill, and glaciated areas tend to have broad U-shaped valleys.
  11. Towns and cities need a source of fresh water. Larger cities often occur on trade routes.
  12. If you’re looking at huge timescales and you want some billion year old ruins, the centers of continents tend to be the oldest geologic areas.

Roleplaying Games in Development

roleplayingAnnouncing the development of not one, but two roleplaying games: Grimstone and Weird. I have been quietly developing and writing these games for a while now and look forward to having early playtest versions done soon.

Grimstone Fantasy Roleplaying is a traditional fantasy game based in the 3.5 OGL. It will be largely compatible with early editions of the Original Fantasy Roleplaying Game and with the numerous games of the Old School Renaissance. However, Grimstone features a unique class system with specialized feat lines, a fully developed skill system, and a unified system of magic. I am writing the entire game from scratch, including all spells and monsters to acheive a cohesive streamlined system that represents my ideal in fantasy gaming.

Weird Roleplaying is an original universal rules-light system inspired by weird fiction throughout the ages. It is being designed for fast character creation, streamlined gameplay, and easy adaptiblity to any genre, setting, or source materials. I’m very excited about the possiblities for this game. Weird is like a skeleton key for roleplaying games. It is designed to minimize GM prep time and to make improvisation and adapting adventures from other systems easy and intuitive.

Grimstone and Weird will ultimately be released through my company, Ealdanleoht Books and Games along with a number of original adventures for each system. Stay tuned for further developments.