TheOthers Solo
TheOthers Solo
By Rasmus Strand
After playing The Others a bit I realized that I didn't want to play it with someone as an
antagonist at my gamingtable. I much prefer playing with my friends than against them.
So I made these co-op rules, which also double as solo-play rules if they all go off playing
some other game and leave you in a lurch.
Specific errata:
• GLUTTONY (Sin) – Whenever a Hero gains an Upgrade card, the next reaction
includes playing an additional Sin-card. Whenever a Hero gains an Extra Turn
token, the next action draws an additional Reaction-card.
• Heimdall (Sons of Ragnarök) “ALL-SEEING – At the beginning of your turns you
may take 1 Wound to look at the top card of the Apocalypse deck or the top Sin
card.”
APOCALYPSE
• Dominate a District – Whenever Apocalypse is not part of a reaction, Apocalypse
will move to Dominate a District. Mark Apocalypse. If Apocalypse already has two
Marks, it remains inactive. Remove Marks at the end of each Round.
Instead of “Gain a Reaction token”, the Dominated City action results in “Next
Action draws two additional Reaction-cards”. When moving the Orbital Strike it
will move to a random Hero within 2 spaces, or highest number of Heroes it can
reach within 2 spaces.
• The End Times – The Aftermath – Instead of “Gain a Reaction token”, the
Dominated City action results in “Next Action draws two additional Reaction-
cards”. When moving the Orbital Strike it will move to a random Hero within 2
spaces, or highest number of Heroes it can reach within 2 spaces.
• Apocalypse – Greater Demon of the End – Will move in a random direction
whenever it is called to do so.
Version-history
0.5 20161110 Worked out ratio of cards. First playtest.
1.0 20161116 First version, including cardbacks, cards, and Sloth Sincards.
1.1 20161119 Fixed typos, re-balanced.
1.2 20161214 Added cards for additional Sins and Apocalypse.
1.3 20170119 Upped difficulty on the Sin Reactions, making the game harder
POISON GLUTTONY
CURSED FATE HATE! INDULGENCE
Place this card in a
This card remains in
random space with
play until the next This card remains in
an Altar. If the Altar play until the next Fight.
monster is killed in
remains active by The Monster side rolls
a fight.
the end of the round +1 Die for each Upgrade
Both the Monster and Extra Turn token
raise the Apocalypse
and Hero re-roll all current Hero has.
Track by 1.
dice of this fight.
THIRST THAT
EVIL REGROUPS PRIMAL HUNGER WON'T SLAKE
This card remains in
play until the next
Fight.
Destroy all of the Give the current
The next monster move
current Hero's Hero one random
(either this reaction or
the next that makes a Upgrades unless Upgrade from the
monster move) allows a Heroes collectively Inventory and one
monster to move an
take 4 Wounds. Corruption.
additional two spaces.
ABOMINABLE FOR OUR MASTER! MIND GAMES
FURY
This card remains in
This card remains in
play until the
play until the next This card remains in Controllers is
time an play until the next fight.
destroyed.
Abomination fights. If a Hero is Wounded or
Corrupted during this Each hero in
Each Abomination
Fight, play another 2 Sin Controller's space
in this fight gains
cards. takes 2 Corruption.
(HIT)
LUST
CURSED FATE HATE! FEEDING OFF LUST
HATE!
ABOMINABLE DYING WISH
WRATH This card remains in Place this card in a WRATH
play until the next time random space with
This card remains in a Monster is killed.
play until the next time an Altar. If the Altar
Play an additional Sin
an Abomination fights. Card, and the next two remains active by
Each Abomination killed actions draw an the end of the round
leaves behind a Fire and additional Reaction- raise the Apocalypse
a Corruption. card. Track by 1.
Move the closest monster to the Move the closest monster to the
active hero and start a fight if active hero and start a fight if
possible. The monster gains possible. The monster gains
1x[HIT], 1x[DEFENCE] for this 1x[CORRUPTION], 1x[HIT] for
fight. this fight.
Move the closest monster to the Move the closest monster to the
active hero and start a fight if active hero and start a fight if
possible. The monster gains possible. The monster gains
2x[CORRUPTION] for this fight. 2x[HIT] for this fight.
If the action reacted to was If the action reacted to was
starting a non-ranged fight add starting a non-ranged fight add
an Acolyte if possible. an Acolyte if possible.
Skittering monster Skittering monster
The air is ripe with the stink of With malign intensity, the
mortal flesh, and the monsters monstrosities gather to tear,
flock to it. The infernal powers devour and destroy. Chanting is
follow like a wave. heard from the shadows.
Move the closest monster to the Move the closest monster to the
active hero and start a fight if active hero and start a fight if
possible. The monster gains possible. The monster gains
1x[HIT], 1x[DEFENCE] for this 1x[HIT], 1x[DEFENCE] for this
fight. fight.
Play the top Sincard. Play the top Sincard.
Skittering monster
Humanity is flesh, and there are
so many things that seek to
consume it. Arcane powers strip
flesh and burn bone.
4 cards in total
Move the closest monster to the
active hero and start a fight if
possible. The monster gains
1x[HIT], 1x[DEFENCE] for this
fight.
Play the top Sincard.
Skittering monster
The power of darkness is potent,
and it consumes flesh as well as
souls. Dark intent draws dark
power.
Skittering monster
Humanity is flesh, and there are
so many things that seek to
consume it. Yet more terror
lurks in the darkness, just out of
sight.
No Reaction No Reaction
So total is the power of the Sins Why do the humans try to resist
that they allow the humans to the apocalypse so? None of it
feel as though they had some matters, and the Sins know this.
control over their destinies, their
futures, their very lives. There is no reaction to the Hero 21 cards in total
Action. (print this page 5 times)
There is no reaction to the Hero
Action.
No Reaction No Reaction
Whether out of boredom, The powers merely scoff and
inscrutable pride or some other laugh ad the human efforts, and
reason, the Sins remain dormant leave them to their roach-
and still. errands.
No Reaction
So total is the power of the Sins
that they allow the humans to
feel as though they had some
4 cards in total
control over their destinies, their
futures, their very lives. The
gibbering cultists grow in
number though.
No Reaction
Whether out of boredom,
inscrutable pride or some other
reason, the Sins remain dormant
and still. Or at least so the
humans would believe.
No Reaction No Reaction
So total is the power of the Sins Why do the humans try to resist
that they allow the humans to the apocalypse so? None of it
feel as though they had some matters, and the Sins know this.
control over their destinies, their They toy with humanity.
futures, their very lives. Dark
stars look down upon humanity. There is no monster reaction to
the Hero Action.
There is no monster reaction to Play the top Sin Card.
the Hero Action.
Play the top Sin Card.
5 cards in total
No Reaction
Whether out of boredom,
inscrutable pride or some other
reason, the Sins remain dormant
and still. Monsters gather in the
shadows.
Lumbering monster
Humanity is weak, and the Sins
are powerful. They prove it with
sheer strength.
Lumbering monster
Arcane power and physical
brute force combines into
nightmares, coming for
humanity.
Lumbering monster
Humanity is weak, and the Sins
are powerful. They prove it with
sheer strength. The seduction of
this power draws blind faith.
4 cards in total
Move the strongest (most
Attack-dice) monster within
range to the active hero and start
a fight if possible. The monster
gains 3x[HIT], for this fight.
If the action reacted to was
starting a non-ranged fight add
an Acolyte if possible.
Lumbering monster
Burning the light away with
cloying darkness, the monsters
gather.
Lumbering monster
Humanity is weak, and the Sins
are powerful. They prove it with
sheer strength. Arcane might
adds to their terrible potency.
Lumbering monster
Humanity is weak, and the Sins
are powerful. They prove it with
sheer strength. The wait for the
inevitable is even more horrible.