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Friday, 2 February 2018

Sellswords and Spellslingers Solo and Cooperative fantasy Miniature Rules

Sellswords and Spellslingers Solo and Cooperative fantasy Miniature Rules

Sellswords and Spellslingers is a solo and cooperative fantasy miniatures game for 1 to 6 players.

Each player creates a party of fantasy adventurers with a point system. Then players choose a scenario and try to complete a mission. Foes and events are moved automatically by a deck of cards. Characters grow with experience, and a list of campaign activities is provided.

The game requires printing a deck of cards.

The download includes:

Full color PDF rulebook (68 pages)
30 Monster cards
23 event cards
16 spell cards
8 potion cards
Hundreds of counters for those wishing to play without miniatures
The game will be supported by frequent releases of scenarios and mini-campaigns. A paperback version will be available in January 2018. Cards will be available as print on demand, professionally printed cards on Drivethrucards.com.

Required to play:

Paper and pencil, at least three 20-sided dice, a couple of six-sided dice, 1 to 6 figures per player, plenty of miniatures for opponents (each scenario requires 1-2 boss type monsters and 3-8 minion type monsters per player), a play area (game mat or table) of 36x36", measurer in inches (tape measurer).

The game is non-scale specific: you can play with any scale or brand of miniatures.

Features of the game

Open source point system to create your heroes the way you want them, including giving them disadvantageous traits
Cooperative play - all players against the game instead of player vs player
Solo play - no opponents needed, you can run a party and the event cards will activate the monsters
Activation system (not IGOUGO) that creates fog of war and uncertainty
All monsters stats summarized on handy cards
Campaign activities - Your characters grow and do things other than just fighting monsters
RPG Lite - with creative players and the right attitude, it is possible to use Sellswords as a rules-light, GM-less rpg
All the rules use the same mechanism: roll a difficulty number on d20 for an action to succeed, with modifier for your characters' traits
Only player-characters roll dice. When it's the monster's turn to attack, PCs roll dice to defend.

Wargame Vault