The (Solo) Adventures of Solomon Kane
Witchfinder General: Introduction
Before commencing with the “narrative”, I decided to add a bit more about game play with each Chapter in the story. For people unfamiliar with Solomon Kane, the board game can be played in a number of different ways, Solo play being one of them. Cooperative play (up to 4 players) and Confrontation where one player takes the role of the “Good” side and one for the “Evil” side.
Play is based on dice to add a variable, elements of resource management with cards that enable players to make Actions, cards for the “evil” side which usually means a bad thing happening, and player pieces being manipulated by the respective Virtues (the GOOD side) or Darkness (the BAD side).
It sounds complex to begin with (and I made lots of mistakes initially!) but once the mechanics are understood, the game flows quite quickly.
Each story (or Act) usually has 10 Chapters or play steps. The story can end early if poor decisions, or fate (i.e. bad dice rolls or unlucky card effects) causes a premature disaster!
Final comment on the game is that all these elements mean that it is possible to replay the game with no guaranteed outcome, even if you know what you SHOULD do.
So, with that said, let’s see how Kane deals with the Witchfinder General.
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