HEX Solitaire
HEX (Health, Endurance, eXperience) is a solo RPG-ish game written by Jeff Moore. It was published during 2010 when one-page RPGs were the "next big thing".
Components[edit]
- the character sheet. If you're starting a new character, write the following words 1/2 inch apart (or double-spaced) on a piece of paper:
- Health
- Endurance
- XP
- Level
- Keys
- Magic Armour
- Magic Weapon
- five normal d6. Put a d6 each next to 'Health' and 'Endurance', with the 6 side face-up. Put a die next to "Level", with the 1 side face-up. Keep two more d6 for Level and Keys; these start at '0' but you use the dice to keep track of these stats as they increase. The die is for rolling.
- the rules below with the tables.
Play[edit]
Each turn, the player rolls a die, adds the # of keys carried, and checks to see what's in the next room on the following table. For each event, the player may be instructed to add to XP, Level or Keys, and add/subtract from Health or Endurance. Sometimes the number is based on the current level of the maze (ie: if the Level on the character sheet is "2", then "-Level Health" means "-2 Health"). If a player is reduced to 0 or less of Health or Endurance, they must immediately flee, lose half their current XP, and go to the Epilogue.
- 1 - Empty Corridor
You may do one of the following:
- Rest - camp here for the night. (+1 Health, +3 Endurance)
- Scavenge - search through old crates and barrels for sustenance (+3 Health, -1 Endurance)
- Move On - end the turn immediately
- 2 - Trap
The player must do one of the following:
- Trigger Trap - It's a trap! (-Level Health)
- Disarm Trap - take the time to disable it (-Level Endurance)
- 3 - Empty Room
- Same as 1 - Empty Corridor
- 4 - Monster
The player may do one of the following:
- Flee - Nope.jpg. end the turn immediately.
- Fight - Rawr! Blood! (-Level Health, -Level Endurance, +Level XP)
- Level 1 - Goblins! (-1 Health, -1 Endurance, +1 XP)
- Level 2 - Skeletons! (-2 Health, -2 Endurance, +2 XP)
- Level 3 - Vampires! (-3 Health, -3 Endurance, +3 XP)
- Level 4 - Devils! (-4 Health, -4 Endurance, +4 XP)
- Level 5 - Lizard Men! (-5 Health, -5 Endurance, +5 XP)
- 5 - Beast
- Same as 4 - Monster
- Level 1 - Giant Rats! (-1 Health, -1 Endurance, +1 XP)
- Level 2 - Undead Bears! (-2 Health, -2 Endurance, +2 XP)
- Level 3 - Giant Vampire Bats! (-3 Health, -3 Endurance, +3 XP)
- Level 4 - Hellhounds! (-4 Health, -4 Endurance, +4 XP)
- Level 5 - Wyverns! (-5 Health, -5 Endurance, +5
- 6 - Treasury
The player must roll one die and add +Keys
- 1-3 - Found a key (+1 Keys)
- 4- - Found gold (+Level XP)
- 7 - Stairs Down
- The player descends into darkness (+1 Level)
- 8 - Boss Monster
- The player must fight the monster; there is no running away. (-2xLevel Health, -2xLevel Endurance, +2xLevel XP)
- Level 1 - Wererat King! (-2 Health, -2 Endurance, +2 XP)
- Level 2 - Giant Four-armed Skeleton! (-4 Health, -4 Endurance, +4 XP)
- Level 3 - Vampire Master! (-6 Health, -6 Endurance, +6 XP)
- Level 4 - Cerebus! (-8 Health, -8 Endurance, +8 XP)
- Level 5 - Fire-breathing Dragon! (-10 Health, -10 Endurance, +10 XP)
- 9 - Escape
- You have survived! Congratulations! Go to the Epilogue
- Epilogue
Count up the XP you escaped with. For each 50 XP you cash in, you may add a check-mark next to "Magic Armour" (reduce Health damage by 1 for each checkmark) or "Magic Weapon" (reduce Endurance damage by 1 for each checkmark), up to five checkmarks for each. You should also chronicle your adventure for future generations to tell by the campfire.