Very cool idea! If you are comfortable, please share your process when done. I'd be happy to make a post about it on this page for others to try.
Sasquatch Games
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Good questions!
1 - Play with a starting Momentum of 2. This will prevent any weirdness from happening with the other rules.
2 - I'll update the Spades rule to represent a roll+Momentum total of 3 to 9 (to account for the potential to crash).
3 - Each route is 5 cards (found under the "How to Play" section). So playing cards in reverse would mean drawing 2 (when possible) and playing the second card drawn before the first. It's just a bit of fun that could provide a possible twist of fortune.
I'm removing Turns from the game, allowing players to just take Actions (Move, Explore, Trade, etc.) as they choose to. This will reduce the amount of upkeep needed to play, with the game responding to player's choices and overall removing the "action economy" mechanics. This changes also aligns more closely with traditional TTRPG systems, moving away from the board game mechanic hybrid I was using.
I'm happy to hear the sentiment. My hope is to create something much more expansive while filling the niche of sci-fi "hope-punk" games. Recent releases, like ECO-MOFOS!! and Cloud Empress, have put me back into the creative process for GLIDE. I recommend checking those out, if you haven't already.
In the full rules there is information on setting the distance for the enemies from the player. This is directed towards the GM but is also applicable for solo players. It is essentially roll a die, see if an ambush occurs, and set the distance for the encounter. Players can try to ambush enemies as well. Sorry that the preview doesn't show all of this!
Hey there!
ZONES is an entirely different game from Courier, both mechanically and thematically. In ZONES, you are playing a more "standard" RPG experience using the Mausritter ruleset. If you've seen anything on Mausritter, then you'll understand what ZONES offers, just with guns and humans instead of mice.
Everything you need for solo play is included in the ZONES core rules, such as generating locations, factions, encounters, NPCs, and more. You will need to fill in the gaps, but the game leads you through creating a ZONE (19 hex-tile area) filled with things happening that the player can interact with.
Hope that helps.
- Events all require Wits tests except for ones with the "b" (Being) listed (see next answer).
- B-evil are automatic combat. You don't need Wits for those.
- Shortcut is intended to provide a Thing reward.
- You should still resolve the location as the game is intended to follow the Event, Location, Track Check order. I always think of this as following the final Tracks to the Location.
- There is no maximum Spirit (design oversight), so feel free to add the addition 3 onto your character! Spirit really helps balance some tougher encounters with the +1 bonus per spent Spirit on a die result.
Great idea with the Houses. I was skeptical on including them in the game as they are ripped right from Dune by design. I will however include some interactions with them, likely through missions and relationship bonds.
The new system I'm trying, Bonds, allows you to access better resources, prices, and specialties if you reach certain levels with the Houses. This accompanies the Guild Progress, which is specific to your rank in each Guild in the same way as the original game provides. More on both systems in future update.
That is amazing to hear of your massive Eridoor exploration. I've not heard of so many hexes explored from a single player!
I'm expanding the Guilds in every way. Players will pick from 6 total Guilds this time around, each focusing on a different aspect of living on the planet such as history keeping, travel, and ecological study. I'll run through them in a future update once I get more interactions finished for preview.
There are community copies available for the GLIDE - Expansions Collection, which has all the expansions combined. I'll add some more for GLIDE now.
On the page 14, opposite of the Conditions Rules:
"Encumbrance
If your stalker is carrying more
items or Conditions than available
inventory slots, they are considered to be encumbered. While encumbered, the stalker
cannot run, moves at half speed,
and makes all saves with
Disadvantage."
This rule is changed from Mausritter, where you would discard an item to make room for the condition. I decided on a "video-gamey" solution for carrying lots of stuff as I'm not a huge fan of inventory management.
Good question regarding more dice on a skill test. From the core rules:
A success is achieved when the player rolls a d6 with a result of the chosen Stat’s level or lower. To complete a Skill Test at a location the player must roll dice equal to the level of the location and achieve a success on each roll.
What this means is that adding more dice to the Skill Test offers more chances to reach the required number of success for the location. Essentially what I should have had the rule read is, "You must roll successes equal to or greater than the location's level." So if you are rolling 3d6 at a level 2 location, you now gain an additional chance to win the Skill Test.




























