I'll update the total now for you.
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.
Thanks for giving the game a play.
The Bounty Hunter doesn't really fit with the core rules of GLIDE right now, but I'm including them in the new edition of the game. In the meantime try this as a custom character option:
The Bounty Hunter
Hardy - 2, Knowledgeable - 2, Resourceful - 2
Contracts - You may hold 1 Contract at a time. A Contract can be completed after 3 Clues are found. Each Contract has a maximum of 3 Clues.
Find Clue (Action, any location) - Perform a Skill Test (choose one) equal to your current location's level and if you have not already performed the Find Clue Action for your current Contract at the location. On a Success, gain 1 Clue.
Confrontation (Settlement only) - Remove all 3 Clues on your character. Roll a d3 for the Skill Test difficulty (1-2=1, 3-4=2, 5-6=3).
- On success, you complete the Contract and gain Credits equal to the Skill Test Difficulty x 10 and gain a new Contract.
- On fail, the contact gets away but you start with 1 Clue.
Goal - Successfully complete 3 Contracts.
Reward: Relentless Pursuit - You may re-roll one d6 during a Confrontation. Contracts now reward Skill Test Difficult x 20 Credits.
Use the tables in this rulebook to make the contracts come to life! I'll add the character to the rulebook sometime this weekend.
Glad to hear you are having a great time with the core game and the added expansions. I'm happy to answer the questions
- Nimble provides an additional d6 for Skill Tests by spending 1 Stamina, meaning you roll 1 more d6. For example: a Desert location (level 3) would have you normally rolling 3 d6 but with Nimble you can spend a Stamina to roll 4, 2 Stamina to roll 5, etc.
- Quick Thinker provides a success for any doubles result on a Test. You gain an additional success as well (plus 1) to account for the 2 dice used, otherwise you wouldn't be able to complete some tests due to a lack of dice. If the dice were also success normally for the test then you gain their additional successes as well. It is a force multiplier, having a possibly 4 success from 2 dice!
- Calm Mind has you choose odds (1,3,5) or evens (2,4,6), not a specific number. On you first roll for the stat test you will count the total odds and evens. If your chosen side has more total results, gain a free success. Ignore the "value" wording as that is incorrect usage.
- The Downtime rules are intentionally vague to spark players to create their own story within the game. Ideally the player would have an idea on what their business does already and the goals they want to accomplish. Including some tables to roll on would have been better on my part for players who wanted a more guided system. See below for a d6 table I've done for you to help get started.
Example roll (2,4,6): Security - conflict - locals angry.
"The security at the landing pad in the settlement is fighting with the importers planetside. Locals are unable to obtain the goods they need, which is affecting operations and causing a large crowd to swell. I'll need to head down to the port or contact my supplier to find another solution to getting my materials in the meantime."
| d6 | Topic | Action | Focus |
| 1 | Supply | Promise | Guild involved |
| 2 | Security | Cancellation | Something banned |
| 3 | Contract | Missing | Reward offered |
| 4 | Property | Conflict | Faction control |
| 5 | Debt | Sabotage | Power outage |
| 6 | License | Overdue | Locals angry |
Aces do not count as their suit right now. I'm adding more events in the next update which will make things more varied there.
The five cards are kept in the discard pile. When you don't have any card left to draw, then you shuffle everything together.
Momentum has a minimum of 1 with the rules as written. This is on the list for clarification.
Good idea on a simple character sheet. I can throw something together for players with a little glider picture on it.
Thanks for taking the time to play! Answering your questions:
1. Ending the current delivery counts as a success if you have one or more cargo. Otherwise, you can start again with a new 5 cards. This will be clarified in an update sometime soon.
2. This event counts as a success no matter if you have cargo or not. Will be clarified as well (Lone Adventurer on YouTube had the exact same concern).
3. The Diamonds results are going to have another option - choose none. The problem you experienced makes it impossible to complete a run if you don't already have cargo.
4. Correct. All cargo is dropped-off and you score points. The restocking of one cargo will be implemented as it was an oversight on my end for getting more cargo. Otherwise you are just drawing cards and hoping for a result that provides cargo, which can be brutal.
Thanks for taking the time to provide feedback. I'll be sure to get the update out as soon as I can.



























