Finds are found on page 51. You "find" something depending on the Encounter type. If it is an Encounter with no enemy, roll on the "Humanoid and Encounters" column.
Combat encounters are just that, nothing more. This was an oversight on my end, where I didn't make it clear that you don't need to roll for a "Test Type" for the combat result. Just roll an enemy at that point.
Sasquatch Games
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Grab the preview (108 pages) here: https://sasquatchgames.itch.io/glide-part2-preview
Enjoy!
Here is an idea that you could try for your existing character:
- Convert each FUEL and WATER you have into 5 Credits each.
- For each SCRAP above the new maximum, gain 5 Credits and remove them.
- For each RELIC above the new maximum, gain 25 Credits and remove them.
- Redistribute all of your existing stats. If a stat would be above 4, round it down to 4. Assign Level 2 and Level 3 to the new stats, to give you something to start with.
- Generate a new map. Your old one is not compatible.
- Reset your Fame total to 0. For each Guild that was at max level, gain 1 Fame (to a maximum of 3).
The current preview rules don't have Equipment/Gear/Upgrades, so you can keep what you have right now but add the 3 Wear to each. If you have more than 3 Equipment/Gear, discard down to 3 total and gain 50 Credits for each removed.
Add the 5 Wear to your glider, which only gains benefits from the upgrades on it (when applicable) if less than 5 total on it. If you have more than 3 Upgrades on the glider, discard down to 3 total and gain 50 Credits for each removed.
I'll have a better process later on in development but feel free to play around with what feels right based on the above.
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.




























