12 Patrols - A Solo Abstract-Ish Strategy Game: Components
12 Patrols - A Solo Abstract-Ish Strategy Game: Components
12 Patrols - A Solo Abstract-Ish Strategy Game: Components
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Example of one row of regions with patrols between them that are satisfactory:
Looking at the icons along the long edges of the cards, from left to right:
1. If there was an icon on the left edge of the Wild Plains, it would be ignored, since there are no
patrols to the left of it.
2. There are 3 items to the right of the Wild plains (2 black dice and 1 red cube).
3. There is 1 item to the left of the Green Valley.
4. There are items of 2 different colors to the right of the Green Valley.
5. The sum of all dice values to the left of Ruins is 6 (4 + 2).
6. If there was an icon on the right edge of the Ruins, it would be ignored, since there are no patrols
to the right of it.
Set Up
1. Roll all 9 dice. You may wish to arrange them by color.
2. Place the 9 cubes near the dice.
3. Select any 9 cards from the 12, shuffle these 9 region cards and place the deck face down.
THe other 3 cards will not be used.
Gameplay
1. Deal 3 region cards face up.
2. Place any one of the 3 anywhere in the kingdom, the to-be built 3x3 grid of region cards.
3. Deal 1 card to replace the placed card.
4. Place any one of the 3 available region cards adjacent to an already played card (to the left,
right, top, or bottom). Cards must be played right side up (not rotated).
5. If desired, immediately select one or more items (cubes and/or dice) to place in any open
patrol spot - any empty spot orthogonally between any played region cards to satisfy the
requirements (the symbols on the facing edges of the region cards). When a row or column of
3 cards is completed, then all items between those cards must be placed.
6. Repeat steps 3 - 5 until all cards are played, or you can no longer satisfy the regions’
requirements.
Winning the Game
Place all 9 cards and place all 12 satisfactory patrols.
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Notes:
1. At any time, you may change the value of an un-played die to any value by discarding from the
game one un-used cube or die.
2. Once cards and items are placed, they can not be moved.
Credits: Game Design: Scott Allen Czysz
Graphic Design: Ilya Baranovsky
An example of a winning play, all 12 patrols placed satisfactorily: