It’s week 8 of the Summer of Plunder! We’re quite well into the home-stretch, and so of course, that’s the week that I missed weekly games with my group. Never fear though – Firelock has come through in the past and solo rules are here!
(it has come to my attention that players have struggled to download the solitaire rules from Firelock’s site, and so you can find an alternative copy of these free rules: here)
These solo rules originated during the lockdowns in 2020, when many Plunder fans found themselves stuck at home and longing for a game. The card-activated system of Blood & Plunder readily lends itself to a set of solo rules, and as a result, the actual document is a scant 3 page addition to your core rulebook. I did a review of these rules for another blog when they initially released, and will do another review here at DMC alongside some “recommended updates.” But for now, just enjoy this somewhat unique take on a battle report, from a solo game that I played.

The Scenario: A Damsel in Distress
Solo games work best where the AI can have a simple objective – usually as the defender. I wanted to try playing with the ‘Escort’ mission from ‘No Peace Beyond the Line’.

The role of the ‘Dignitary’ would be played by a lovely damsel from Firelock’s Civilian Character pack, usually used as the Spy. The role of Swashbuckling Hero went to Laurens de Graff, here standing in as an Experience Standard French Captain.
Our Swashbuckling Hero has just rescued the Governor’s Very Beautiful Daughter from an ancient Aztec temple somewhere in the jungle, and now he must escort her safely back to her doting father.
But there is danger along the path!
The EVIL! Baron Raymondo and his band of Spanish ne’er-do-wells have collaborated with local native tribes to stage an ambush, and steal back the Very Beautiful Daughter again! (because, the EVIL! Baron Raymondo was the one who kidnapped her and locked her in that ruin in the first place)

Deployment
Our Swashbuckling Hero has assembled a group of French soldiers for this very dangerous trek through the jungle, to the town of Sidmeier. At the head of the column are his Grenadiers, elite veterans carrying explosives to clear the way. The Swashbuckling Hero is in the center of the column, along with The Governor’s Very Beautiful Daughter and an escort of French Fusiliers. A second unit of Fusiliers serves as the rearguard.

The EVIL! Baron Raymondo has deployed his cronies in hiding along the route, unbeknownst to our Swashbuckling Hero. On the right side of the road, a unit of Lanceros and a Hidalgo are ready to skewer French hides. There is also a unit of Milicianos Indios with one of the EVIL! Baron Raymondo’s trusted lieutenants (one of the few he hasn’t already executed for allowing our Hero to escape with The Governor’s Very Beautiful Daughter)

On the other side of the road are the EVIL! Baron Raymondo’s local tribesmen; a unit of Warrior Archers deployed using their Lay in Wait ability. The EVIL! Baron himself is waiting off-table with two units of Hostigadores, hoping to rely on his lackeys, as usual.

The Battle!
The local tribesmen watch our Swashbuckling Hero approach with his column of French soldiers. They can hear the Hero talking to The Governor’s Very Beautiful Daughter about how much she enjoys dancing and receiving gifts, and how her father has included large amounts of colony land in her dowry. Certain that this could not be any other governor’s beautiful daughter but The Governor’s Beautiful Daughter, they decide to launch their ambush!

For a moment, there is confusion along the French line. Our Swashbuckling Hero uses his Platoon Activation granted by the French Army faction, to order his men into action; moving them to reposition. His unit of Fusiliers moves off the road, and sends the other unit of Fusiliers to support the Grenadiers further up the road.

– The Governor’s Very Beautiful Daughter
It turns out, moving the Fusiliers to support the Grenadiers was a mistake – our Swashbuckling Hero spots the shape of several men ducking through the palm groves, just before the Milicianos Indios loose several volleys of arrows right at him! Fortunately, the Swashbuckling Hero and his handpicked companions are very lucky (and kind of far away) and none of the arrows find their mark.
The EVIL! Baron Raymondo Appears!

– The EVIL! Bar — look, you get it, okay?
With the thunder of guns, the EVIL! Baron Raymondo and his Hostigadores shoot down one of the Fusiliers who was caught in the open on the near-side of the road. The EVIL! Baron also brings on his second unit of Hostigadores and moves them cautiously forward to support the Warrior Archers.

At this point, I would like to note two things about this solo game:
Firstly, all of the “AI” actions and movement are determined by a chart, cross-referenced with the card that they drew randomly off the top of the deck. They activate units that are closest to the player’s troops first, and then work their way back. Actions are resolved using a simple flowchart.
Secondly, because of limitations with the AI system, I do not use Fortune Coins for either side. To further increase the difficulty, I have given the AI a 200pt list, against my 150pt force.
Let’s get on with it!
The Trap is Sprung!

With a fast card, fast movement, and a shouted warcry, the large unit of Lanceros burst from the underbrush to skewer the Swashbuckling Hero. However, he is prepared, and as the Lanceros break cover, our Hero orders a Defensive Fire directly into their ranks. Four of the Lanceros are slain, and the remainder flee back into the treeline. Their attack has been driven off for now, but things are still looking dire for our Swashbuckling Hero and The Governor’s Very Beautiful Daughter.
The Fusiliers redirect their movement to cross the road again, pursuing the Lanceros past our Hero. With an encouraging and heroic “ya-harr!” he commands a volley from the whole column. The road is filled with smoke as shots thud into Milicianos Indios, Lanceros, and Warrior Archers.

With the Fusiliers redirected to the right flank, things are looking grim for the French Grenadiers. The gallantly mustachioed Frenchmen dig in fast against the treeline, and exchange shots with the Natives. With the French casualties mounting, the Grenadiers make a risky, hasty throw with their explosives. Two grenades are lobbed towards the Warrior Archers, but one Frenchman is shot by an arrow as he stands up to make his throw. The grenade lands in the sand at his feet and explodes. The Frenchman is slain. The other grenade lands amid the Natives however, and the blast tears apart 2 of them. The violent explosion is too much for the Natives, and they flee the battle, melting back into the palm groves; harangued by The EVIL! Baron Raymondo.

On the right flank, the Fusiliers succeed in pushing back the Lanceros, further into the trees, only to come under fire from the Milicianos Indios. Although arrows are less lethal than muskets in Blood & Plunder, they are excellent for stacking on Fatigue. If our Swashbuckling Hero doesn’t do something fast, his force is going to be pinned in the middle of the road.

With our Swashbuckling Hero’s ‘Inspiring‘ encouragement, the French manage to rally. The Fusiliers finally eradicate the last of the skulking Lanceros, almost resorting to a bayonet charge if they hadn’t driven them back. Instead, they use their remaining action to run for cover in the trees.
Although the situation is precarious for the French, it is no less so for The EVIL! Baron Raymondo. Many of his mercenaries have been slain, and our Swashbuckling Hero is getting closer and closer to the safety of Sidmeier. There are grumblings among the troops that perhaps the Evil! Baron is a bad employer. There are very few benefits available to evil henchmen, and the union is considering a full-blown strike.

On the next turn, our Swashbuckling Hero steels his nerves and dashes across the open ground to the outskirts of Sidmeier. The Frenchmen weather some long-range shooting as they help The Governor’s Very Beautiful Daughter over the fence to relative safety. From here, they can pick their way through the outskirts and make it to the far board-corner.
There are a few more desultory shots from the forces of The EVIL! Baron Raymondo. Two of the remaining Grenadiers are shot down as they attempt to reach the town. The blue-coat Fusiliers see that the Milicianos Indios are wavering, and decide to charge in. Although they’re outnumbered almost 2-to-1, they succeed in pushing the Indios further into the jungle.

And They Lived Happily Ever After
With his Native mercenaries killed our routed, the EVIL! Baron Raymondo could only watch as our Swashbuckling Hero escorted The Governor’s Very Beautiful Daughter even further into the town of Sidmeier. He waved his pistol and cutlass, and shouted inarticulate threats at his passing Hostigadores as they fled, until he was knocked face-down into the mud.
With a hearty “ya-harr!” our Swashbuckling Hero celebrated with the survivors of the ambush. Four of his own Fusiliers and 2 of the Grenadiers had escaped into the town. Four more Fusiliers were somewhere in the jungle, pursuing the Indios. It had been a bloody fight, but they were able to safely deliver The Governor’s Very Beautiful Daughter to the town of Sidmeier, where The Governor offered his Very Beautiful Daughter‘s hand in marriage (and a very generous gift of land) to our Swashbuckling Hero.

I hope that you enjoyed the battle report. It being a solo game, I was able to get a few more photos than usual. I also hope you caught the reference. As silly as it is, the solo rules are actually quite fun for playing linked campaigns in the vein of ‘Sid Meier’s: Pirates.’ A series of loosely connected battles where you pit your hero against whatever villains you have to hand.
Firelock’s solo rules are quite good, especially for a free, 3-page add on. One weakpoint is the ability to draw-out enemy units, like the Lanceros earlier in the battle, and also the way that AI units tend to stall when they are losing the game. Really, in the last 2 turns, the Hostigadores did not advance, and just remained in place taking longshots at the nearest unit (my Grenadiers)
I’ll do a more in-depth review of the solo rules after the Summer of Plunder has concluded, along with some changes and some ideas for running campaigns with the system.
Until then: ya ha-harr! ya ha-harr! ya ha-harr!