In solitary mode, your crew is isolated in an old wing of the prison. Instead of competing against other players,
you face off against an automated opponent - the guards.
The guard board is used to track the guards' power cubes, suspicion cubes, and resource cubes, and to organize the item cards and goon cards that the guards acquire.
The guards can keep an unlimited number of resources.
The guard deck represents the "screws", the corrupt guards within Kulbak Prison. The deck is composed of 12 guard cards.
Seven cards are used in every game, while the remaining five cards will vary based on the chosen difficulty level: moderate, challenging, or expert.
The location deck is composed of eight cards. Six of them show specific locations within the prison: the exercise yard, the sewers, the infirmary, the smithy, the commissary, and the chow hall.
The remaining two cards are OFF DUTY cards.
Solitary Mode - Setup
Follow the setup instructions for a two-player game, but with the following changes:
Do not use an instant goal card.
Remove both "Big Book of Stealth" cards and both "Cutthroat Crafting" cards from the tome deck.
Place a reputation marker of a second color on the "10" space of the reputation track, to represent the guards. Return all other components of that color to the game box.
Note: You can play with the advanced setup in solitary mode.
To do this, place the guards' reputation marker on the "20" space of the reputation track instead of the "10" space.
Place the guard board in a separate play area, with one power cube on it.
Create the guard deck by shuffling together the guard cards of two different colors, as determined by your chosen difficulty level. Place this deck face down in the guards' play area.
Shuffle the location deck and place it face down in the guards' play area.
Give the first player marker to the guards.
Solitary Mode - Roll Call Phase
At the start of this phase, draw and place one guard card face down at each of the first seven locations, in numerical order: the exercise yard, the sewers, the infirmary, the smithy, the commissary, the chow hall, and the cell block. Leave the remaining five guard cards face down in the guard deck.
During the main part of this phase, the player and the guards will alternate taking turns, starting with whomever currently has the first player marker.
Guard Turns: On each of the guard turns, the player chooses any one face-down guard card to reveal, then reveals the top card of the location deck.
If the revealed location card shows a specific location, draw the top card of the guard deck, reveal it, and place it at the indicated location.
If the revealed location card is an OFF DUTY card, nothing happens.
Player Turns: On each of their turns, the player assigns one or more crew tokens to a location, following the standard rules of the multiplayer game.
As soon as the player has assigned all of their crew tokens, the phase ends immediately - in other words, the guards do not get another turn.
Note: If the player plays the "Atlas of Hideouts" tome card, they may reveal any one face-down guard card, instead of looking at a face-down crew token (since the guards do not have crew tokens).
Solitary Mode - Lights out Phase
During this phase, all locations are resolved in numerical order, as in the multiplayer game. However, the following locations have special rules for the guards.
If the guards have the most strength, they gain one resource cube of the type they have the fewest of.
If there are multiple types they have the fewest of, the guards will choose the most rare among those types (rarity: gold > iron > potions > scrap). If the guards are present but do not have the most strength, they gain nothing.
If the guards have the most strength, they seize the two goon cards that have the most suspicion icons, without spending any resources.
If there are multiple goons with the most suspicion icons, the guards will choose the goon at the location lowest in numerical order (i.e., closest to the SEWERS location). If the guards are present but do not have the most strength, they seize nothing.
Note: When the guards seize a goon card, they also gain any special effects and/or valuables shown on the card. If the card's special effect would allow the guards to draw a tome card, they score one reputation star instead.
The guards will craft an item, if possible, by spending the required resources. The guards always choose the item with the highest reputation value, either from the item display or from their reserve.
If the guards need to choose between multiple items with the same reputation value, they will choose the item closer to the item deck.
Note: If the guards can spend "any resource" when crafting an item, they will choose the least rare resource they have available (rarity: gold > iron > potions > scrap).
If the guards cannot craft an item, they will reserve an item, without spending a resource. The guards always choose the item with the highest reputation value. If the guards need to choose between multiple items with the same reputation value, they will choose the item closer to the item deck.
Guard cards are never placed at this location directly, but they can be moved here if they collect no reward at another location. If the guards have the most or second most strength, they score one reputation star instead of drawing any tome cards.
Solitary Mode - Patrol Phase
Changes to this phase are listed below.
Although the player has to discard any resources in excess of their storage limit, the guards have no storage limit.
If the player has the most suspicion cubes, they lose six reputation stars, and all suspicion cubes (from the player and the guards) are returned to the supply.
If the guards have the most suspicion cubes, the guards lose six reputation stars, and the guards' suspicion cubes are returned to the supply but the player's are not.
If the player and the guards are tied for the most suspicion cubes, neither loses any reputation stars, and all suspicion cubes are returned to the supply.
At the end of the phase, return all location cards to the location deck and reshuffle it. Then return all guard cards to the guard deck and reshuffle it.
End of the Game
After six rounds, the game end is triggered. Initiate one final raid, no matter how many suspicion cubes remain in the supply. Then perform final scoring as you would in a two-player game.
Exception: The guards do not score any reputation stars for leftover scrap cubes, potion cubes, or iron cubes, but they do score two reputation stars for each leftover gold cube.
After final scoring is complete, if the player has more reputation stars than the guards, the player wins! Otherwise, the guards win. In the case of a tie, the guards win.
Solitary Mode - Special Effects
If the guards would ever draw a tome card due to a special effect, they gain one reputation star instead.
Increase Storage Limit
This effect has no benefit for the guards, since they have no storage limit.
If the guards can exchange a resource, they will exchange one of the type they have the most of for one of the type they have the fewest of.
When given a choice, the guards will choose to discard the least rare resource and gain the most rare resource.
Solitary Mode - Difficulty Levels
Local Lockup (Moderate)
To create the guard deck, shuffle together the seven blue guard cards and the five green guard cards.
Ye Olde Jail (Challenging)
To create the guard deck, shuffle together the seven blue guard cards and the five yellow guard cards.
Supermax Dungeon (Expert)
To create the guard deck, shuffle together the seven blue guard cards and the five red guard cards.
On both challenging and expert difficulty levels, there will be one guard card with a special effect.
When the player reveals this card at a location during the Lights Out Phase, they must draw the top card of the guard deck and place it at that location, face down.
However, if the guard deck is empty, nothing happens.