It is dangerous to quest alone, so why not go with a friend? You and another player can work together to dive into dungeons and capture crystals from the enemy’s clutches before time runs out. This mode uses rules from the Solo Adventure Mode mixed with rules from Team Play.
SETUP CHANGES:
Set up the game for a Solo Adventure, but now using all of the Unit Tokens:
1. Each player chooses a set of player components of one color for themselves, and chooses one for a Solo Enemy that they will manage, for a total of two Solo Enemies.
2. Each player is dealt 2 Unit Cards of each class, keeping one and giving the other to one to the Solo Enemy they are managing. Then set up each of the Solo Enemies' card rows, placed so that they alternate with human players in seated turn order, as in Team Play. The Solo Enemy Card deck is placed in reach of both players.
3. Each player places their units onto starting locations as if it were a 2-player game: with two of their units in diagonally opposite locations.
4. When placing Solo Enemy Units, one player will place all the Solo Enemies in the color they chose, then the other player will do the same for the other set of Solo Enemies. Use the same method described in the setup (see Solo Adventure Mode Setup) for placing Solo Enemies Units using the "compass."
5. Place a Time Token on the “11” space of the Time Tracker Card instead of on the “7”. In this mode, “11” is the highest space the Time Token can reach if you gain more time from capturing Enemy Units.
GAMEPLAY CHANGES:
A round of play rotates between Player 1, Solo Enemy 1, Player 2 and finally Solo Enemy 2. At the start of each player’s turn, advance the Time Token down one space on the track. For each Solo Enemy’s turn, draw a Solo Enemy Card from the deck and place it underneath the unit card. If there are no cards to draw at the start of a Solo Enemy's turn, shuffle any cards in the discard pile (not from below the Solo Enemy Units) to form a new draw deck. Dungeons may be occupied by only one player’s unit at a time.
COOPERATIVE GAME END:
Like the Solo Adventure, the game ends in one of three ways:
1. You win by capturing the Crystal of Glory from the largest dungeon.
2. You lose if the Solo Enemies capture all of one player's units.
3. You lose if the Time Token ever reaches the "zero" space.