Solo Mode

Monster Care Squad can be played alone, if one so desires. Most of the actions can easily be adapted to solo play, with the player determining the outcome or most likely next action based on what makes the most sense or what would be most interesting. The Clock and Track-based systems were designed specifically with this in mind.

There are a number of additional Moves you may want to incorporate into your gameplay. These all use a single D10, which we call the Counsel Die. These Moves generally trigger whenever you’re asked to consult the table or the Guide. You do not have to use these Moves; you can just do whatever seems most interesting to you at the time, and if you use the Moves and get results you don’t like, you don’t have to follow through on it. Sometimes it can be fun to put your fate to destiny, other times you want to feel in control of the story. Either way, it’s up to you.

These Moves are also great for group and guided play. They help provide options and structure if you need them.

Check The Wind

When you look for the truth of things, determine people’s reactions, or try to trigger an interesting event, think of two likely outcomes. Call one Option A and one Option B, then roll on the table below.

Roll Result
0 Something unexpected, unlikely, or strange happens. Think of a third, wildcard option.
1 Option A happens without complication
2 Option A happens, with an unexpected boon or serendipitous turn of events
3 Option A happens, but with an unexpected drawback, barrier, or cost
4 Option A happens, with the help of an ally, friend, or former foe
5 Option B happens without complication
6 Option B happens, with an unexpected boon or serendipitous turn of events
7 Option B happens, but with an unexpected drawback, barrier, or cost
8 Option B happens, with the help of an ally, friend, or former foe
9 Both Options happen in some way

Hit The Dirt

When something goes wrong (either as a consequence of actions, or because of a 6 or below roll), roll on the table to see what happens.

Roll Result
0 It costs you, lose 1 Supply
1 It hurts, and you’re injured. What is something you can’t do till you heal?
2 You’re forced into a compromise, neither side is good
3 You’re delayed. What happens in your absence?
4 Something shocking is revealed, a twist that changes the course of your journey.
5 The community or people you are near are placed in danger
6 The community of people you are near lose their trust in you
7 Something irreplaceable is lost
8 Someone, or something, comes to your aid
9 The Monster’s pain, and their fury, worsens or peaks