Solo
Command the whole team, keep Soldier hands separate, and resolve the normal mission sequence.
Command the team
One person can command the whole team. The Hostile rules control the opposition, so you do not need a separate opponent or bot. You may control several Soldiers of any type, but the team must include at least one Player Soldier.
Use the normal mission preparation. The Mission card sets the Resources budget, Time and Objective position; playing alone does not divide those limits or award extra Actions. Buy and equip the team within that shared budget, then use the amount actually spent when drawing Hostiles.
Keep each Soldier separate
| Track | Solo handling |
|---|---|
| Action cards | Keep each Player Soldier’s hand separate. Its initial draw and normal Hand Size equal that Soldier’s current Health. Non-Player and Squad Soldiers have no Action-card hand. |
| Actions | Track and spend each Soldier’s own Actions. Commanding several Soldiers does not let one spend another’s Actions. |
| Gear and ammunition | Keep them with their Soldier. Follow the normal restrictions when passing gear or ammo; one commander does not create a shared inventory. |
| XP | Track the Soldier that earns each award. Where the rules let any Soldier contribute XP, you may still use that permission. |
| Wounds and targets | Keep wounds and identification counters per Soldier. Hostiles target Soldiers, not the person controlling them. |
Play a normal mission turn
Follow the turn sequence once for the whole team: reset Actions and roll for Environment, carry out Soldier Actions and activities in any legal Soldier order, then resolve the Hostile turn. Advance the Mission Timer at the end of that Hostile turn, rather than once per Soldier.
The normal success and failure conditions still apply. Complete the chosen Objective within the available time and follow any special Mission or scenario instructions. Solo play does not add a separate victory-point total.
Sources
Universal Rulebook, pp. 4–5, 27–29 and 31.