New Allies: Solo Adversities
The New Allies solitaire challenge for Wendake: the solitaire board, Ghost Turn tokens, the 16 Adversity cards and the Extreme Difficulty Level.
Short tag: [Allies]
What changes
The New Allies multiplayer rules (Alliance, Turn cards, Rifles) are not used in solo. Instead the box adds a harder solitaire game for players who know the base solo game: the solitaire side of the new Mask board, 4 Ghost Turn tokens and 16 Adversity cards, plus an Extreme Difficulty Level. Everything not mentioned here follows the base solo rules. If the Ghost must move a Guard it does not have at Home, it does nothing and scores 1 point (FAQ).

![]() | Adversity cards — the top picks the Advanced tile the Ghost removes; the bottom is the hardship for the coming year. Europeans Arrive Patrols belong to the Ghost; Enemy Attack places a Guard in every territory where the Ghost has none (FAQ, FAQ). |
| Ghost Turn tokens — arrow: the Ghost takes its card’s action; circle: it claims first place in turn order |
Solo setup

- 1 Build the 2-player map as in the base game with this Mask board, solitaire side up.
- 2 Shuffle the Adversity deck onto its space and reveal the top card.
- 3 Draw 3 Ghost cards as usual onto their spaces; place the Ghost Turn tokens and Ghost disks as pictured.
- You take Turn Order marker 1, the Ghost marker 2. Everything else is set up as in the base game.
Playing the game
- You and the Ghost both have 4 Action markers. As in the multiplayer game, you must use three to take actions and one to change turn order. You play first in Year 1.
- At the start of each year, shuffle the 4 Ghost Turn tokens and put 3 face down on their spaces of the board; set the 4th aside unseen.
- At the start of each year, apply the bottom of the revealed Adversity card: some effects happen at once, others during the year.
The Ghost’s turns
Each year the Ghost starts from the Ghost card its Tribe disk is under and goes on to the right as in the base game. At the start of each Ghost turn, reveal the Ghost Turn token over the card it is about to use:
arrow — it takes the card’s action as usual;
circle — it puts the marker that sits on the Stone Circle on the first
space of the Turn Order area, and takes no action.
Once the first Turn Order space is taken, the Ghost always plays its cards without revealing more tokens that year. If you took that space, the Ghost puts its fourth marker on the second space.
If a Ghost card asks for something impossible (raising its Progress disk above the top, placing a Woman or Hunter when all such areas already hold Ghost Natives, moving a Guard it does not have), the Ghost scores 1 point instead.
The solo Restore
- New turn order — set by the markers in the Turn Order area.
- Adjust Action tiles — reveal the next Adversity card. Its top shows the Advanced tile the Ghost takes: a number picks the tile counted from the left (put the Ghost disk under it and remove it); an arrow moves the Ghost disk left or right, wrapping between the first and sixth tile. Its bottom is next year’s Adversity.
- New year — put the Ghost’s Action markers back on its cards and the Stone Circle; the Mask card that moved the Ghost goes to the bottom of the discard pile; move the Ghost disk under the Ghost cards one step right (after Years 3 and 6 it returns to the left card); shuffle the Ghost Turn tokens and lay out 3 face down. Advance the round marker; after Year 7 the game ends.
Adversity cards
| Card | For this year… |
|---|---|
![]() | Tribute — each action costs you 1 Resource or 1 point (free if you have neither) |
![]() | Drought — Harvest does nothing |
![]() | Iced Lakes — Fishing does nothing |
![]() | Fire — Hunting does nothing |
![]() | Snow — every Movement, Progress tiles included, has 1 step fewer |
![]() | Cold Winter — at year end you need 2 Leather, or 2 Warriors (1 if you have 1 Leather) go to your Long House |
![]() | Europeans Arrive — a Patrol of the card’s nation on each territory with its flag, acting as the Ghost’s Guards; attack one and it leaves the game, your Warrior goes Home and cannot move again this action |
![]() | Infection — a Trade action sends 2 of your Natives from the map to your Long House, even without an Exchange (and no Smallpox card) |
![]() | Storm — remove 1 of your Canoes at the start of the year |
![]() | End of the Season — a Woman on a Productive Area goes back to your Home |
![]() | Relentless Enemy — the Ghost does its card’s action twice |
![]() | Sacrilegious Theft — put a Mask card from your hand under the discard pile |
![]() | Enemy Attack — the Ghost puts a Guard on every territory where it has none (FAQ) |
The deck has 16 cards; Europeans Arrive comes in an English and a French version and Relentless Enemy in several copies.
Extreme Difficulty Level
For the hardest game, completed Objectives score nothing and every missed Objective costs you 1 point — or agree an even bigger penalty before you start.













