Ludexv2026.11.01-65114139WendakeOfficial rulebook ↗

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Solo: the Ghost

Wendake's solitaire game by Danilo Sabia and Marco Garavaglia: setup, the Ghost's three cards, how it moves Natives, the Objectives and the three difficulty levels.

Overview

In the solitaire game you play against a Ghost tribe. Its score is known from the start — the points on its three Ghost cards — but it can grow during play. Beat it to win. The solo rules come in the historical booklet in the box (English version on the BGG files page).

A Ghost card: three actions per Mask row, its points and an Objective

Solo setup

  1. Choose the difficulty — Easy, Medium or Hard — which sets what each Objective is worth.
  2. Set up the board and your own pieces as for 2 players, with 4 random Progress tiles per level and only one Turtle tile per kind.
  3. Choose a colour for the Ghost and put all its Natives — 7 of each kind — in the other Home.
  4. Shuffle the 4 Ghost cards and lay 3 in a row, either side up and in any order; box the fourth.
  5. Put 2 Ghost Tribe disks on any two Score Tracks so that together they show the total of the points printed on the 3 Ghost cards.
  6. Optional: draw 2 Tribe cards and keep one. Tribe powers make the Ghost easier to beat.
  7. Ghost disks: one beside the Progress tile costs at Level 1, one on the first Mask space, one under the first face-up Advanced Action tile.
  8. Put 3 Ghost Action markers on their spaces on the Ghost cards.
  9. Put your 4th Action marker on space 1 of the Turn Order area and the Ghost’s on space 2.

A solo year

The game lasts seven years as usual. At the start of each year, draw a Mask card and slide it under the leftmost Ghost card that has none. The row of that Mask on the cards shows the Ghost’s three actions this year: it starts with the card the Mask lies under and continues to the right, wrapping round to the left.

You and the Ghost alternate turns in turn order. You play first in Year 1.

Your turns

As usual, with two changes:

The Ghost’s turns

Place a Ghost Action marker on the action the Mask row shows on the current Ghost card and carry it out (see Ghost actions). After Years 3 and 6, the Mask cards under the Ghost cards go to the bottom of the discard pile.

Three Ghost cards in a row, with the Mask card under the first

Solo Restore

  1. Turn order — does not change in this step.
  2. Action tiles — you adjust your grid as usual. The Ghost removes from the game the Advanced tile above its disk; after you have both chosen, move its disk under the next tile to the right.
  3. Masks — your Mask disk returns to the Restore area; the Ghost’s Mask disk moves to the next Mask space (in Year 4 it moves down to the second row).
  4. Progress tiles — restore yours as usual.
  5. New year — the Ghost’s Action markers go back on its cards; turn the last Mask card under the Ghost cards face down (remove them all after Years 3 and 6); swap the two markers in the Turn Order area, so whoever went first now goes second. Advance the round marker; after Year 7 the game ends.

Ghost actions

SymbolThe Ghost…
Ghost: move its Progress disk up a levelmoves its disk beside the Progress tiles up one level (it stays at Level 3)
Ghost: remove a Progress tileremoves the leftmost Progress tile of the level its disk is on, then the disk returns to Level 1. If that level is empty, it takes a tile from the next lower level
Ghost: +1 pointadvances one of its score disks by 1: its final score is 1 higher
Warrior Woman Huntermoves a Native of that kind into a flagged territory — see below

Where the Ghost’s Natives go

The blanket at the bottom of this year’s Mask card sits on a red (English) or yellow (French) oval. For each flag there is a near and a far territory, counted in steps from the Ghost’s Home: for both Homes the nearer English territory is the big one; the nearer French territory is the one on the Ghost’s side.

The Ghost’s Women and Hunters attack without needing a Warrior.

Objectives and the end

Each Ghost card carries an Objective (letter A–H), checked at the end:

You must…
Ahave at most 4 Natives in your Long House
Bown all 9 Turtle tiles
Chave at least one Score marker at 25
Down at least 6 Progress tiles
Ehave the most Warriors in at least 4 territories, your Home included (no Alliance effects)
Fhave Women and/or Hunters on at least 8 Productive Areas, Home included
Gleave the Ghost at most 5 Natives on the map outside its Home
Hhold at least 6 Mask cards

Score as in a normal game, then add each completed Objective: 3 points on Easy, 2 on Medium, 1 on Hard. If your total beats the Ghost’s (its two score disks added together), you win. Tip from the booklet: add your Level 3 and 4 Turtle points as you take them and leave only Level 5 for the end.

[Allies] New Allies adds Adversity cards, Ghost Turn tokens and an Extreme level (New Allies: Solo Adversities).

Rules

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