Ludexv2026.11.01-65114139WoodcraftOfficial rulebook ↗

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Solo

Woodcraft solo: setup, the solo deck that moves the action tiles, reputation tiles against a nonplayer counter, disappearing contracts and score targets.

Solo setup

Set up as for two players, with only your own player board and 3 public contracts. Then:

Timing counters on rounds 10 and 13

A solo round

  1. Take your turn as usual.
  2. Draw the top solo card, do what it shows, discard it.
  3. Move the round counter.

When the solo deck runs out, shuffle the discards into a new deck. The game lasts 14 rounds with income phases after rounds 4, 8, 11 and 14.

Solo cards

Most solo cards show two action tiles: move them in the order shown, as if two other players had taken them — nobody gains their bonuses. Then do the effect at the bottom of the card, if any.

A solo card: first tile to move, second tile to move, cards to remove

PictureEffect
Remove the marked order cardsRemove orders: Remove the marked orders beside the scoreboard and refill the row.
Remove the marked helper cardsRemove helpers: Remove the marked helpers and refill the row.
Remove the marked lumber yard diceReroll dice: Remove the marked dice from the lumber yard, reroll them and put them back.
Solo card moving one tileOne tile, +1: Move only the tile shown; the nonplayer counter advances 1 on the reputation track.
Solo card moving the tile farthest behindLast tile, +2: Move only the tile farthest behind; the nonplayer counter advances 2.

Rare special case

If a card asks you to move a tile that cannot legally move, skip that movement and still do the rest of the card (remove the orders even if Choose Orders can’t move). If the card moved no tile at all, draw and resolve another: after your turn, the solo deck must always move at least one tile.

Reputation tiles in solo

You use the 2-player rewards. Reach a tile first and you take it and score its 2-player reward. If the nonplayer counter gets there first, remove the tile: that reward is lost.

Public contracts in solo

At the start of rounds 10 and 13 — where the timing counters sit — remove one unclaimed public contract at random. If none are left unclaimed, nothing happens.

Solo score

110 points is a good solo score and 140 is excellent. How many bonuses the solo deck leaves on the wheel varies from game to game.

Rules

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