Rob Cook

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Bolt Action scenario: solo play


A modification to the standard meeting engagement that can be played solo. You will need a deck of playing cards in addition to the usual gaming aids.

Both sides are trying to eliminate the other, whilst minimising their own casualties.


Pick a side of the table and deploy your forces up to 12" from your table edge. A maximum of two units may be kept in reserve, no outflanking is allowed.

To setup the opposing side, first roll a d6 and consult the following table to determine reserves for them.

Pick the units to hold in reserve, if any, and place to one side. Deployment of all the remaining units is done as follows.

Divide the table edge into three equal sectors. ( A 6ft table would have three 2ft sectors.) Roll a d6 and consult the following table to see where to deploy the first units.

Place half of the undeployed units (rounding down) in the selected sector.

Roll a d6 and consult the table again. If the result is the same sector as the first roll, re-roll the die. Place two thirds of the undeployed units (rounding down) in the sector. Place the remaining undeployed units in the remaining empty sector.

All units must be no more than 12" from the table edge.

Playing the enemy turn

When an order die for the opposing side is drawn, draw a playing card from the top of the deck. Consult the table below to see what actions the card allows you to take. You can assign the order die to any eligible unit, but must give an order as determined by the playing card.

When activating an officer's snap too bonus, you are free to pick the orders issued to all affected units.


The game is played for six turns. At the end of the sixth turn roll a d6. On a result of 4+ a seventh turn is played, otherwise the game ends.


Each side scores 1 victory point for each enemy unit destroyed. A side must have 2 or more victory points than the opposition to be declared winner. Otherwise the game is a draw.