“Thank you for stopping in at the Adventurers’ Guild, we do indeed have a quest for you. It will pay well, although no doubt will keep you on the road for months. You’ll need to assemble an appropriate Party to deal with whatever might get thrown at you along the way, and time is of the essence, so I guess it’s time you were going …”
The Guild of Adventurers is a solo tabletop adventure wargame where your main character is an adventurous Hero in whatever fantasy setting takes your fancy. They will lead their party of companions on a dangerous quest while dealing with other events that happen along the way. Each game takes the form of an Incident between the party and another group, but likely includes some additional tasks or conditions to fulfill to keep your adventure progressing.
The rules have also been specifically designed to be played solo. You completely control your team, but the adversaries start as randomly moving markers until you spot them and then their reactions are driven by rolls of the dice.
What you have here is a set of Story Arcs. Each consisting of 15 games that revolve around a specific story. Your characters will improve and may get additional equipment which will be needed to take on the steadily more challenging battles. The whole thing becomes a narrative that will differ from campaign to campaign, including some more challenging adventures for an experienced party to take on.
You’ll need your own figures for the Hero and their Companions, that make a party of 10, groups of adversaries of up to 12 at a time, and around 8 bystanders. A 2 foot square or 3 foot square playing area, ideally with suitable terrain. Also 2D10 and 15 things you can use as markers while the exact positions of your adversaries are still unknown.
-description from the publisher