Friday, March 20, 2026

Giving 'Four Delvers' Treasure Hunt a Solo Run

    Beset by giant spiders & orcs, my 'Four Delvers' fight their way through an abandoned town 
My long-time friend Keith wants to run "dungeon crawl" fantasy skirmishes, and is searching for a good set of rules. Last weekend, he hosted us at his place to play test a version he'd cobbled together using Dragon Rampant battle rules. It provided an entertaining evening. However, we both agreed in discussions afterwards that it was not the right rules mechanics for an adventuring party exploring caverns or dark places. DR's activation rolls and one action per "units"adapted to single figures seemed clunky. So, we agreed to keep exploring. My friend Rich Brown is a fan of David Bezio's Four Delvers rules. I downloaded them (free on the RRB Minis & More website) and gave them a quick study. For those that don't remember, Bezio is the author of Zombie RV rules, which I played extensively the past two years and ran at various conventions.

    In David Bezio's 'Four Delvers,' players control an adventuring party of four characters
After reading the rules, I discussed them with Rich and David, and also sent them on to Keith to look over. Keith and I weighed giving them a try or continuing with a side project I've been scribbling on recently: using Mean Streets gang warfare rules for small scale fantasy skirmishes. Keith felt that since we still had more to write and play test with the Mean Streets variant, we should give Four Delvers a try. They are an already published set and Rich recommends them. It would be less work than creating our own set with Mean Streets. In addition, David has been working on an expansion called Four Delvers Quest, which introduces new character types and adds more stats for the adventurers. Rich had also added a bit himself to David's base rules, such as new monsters and more. 

If you remember my Zombie RV games, I also added more details and a campaign system when my friends and I were playing it. Four Delvers reminds me a lot of Zombie RV -- very simple and streamlined rules that are open to expansion and tricking out to make it what you want of them. In fact, Keith, Rich, his friend Kyle, and myself created a group email to discuss new expansions. I look forward to brainstorming with them and hope we're able to create a campaign or system for a series of linked games. 

    'The Courtyard' scenario set up with treasures and enemies (circled in red) - five orcs await our entry
Since Rich has played at least a dozen games of Four Delvers, and I had yet to try them out, I decided that I should probably play a game. It makes sense to try something before you start pontificating about what you want to change! So, I created my own adventuring party of four delvers, throwing in one of the new character types David had created. The party was led by the bold hero Oslac, a fighter of great renown. His companions are Malik the Wizard, Erevan the Elven archer, and Callum (a Barbarian, the term I would prefer over "Berserker" for that new class). I chose one of the 10 scenarios in the base rules, The Courtyard. It seemed simple, plus it matched the setting I am planning on using for my eventual small scale fantasy skirmishes that I would like to run -- adventuring in an abandoned city that has fallen into decay.

    In addition to the enemies on the board, each turn there is a chance a wandering monster will appear
In the scenario, the delvers (the game's term for the adventuring party of four) are exploring the courtyard of an abandoned noble's house, searching for treasure. The board is very small in this game -- only 18" square. So, delvers and creatures are in contact and fighting almost immediately. I blocked off a section of my new 3'x3' stone pavement mat I bought recently, and set up the terrain. For the delvers and enemies, I grabbed a mix of my Saga and Dragon Rampant figures. I also pre-rolled what foes Oslac and his band would facing: five orcs, two of which were armed with bows. Giant spiders would be the wandering monsters, if and when they appeared. Players roll 1d12 at the beginning of every turn, with a 9+ meaning a wandering monster arrives on a random board edge. I also rolled randomly for the board edge that my delvers would enter from, as well as the location of the orcs and three treasures. Interestingly, most were concentrated very close to the board edge we would be entering from. 

    Oslac, left, and Callum the barbarian charge in and deal bloody wounds to the surprised orcs
That was very unfortunate for one of the orc archers, who started only 3" from our entry point. I had my "Fighter" (Oslac) charge onto the board to start the game, slashing it for one wound and sending the archer reeling backwards. Each character type has their own special abilities and statistics. A base fighter rolls two strikes when in melee, needing only a 6+ on each d12 to hit. When you hit an enemy, it has a chance to roll a Save (the orc failed). However, when a figure is reduced to 0 Hit Points, it is not out of action. Each subsequent unsaved hit causes a wound, which prompts another die roll. The result can be either "flesh wound" (no effect), Stunned (figure may do nothing on its next action and is -1 to Saves), or knocked out of action. So, the orc would require at least another hit to kill it. 

    The wizard Malik arrives, pausing next to a treasure token to zap an orc archer across the board
In response, one of the orc's comrades charged Oslac, but missed his attack. Next, the barbarian Callum hurtled onto the board hoping to deliver the knockout blow to the orc archer. His "Berserk" ability allows him to continue rolling attacks if he rolled a 10+ on his attack. Wouldn't you know, my barbarian obliged on his very first attack! However, I rolled "flesh wound" for no effect. Callum's follow up attack missed. The orc also missed in its attempt to "Battle Back." When an enemy attacks you, you get to strike back, but your roll is at -2. Annoyingly, the enemy archer staggered back again, still alive! In Four Delvers, after each time you activate one of your figures, you next resolve an enemy's activation. Activated figures can move and attack, attack then move, or move twice (but not come into contact with enemy). Instead of attacking, they can instead do an action like cast a spell, pick up a treasure, etc. My wizard Malik stepped onto the board moving into contact with the closest treasure token. Instead of picking it up, he hurled a Magic Bolt at the other orc archer far across the board (but in line of sight). He zapped him for one hit -- my delvers were off to a good start! 

    My Elven archer Erevan gets the party's first kill - the orc Oslac had initially charged & wounded
It just got better when my Elven archer moved onto the board, sheltering behind the the chest-high stone wall and taking aim at the closer wounded archer. Erevan's shaft struck home, the orc missed his save, and the ensuing d12 roll saw it sink to the ground, unconscious or dead. One of the orc's companions charged into Callum and hit him, but the barbarian saved. Meanwhile, the giant spider who had arrived as a wandering monster at the start of turn one scuttled quickly into the courtyard seeking fresh prey. All in all, though, a good first turn. Turn 2 started off on a note of concern, though, as yet another giant spider appeared. That was two 9+ rolls on d12's in a row! 

    Here comes trouble! The first of 3 wandering monster spiders hungrily scuttles into the courtyard
I began my turn with Oslac, again. Rolling two attacks, as opposed to my other character's one, and with the best chances of success, he would be my hammer. He charged into one of the orcs and struck him twice. However, the wily orc saved both times. Fortunately, its "battle back" missed. In Four Delvers, the target of an enemy charge always recoils after the combat -- even if it wounded the charger and took no hits itself. No figures end a round of melee in contact with each other in these rules -- the defender always backs up 1". I'm not sure I like that. First, I would prefer that figures that took a hit backs off. Who knows? Maybe that will be my first house rule...ha, ha! I like that players can choose the order their figures act in, but the enemy always begins with the closest to a delver. The two sides, Delvers and Enemies, alternate activating a figure until all have done so. 

    No dummies, the elf & wizard shelter behind the wall while the fighter & barbarian block the orcs
The wily orc that Oslac had just charged moved into contact with Callum, hitting him, but fortunately the barbarian saved. Two can play at that game! Malik, seeing the approaching spider, grabbed the treasure token and ran to the wall alongside Erevan. Another orc charged Callum, who avoided its blow but struck it on his counterstrike. Dang it! The orc saved again! On his activation, Callum sidestepped and struck a different orc, once again rolling 10+. He hit with his follow up strike, but once more the second hit caused nothing but a flesh wound. Grrrr! Stung, the orc battled back and hit Callum, who did not save and became my first character to lose a hit point. Both he and Oslac began with 3 hit points, though, while Ereven had two and Malik only one. As Turn 2 progressed, I was beginning to feel some frustration as the enemies I hit always seemed to save. Strikes that caused wounds also failed to knock them out of action. I realized what may be frustrating me on Turn 2 may end up saving one of my characters on a later turn, though. Still, it was getting annoying as the orc and spiders refused to go down! "Mom! Grikhnash isn't taking his deads...!" 

    Well, it WAS a good idea...until Shelob's sister decided to do an end run to get at the wizard & archer
Finally, turn 3 saw no new wandering monsters appear. Oslac charged into the wounded spider and gutted it, watching as its talon-tipped legs twitched and then went still. Meanwhile, the second spider had rounded the corner and was scuttling quickly towards Malik and Erevan. The archer aimed and sank an arrow into its grotesque body, causing a hit, but it kept coming. An orc made the mistake of hurling itself upon Oslac who blocked its spiked club with his shield and then slashed its legs with his sword. The orc screamed and fell to the ground. Another enemy down! Callum got in on the action and charged into another orc and struck him down, as well. Turn 3 was progressing much more successfully! The spider charged Erevan, who avoided damage and backed up. As long as no new enemy arrived, it looked like my delvers might be able to take these foes down.

    My deadliest fighter, Oslac, guts the first spider -- its blood pooling next to the orc he struck down
No new creatures arrived on turn 4, but my delvers developed a mild case of the "misses" -- most of my attacks missed. Worse, Callum received his second wound, and Erevan was wounded by the spider. Oslac did "Stun" one of the orcs, so at least it would not activate on its next turn. Still no new enemies were taken down this turn and we suffered two hits. Worryingly, turn 5 saw another spider arrive. Thankfully, when I rolled for the board edges, the spiders continued to show up on the ones furthest away. Though fast, the spiders would have to spend their entire first turn on the board moving and still be unable to reach any of my delvers. Actually, we had not progressed far from the board edge we entered from. The enemies had come to us, though we still had only one treasure.

    3 orcs & 1 spider down, and my delvers are off to a good start at killing their enemies
Seeing Malik and Erevan backing off from the giant spider, Oslac shouted a war cry to attract its attention and charged in, hitting and stunning it. Malik fired a magic bolt at the orc archer who'd been shooting at them from across the board and finally killed it. Erevan loosed an arrow at the new spider as it entered the courtyard. He shouted for Callum to dash for the treasures since the orcs in front of him were all down or stunned. The barbarian bolted forward and skidded to a stop next to the fountain, picking up and throwing over his shoulder a bulging leather satchel. He was not far from the next treasure, so sprinted for it on his next turn, picking it up, as well. Malik, seeing that the elf's arrows weren't stopping the oncoming spider cast "Freeze" upon it, stopping it in its tracks. Noticing Callum had pick up the final treasure, he shouted for his companions to withdraw. 

    Angry at the arrow wound from Erevan, the 2nd spider deals a slash to the elf, who backs up
The adventures slashed at orcs or spiders near them. As the creatures backed off, the delvers turned and ran from the Courtyard. They heard the angry noises of their enemies, but dashed down the dimly lit alley. They met up with Callum, and kept running for the bridge that led across the river. After a few moments, Erevan cocked his head and said he could hear no sounds of pursuit. They could slow down and proceed more cautiously. Who knows? Perhaps the spiders and orcs had turned on each other? Although both Erevan and Callum were wounded, all four had survived. On the bridge, they stopped to bandage their wounds, Oslac taking the small chest from Callum while Malik tended to him. He turned the wooden box around in his hands, examining it. "Let's wait till we cross and are back at our camp before opening these." On the horizon, the sun began to peek through the mists rising from the river. The adventurers turned their back on the abandoned and haunted city, and marched towards the sunrise.

    Shouting a war cry, renowned fighter Oslac charges the spider, driving its hideous bulk backwards
After the game was over, I feel that I rolled reasonably well for the treasures. My delvers found two magic items -- one a potion of Speed and the other a magical axe that is +1 to hit. We also earned 10 gold coins. Much like with "supplies" in Bezio's Zombie RV, the gold coins allow characters to expend one for a re-roll of a dice. I suppose they will also ensure a comfortable stay at an inn while my wounded delvers rest and recover. Did I enjoy the game? Yes, I did. I am concerned about possible frustration to players like I experienced on turn 2, as the enemy saved against all my hits or my wound rolls resulted in "flesh wounds." I messaged Bezio with a couple questions to ensure that I played the game right. Do monsters keep fighting just like characters at 0 hit points? He confirmed that I played it right (which Rich had also told me). He was intrigued, though, by the idea of a subsequent unsaved hit on a creature at 0 hit points automatically knocking it out. He said playing it that way would be "faster and more cinematic." He encouraged me to try a game that way to see what I thought. So, expect to see another test run of Four Delvers, as Oslac and his band venture back into the decaying city.  

    Callum races through the blood-spattered courtyard to pick up the delver's 2nd treasure token
On my paint desk, I am nearing completion of the next batch of Elven archers for my next Dragon Rampant army. I also am painting up the big alien monsters that I bought at Cincycon a few weeks ago. They're coming along well, and should be a nice addition to the potential foes for Critter Control in my Majestic 13 games! The Catrine House for my medieval town is proceeding more slowly, though. I think I need to take a break from elves more often to speed progress along on it!

    Fortunately, the treasures were near each other, so the barbarian snatches up the final one -- victory!
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 159
  • Miniatures painted in 2026: 65

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 3
  • Terrain painted in 2026: 21

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 16
  • Scatter painted in 2026: 48

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