How to Play: SOLO MODE


For the past two years, in my experience playing Uncontained (as a game I've largely designed myself), it's really fun to play with people online and in person. However, the big downside is when don't have anyone to play with. Even with just two players, the game can drag for a while because a lot of the mechanics are focused on competition and survivability it since slows the turns for quite a while in most cases.

Recently, I managed to design a set custom rule to play Uncontained alone, and it surprisingly works and somehow preserves the overall theme of the game: SURVIVAL.

Before we proceed, let's get a throwback to some of the original rules of Uncontained:

  • Every player has a Site composed of the Uncontained zone, Contained zone, Personnel zone, and Civilian zone.
  • Each player has four phases during their turn: the Start phase, Draw phase, Action phase, and End phase.
  • During a player's Draw phase, they have two choices: Draw from the Draw pile or the Public pile.
  • During a player's Action phase, they have three choices as their action: Contain an anomaly on their Uncontained zone, Play a character from their hand or Draw from the Public pile.
  • The game ends when the Draw pile is depleted and a player loses when they have no civilians on their Civilian zone.

Solo Mode Custom Rules

In this custom solo mode, there are quite some changes to the original rules.

  • The player has their regular site intact: they have an Uncontained zone, Contained zone, Personnel zone, and Civilian zone. However, since the cards are designed to be played with other players, you will be playing against "Rogue Sites" which are player-less sites that still have all the zones EXCEPT the Contained zone. You can have up to 5 Rogue sites to play with, but I recommend only 3.
  • The player would still have their regular phases. The Rogue sites would still have them, but with a modified Draw phase and Action phase.
    • During the Draw Phase of a Rogue site, they must always Draw from the Draw pile.  If they Draw a character, you Play it immediately as if you own them and if possible, otherwise, Discard it immediately (for characters like the Security Officer). If they Draw a breach anomaly, it will always be Uncontained, triggering their Uncontained effect if they have any, since these Rogue sites don't have a Contained zone.
    • During their Action phase, they must always Draw from the Public pile. The Civilian zone limit can still apply and can be customized accordingly, although the lower the limit, the more challenging the game can become.
    • For the Start and End phases, if a Rogue site has any, trigger them as a real player would.
  • The game still ends when the Draw pile is depleted. However, there's a new lose rule: if any of the Rogue sites reaches 0 civilians at the end of their turn or has to discard more than they can handle, you as the Player lose the game.

Final Note

These custom rules can also work for a Co-Op 2-player mode, although more rule changes can be customized to maximize the fun experience and challenge. 


If you want to try this out on Tabletop Simulator, you can create a game in Hot Seat mode so it'll be easier for the turn management of the other Rogue sites.


If you have suggestions, let me know in the comments section!

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