Half-Pint Review: The Solo Halfling RPG Game You Can Play Tonight

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Half-Pint Review: The Solo Halfling RPG Game You Can Play Tonight

Half-Pint Review: The Solo Halfling RPG Game You Can Play Tonight

Half-Pint is a solo halfling RPG game of stealth, bribery, and small-time crime — and you don’t need a dungeon master, a gaming group, or any prior tabletop experience to play it. You are a halfling burglar. The city has buildings worth robbing. You have 75 nights before your notoriety catches up with you. Everything else is a decision.

Solo tabletop play has exploded in recent years, but most solo games either require heavy setup, complex journaling systems, or adaptation from group rules. Half-Pint was built from the ground up for one player. Pick your character, pick your target, roll the dice, and deal with the consequences. A full campaign spans 75 job nights. A single session takes as little as 20 minutes. You can play between meetings, before bed, or any time the urge to rob a wizard strikes.

The book includes everything you need: Standard Rules for a clean, fast-paced game and four Advanced modules that layer in new enemies, expanded encounters, a full item shop, and a Thieves’ Guild rank system with missions. There is also a free digital companion — the complete game playable in your browser at anvilnink.com/half-pint, with the link printed inside the book.

Watch the review on YouTube! > https://youtube.com/shorts/Y6mEKu8pwJE

A Complete Solo Tabletop RPG Built for One Player

Most tabletop games assume a table. Half-Pint assumes a single player with a book, a pencil, and a pair of dice. The game uses a streamlined d20 system designed to keep decisions meaningful without requiring a referee to adjudicate them. Every room in every building presents a situation. You roll, you choose, you live with it.

The pacing is intentional. A single job night — one building, one run — takes 20 to 40 minutes depending on how far you push into the building and how many rooms you attempt. A full 75-night campaign gives you a complete arc: building your gold, managing your notoriety, and deciding whether to buy membership in the Thieves’ Guild or stay independent. Both paths have advantages. Neither is safe.

The ten target buildings scale in difficulty and reward. You start small — a merchant’s house, a tavern cellar — and work your way toward the Royal Treasury and the Wizard’s Tower, which carries the highest loot multiplier in the game and a guaranteed boss encounter in the final room. The city gets harder to work in the longer you operate. That’s the tension Half-Pint is built around.

Two Characters, Two Completely Different Playstyles

Half-Pint gives you two fully developed player characters, each with a distinct mechanical identity that changes how you approach every job.

Pip Nimblefoot — The Charmer

Pip talks his way through trouble. His character ability gives him an advantage on social encounters, making bribery cheaper and bluffing more reliable. If you prefer to avoid combat entirely — slipping a coin to the right guard, spinning a story for a suspicious servant — Pip is your halfling. He’s not the strongest fighter, but he rarely needs to be.

Mira Shadowstep — The Ghost

Mira doesn’t get seen. Her stealth advantage makes her exceptional at bypassing rooms without triggering encounters at all. Where Pip negotiates, Mira disappears. She’s the higher-risk, higher-reward option — a missed roll with Mira can mean a difficult situation with no social fallback, but a clean run with Mira is faster and quieter than anything Pip can manage.

Playing both characters across the full campaign gives Half-Pint genuine replayability. The same building feels different depending on who is running it and which rules set you’re using.

Standard Rules and Advanced Rules — Choose Your Depth

Half-Pint ships with two complete rule sets in one volume, designed to meet players where they are.

The Standard Rules are clean and fast. You can read them in under ten minutes and start your first job night immediately. Encounters, combat, traps, loot, notoriety, jail — everything is covered without unnecessary complexity. Standard is the right starting point for new players and for anyone who wants a quick, satisfying session without setup overhead.

The Advanced Rules add four expansion modules that can be introduced individually or all at once once you know the core game:

Module A — Advanced Encounter Table: A 20-entry table replacing the standard encounters, with new situations including stray cats, locked chests with hidden rewards, corrupt watch captains who can be bribed for significant sums, and expanded stealth opportunities.

Module B — New Enemies: Six new enemy types with distinct mechanics — the Drunk Guard with a combat penalty, the Assassin with a double-attack, the Golem Guard who requires a weapon to damage, and the Arcane Sentinel who bypasses armor entirely. Each building at higher tiers now has contextually appropriate enemy substitutions.

Module C — Advanced Shop Items: Eight purchasable items including the Disguise Kit, Master Thieves’ Tools, Alchemist’s Fire, Climbing Claws, and the Bag of Holding — each with specific mechanical effects that open new tactical options for both characters.

Module D — Thieves’ Guild Ranks: A five-rank progression from Initiate to Master Thief, with each rank reducing the Guild’s cut of your loot and unlocking a unique perk. The Guild also offers missions — special objectives that appear every five jobs and pay out significant bonuses on completion.

Play the Full Game Free Online

Half-Pint includes access to a complete digital companion — the full game implemented as a playable browser application, available free at anvilnink.com/half-pint. The link is printed inside the book.

The digital version includes both Standard and Advanced Rules, all four expansion modules, a built-in dice tray with advantage roll support, a save system. It also supports installation as a Progressive Web App on mobile devices, so you can add it to your home screen and play offline.

The digital companion is not a stripped-down demo. It is the complete game. The physical book gives you the table experience — printed character sheets, pencil-and-paper tracking, the tactile satisfaction of rolling real dice — while the browser version gives you something to play anywhere, anytime, on any device.

What’s Inside Half-Pint

The Half-Pint paperback is a complete, standalone solo tabletop game. Nothing additional is required beyond a standard set of polyhedral dice and a pencil.

  • Complete Standard Rules — fully playable without any additional content
  • All four Advanced modules (A through D) — introducible individually or together
  • Two fully developed player characters: Pip Nimblefoot and Mira Shadowstep
  • Ten target buildings with individual encounter profiles and loot multipliers
  • Full encounter tables, loot tables, and trap mechanics for both rule sets
  • Thieves’ Guild rules including rank progression, perks, missions, and expulsion conditions
  • Printable character sheets for both characters
  • Link to the free digital companion at anvilnink.com/half-pint

Perfect For Solo Tabletop Players

Solo players who want a complete game. Half-Pint is not a solo adaptation of a group game. It was designed specifically for one player, with mechanics that work without a dungeon master or referee.

D&D fans between sessions. If your regular group only meets monthly, Half-Pint fills the gaps. The 20-40 minute session length makes it practical for weeknights, lunch breaks, or any window that’s too short for a full group session but too long to waste.

Beginners learning tabletop mechanics. The Standard Rules are a gentle introduction to dice mechanics, encounter resolution, and resource management — without the social pressure of a group table or the workload of a dungeon master.

Experienced players who enjoy roguelike design. The permadeath pressure, escalating building tiers, and replayable campaign structure will feel immediately familiar to anyone who enjoys roguelikes or deckbuilders. The decision space is tight. Every choice matters.

A gift for tabletop fans. Half-Pint is a genuinely self-contained game that makes sense as a gift — it requires nothing beyond itself to play and is accessible to anyone who enjoys fantasy, heist, or strategy games.

Start Your Run Tonight

Half-Pint is available as a paperback, Kindle eBook, and as a PDF and ePub bundle direct from Anvil & Ink via Payhip — where the digital edition also includes bonus maps and artwork. The free browser version is live now at anvilnink.com/half-pint if you want to try it before you buy.

Seventy-five nights. Ten buildings. Two halflings. One city that doesn’t know it’s being robbed yet.

Half-Pint is the solo halfling RPG game that proves you don’t need a group, a dungeon master, or hours of prep to have a great night at the tabletop.

 



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