The game came out in the glut of CCGs following the success of Magic the Gathering. Perhaps that was why the designers felt it necessary to use a resource mechanic, very similar to Magic's mana-generating land. In Quest for the Grail, the players pay the upkeep of their knights through the play of lands. The lands really serve no other purpose; they do not power spells or any other cards.
Thematically this land-based resource mechanic seems inappropriate and almost tacked on. Since the game is about questing, I feel the Domains (lands) are much more interesting as the locations of adventures, not as mere currency-generators. Therefore the solitaire variant features a travel mechanic, inspired by Chaosium's Mythos CCG, where the player "moves" from one location to the next. The variant would be very easy to use in a multiplayer game as well, without much modification, if your game group wants to try the travel rules.
Enjoy.
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| Teaser pic; see Downloads page for file |

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