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SoloPlay Variants Posted on the Geek
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This GeekList is a listing of all SoloPlay variants that I have posted to the Geek since February,2009. Since the list has grown over the past year I am consolidating the information to make it easier to update in the future. I would appreciate any comments that you may have.


If you have questions about certain games, please post your questions in the individual forums where the design threads reside or in the file section. I monitor those and try to respond back to the players as soon as I can.

Warning:
All of the Solo variants were put together to challenge experienced players of the various games. The goals set for these variants are not to score the highest possible score ever but to beat the game design. I assure everyone that all of the variants can be beaten.

As some have noted, a byproduct of practicing these variants is that your multi-player play should improve. You are able to try out different strategies that you may/would never try in "live" play. Suddenly you see how you could implement certain play styles. I hope that you enjoy the exploration.

Additions to this list will be made when new variants have been completed and I will update design statuses below in the "update" section.

All links to the variant files have been included.

By subscribing to this GeekList you will be notified when a new variant has been completed.

The games listed are not ranked. The list is in alphabetical order.

I hope that you enjoy them.
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1. Board Game: 7 Wonders [Average Rating:7.79 Overall Rank:44]
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I had tried to get this one done many times but all of the things that I had come up with seemed so contrived and "weird". I would think, "this is not 7 Wonders".

While working on integrating the Among the Stars expansions into its variant, I came up with the core idea for 7 Wonders. I set Among the Stars aside and put my thoughts into action. It wasn't perfect the first time out but by the 3rd or so iteration it all started to make sense and I had to think about what I was doing. I don't know about those who follow my variants but I play 7 Wonders without much thought. This happens after you have played the game 100+ times.

Anyway, since I have all of the expansions up to this point I figured that it was a good opportunity to knock everything out all at once.

You have one opponent and a dummy player (who only collects cards ... settle down) who gives all of the cards a use. It was fun to playtest it.

Setup is around 10-15 minutes with a play time between 30-60 minutes. The setup felt like it got quicker when played consecutively.

SoloPlay 7 Wonders (#71): 5 pages of rules which includes adjustments for playing with the Leaders, Cities, Wonders and Babel Expansions.

Rules file - 7 Wonders SoloPlay Rules

Please post questions about the variant in either the file or design thread to keep this geeklist as clean as possible. Thanks
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2. Board Game: Agricola [Average Rating:8.01 Overall Rank:22]
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What did I do all summer? Play and develop variant ideas for Agricola. I played this game 3-4 times a day for what seemed like 3 months. I have a better grasp of this game than most others that I have. It is a pity that I don't have more accomplished players around to require me to play at a higher level.

This project started out as a way to add more variety to the game beyond the cards. I started developing the "village" mini expansions to give the players unique and function choices that increase the decision making process in the game. Many think it has enough but after hundreds of plays it becomes a pretty straight forward experience and one that is constantly interesting.

Which expansions do I find most interesting? The solo variant is exactly what I wanted and came at the tail end of the project when I added the resource cards. From then on the game morphed into what I call the perfect game experience. The Co-Op idea works great and is less intimidating to the new players since I am helping them and it is in both our interests to help each other. The thing about the solo game is that it has made my multi-player game that much stronger and since it incorporates all of the cards it keeps my skills up.

Other than the solo and the rocky tiles, I like to try and get chickens raised or employ the share cropper or find the right time to go to the marketplace. Just adding 4 additional actions in the game can really add to the game dynamics.

It took a lot of plays to get all of the actions balanced and incorporated into the game. As I mentioned with Goa, I was amazed at how balanced the game ended up being. Being successful in the solo game is a very challenging thing to do.

Agricola (#14, solo/multi/Co-Op/partnership) 8 mini expansions in 3 files which include the rules, gameboards, cards and other components.
Rules files:
Agricola Village Expansion 1-3 containing 2 “E’ and 1 “I” village mini-expansions
Agricola Village Expansion 4-6 containing 1 “I’ and 2 “K” village mini-expansions
Agricola Village Expansion 7-8 containing SoloPlay, Co-Op, partnership variants, resource cards, rocky ground expansion and a selection of parts that can be used for all of the expansions.
Strategy/Design Discussion - Agricola Village Expansions Design Thread
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3. Board Game: Alhambra: Big Box [Average Rating:7.53 Unranked] [Average Rating:7.53 Unranked]
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It has been over 2 months since I started working on Alhambra and it was a lot of fun to do. Much problem solving to be done and a lot of luck to mitigate. Balancing the game reactions and increasing the level of challenge was very high on the list of things to do.

The modules are what really make this game work and makes for a different challenge each time. The thing that was interesting was that when I was playtesting each module I had to mix up my play and rethink my strategy each time. Needless to say I found there to be quite a bit of replayability.

The file is a 2 parter due to the size of the overall rulebook. It split nicely into the base game loaded to the Alhambra forum and the 20 expansion modules loaded into the big box forum. The big box is the way to go.

I gained an appreciation for the following expansions during the development of this solo variant: Art of the Moors, Invaders, Walls, Caravanserai, Thieves (although handled much differently here) and the Vizier (also changed a bit).

Alhambra SoloPlay (#24, includes a player's aid):

The base game download is available using the following link:
Alhambra Base Game w Player's Aid

For the 20 expansion module rules use the following link:
Alhambra 20 Expansion Modules

Strategy/Design Discussion - Alhambra SoloPlay Design Thread
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4. Board Game: Among the Stars [Average Rating:7.16 Overall Rank:460] [Average Rating:7.16 Unranked]
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Every now and then I get a project that is just fun to put together. What I mean is that the mechanics are straightforward, the play time is quick and interesting to play. Among the Stars turned into this.

However, it was not until I added the space station designs (which happened very early) where I found the play more interesting. I felt that if you built the same station regardless of what is going on it would get a little static in the scoring department as you just held space in your stations until "X" showed up to plug the hole.

There are 3 levels of difficulty within the rules, easy (build your station any way that you want, normal (follow a design) and expert (follow a design, use the conflict cards and have a couple additional restrictions). Let's just say that there is a big difference between each. The conflict cards can seem random but this is up to your play style. They can be a big boon too.

Hopefully the game will get a new reprint stateside as this one is a bit hard to find in the shops (including online). It is a fun little drafting, "tile laying" game.

Setup is about 5 minutes with a normal playtime around 45 minutes.

SoloPlay Among the Stars (#47): 4 pages of rules and a page of space station designs

Rules file - Among the Stars SoloPlay Rules
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5. Board Game: Among the Stars [Average Rating:7.16 Overall Rank:460] [Average Rating:7.16 Unranked]
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I turned to Among the Stars as a better version of 7 Wonders and for me it was initially. 7 Wonders continued to pump out expansions and the family enjoyed it better thus moving Among the Stars to the background. As a result of the SoloPlay variant design I knew the cards very well and had a significant advantage.

I had hopes that the Ambassadors and Promos expansions might bring it back to life but it did not. My youngest played it recently and his interest was rekindled like it was a new game. This happened when I rolled Revival into the game. This did make for more interactive games and a better 2 player experience.

I had always intended to get the expansions added sooner than later but it did not happen until now. For me the play with all of these cards is very addictive as the possibilities and ways that you need to manage your opponent creates interesting mini-puzzles. The Ambassadors, however, is the area that I am very happy with. They help to make each game different.

These rules have been streamlined from the original design to allow the expansions to be integrated in much more smoothly than create a bunch of exceptions. You don't have to refer to the rules to determine if the game will take a card in certain situations. Just look at the points value given the current state of the game and place the card. Much easier to manage and somehow makes a tougher opponent.

Initial setup can take a bit depending on how many expansions you have. If you have only the base game it won't take as long. Once you have everything setup, each subsequent play can be reset in 5 minutes.

Play time is 30-60 minutes

SoloPlay Among the Stars (updated to include expansions) (#73): 5 pages of rules with 3 levels of play and 1 page of space station designs. You can play with/without the expansions.

Rules file - Among the Stars w Expansions SoloPlay Rules

Please post questions about the variant in either the file or design thread to keep this geeklist as clean as possible. Thanks
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6. Board Game: Apollo XIII [Average Rating:6.49 Overall Rank:7931]
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I have been going on and on about the SoloPlay possibilities with this as of late and I finally settled on the right score sheet balance.

The only thing that this game needed was a score sheet and a couple of minor rules limitations to make it into an awesome solo experience. The file contains only one page of rules.

The game has been the flavor of the month and has been fairly negatively rated here as some of the other games that I have worked on recently. But I saw something in this that kept it on my radar.

At first it was an odd duck and then the group deck mitigation thing happened and I was hooked. It has not left my table since. I found myself pondering longer and harder on the action choices to ensure that I gave myself a chance of becoming a Steely-Eyed Missile Man. It is not easy.

You can find this one on the cheap $15 all around the internet. Good value now that the solo thing has been worked out. Complete flip after playing Lisboa solo. Very much the palate cleanser.

Setup is around 15 minutes with a play time between 60-90 minutes.

SoloPlay Apollo XIII (#69): 1 page of rules and a score sheet.

Rules file - Apollo XIII SoloPlay Rules

Please post questions about the variant in either the file or design thread to keep this geeklist as clean as possible. Thanks
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7. Board Game: Arctic Scavengers: Base Game+HQ+Recon [Average Rating:7.42 Unranked] [Average Rating:7.42 Unranked]
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I had played a copy of Arctic Scavengers back in the first year when it was a direct competitor to Dominion (except that it was not). I thought the game was interesting and definitely better than base Dominion.

With no expansions ("real expansions") to the game it has been a one-trick pony and one that had broken down quite often. Since I have been working on deck builders and the like I thought that I might give this one another chance and it paid out.

It was nice to see that running on auto-pilot was not going to work. You have to think about your options as your opponent gets a perk based on your choice. The game play is tight and the experience short. It was fun. This may be another of those solo only titles now. (No more 2 hour sessions of AS, yeah).

Setup is around 10-15 minutes with a play time between 30-45 minutes. Resetting between games should be in the 5 minute range.

SoloPlay Arctic Scavengers (#72): 3 pages of rules with 3 levels of play. You can play with/without the expansions.

Rules file - Arctic Scavengers SoloPlay Rules

Please post questions about the variant in either the file or design thread to keep this geeklist as clean as possible. Thanks
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8. Board Game: Assyria [Average Rating:6.89 Overall Rank:1380]
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Assyria was a game that I was looking into last year as a new Essen game. I liked the idea of the game but the price was more than I am willing to pay for a game of this type. I make notes of games and the prices that I am willing to pay when I see a "deal" that I like. I had the opportunity to pick up a copy recently for my price.

The game has a few of those elements that I have come to enjoy in games that I have played and enjoyed recently. It has a little tension, a little planning and a little competition (potentially quite a bit). The rules were simple enough after a few clarifications and I have enjoyed my plays so far.

The SoloPlay variant came together quickly as I was learning how to play. I worked on it in 2 phases and was able to give the game the challenge level that I enjoy in the end. There are 3 levels of play and numerous new goals for the player to achieve to reach those higher victory conditions.

The rules are pretty straight forward. If you get a chance to pick up a copy, do it.

Assyria SoloPlay (#26):

Rules file - Assyria SoloPlay Rules
Strategy/Design Discussion - Assyria SoloPlay Design Thread
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9. Board Game: At the Gates of Loyang [Average Rating:7.38 Overall Rank:245]
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I have had "gates" for a long while by now. I did not get it when it first came out. I believe I bought it at a flea market still in shrink for $20 (maybe $15) a couple of years ago. We played it a few time multi-player but it was not very engaging with little interaction. Needless to say it was not requested again and when I mentioned it one time it was a flat out, "pick something else, I want to enjoy playing". Ouch, that does not happen often.

Many say that it is good if not great as a solo game and one of the best. I played it and thought it was OK and did not return to it until I was asked a question here in this geeklist. Since I started working on Fields of Arle which has one of the worst solo variants of all time (read- non-existent) I decided to look at the game to break down a better one to see if it was better (it had to be). It was but still extremely limiting and still dry and what I consider binary. It was not whether I would win or not but if I would score 17 or 18.

I broke down the variant and focused on the "bad" parts and set them aside and then built up a new core around a mechanic that I thought of while looking at the card layout. I tried a different layout but it still was not working. Then the "master" was born and that was all she wrote. I was taking it to the house then.

Right at the end I wanted to give the game a little boost and came up with a mini-expansion (roles) and bolted that onto the front. Having played the variant as many times as I have this was wonderful to explore. It was just one more little thing for you to think about. Great ending to a great solo variant development experience.

I hope that you feel that I have done this "classic" justice.

Setup: 8-10 minutes

Playtime: 45-60 minutes

SoloPlay At the Gates of Loyang (#82): 4 pages of rules, a 6 turn sequence for a core mechanic and a mini "roles" expansion.

Rules file - At the Gates of Loyang SoloPlay Rules
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10. Board Game: Automobiles [Average Rating:7.42 Overall Rank:634]
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This one was a long time coming. The reason is that I felt the variant did not have its spark. The sponsors component of the expansion let me down but I wanted to have something in there to give the game a purpose. A single race is fine with 3+ friends but not solo (although you can).

The base mechanics were done in an afternoon. No big deal. The Mechanics expansion and checking game balance took over a month. I was close to 100 races when I called it a day. The last few series that I ran were real nail biters and choosing the right mechanic to keep the machine running was crucial to success. You have to plan for the next race.

The expansion "cards" are included although these are not the "cards" that I use. The ones I put together use copyrighted art and I am not able to put that on the cards included. The text on the cards is the same and that is what counts.

Best of all the expansion and the way the pace cars operate works in multi-player play too. The Mechanics keep up the intensity. Good stuff, enjoy.

Setup is around 10-15 minutes with a play time between 30-45 minutes per race.

SoloPlay Automobiles (#64): 3 pages of rules, player aid, Mechanics expansion and a couple of sample movement turns included.

Rules file - Automobiles SoloPlay Rules
Strategy/Design Discussion - Automobiles SoloPlay Design Process

Please post questions about the variant in either the file or design thread to keep this geeklist as clean as possible. Thanks
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11. Board Game: Azul [Average Rating:7.96 Overall Rank:37] [Average Rating:7.96 Unranked]
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I have not had the game long before I decided that I wanted a more challenging gaming experience. This ultimately means developing a solo variant. It took a couple of swings to get the right combination or challenge and variability.

It was locked in when I figured out what I could do with the start player tile. I will say that my patience was tested on this as I want to play fast but found that I was having a low degree of success. When I slowed down a bit and thought about future opportunities, I performed much better.

Can you get 8 play rounds and be successful in the process? ... It is like its own little mini game. I was able to do it once. Fun and addictive.

Setup: <5 minutes

Playtime: 20-30 minutes

SoloPlay Azul (#74): 4 pages of rules, fairly straight forward stuff

Rules file - Azul SoloPlay Rules
Strategy/Design Discussion - Azul SoloPlay Design Thread
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12. Board Game: Blue Moon City [Average Rating:7.05 Overall Rank:534]
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Ohio
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This is game that offered a "unique" play mechanic but I was disappointed by the static tile placement. My game group burned out on this one quick.

I posted layout variations which was my first file posting to the Geek. It creates the variability that I think the game needs. It certainly gives the game replayability. They are meant for multi-player play as well as solo.

At a recent con I played this game the normal way and it was so easy to blow out the competition since I had played the solo so much and used my Agricola experience to conserve actions.

I like the way that the "game" competes against you and it plays quickly.

Blue Moon City (#5, solo with adjustable skill levels (Easy, normal, challenging and impossible))
40 expansion layouts mentioned in the rules.
40 additional BlueMoonCity layouts

Rules file – BlueMoonCity SoloPlay Rules
Strategy/Design Discussion - BlueMoonCity SoloPlay Design Thread

German Translation by Jan Ostman
SoloPlay BMC German Translation

Spanish Translation by Manolo Vila
SoloPlay BMC Spanish Translation
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13. Board Game: Briefcase [Average Rating:6.34 Overall Rank:3504]
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Back in the day when deck builders were becoming a big thing I had heard of this game being developed and forgot about it for a few years. Reviews were poor for it as the game play is very samey each game. The cards in your hand are a mixture of A, O, H and B's. It is the companies that create the diversity and variance.

I picked this up still in shrink for $8, I think, and was intrigued by the play mechanics as they were much more focused on efficiency than Dominion. This does not mean that it is better just that it was unique in its way. I got what the designers were trying to do. It still did not get played much but I knew that the day would come that a variant would get it to the table.

This design is very tight (as always) and requires a strong sense of balancing risk with efficiency. Your competition is a kind of timer but one that takes away your options if you work to extend the game. I like the way it pushes back hard if you push forward quickly and less so if you do not. I had a great time playtesting this one.

Setup: 5-8 minutes

Playtime: 30-45 minutes

SoloPlay Briefcase (#75): 4 pages of rules, setup schematic and a card index for adjustments to the solo environment.

Rules file - Briefcase SoloPlay Rules
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14. Board Game: Carcassonne [Average Rating:7.43 Overall Rank:142] [Average Rating:7.43 Unranked]
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This is another one of the "casual" games that both myself and my wife like to play. I originally picked it up and the traders and builders expansion. I added the Cathedrals and Inns later.

The solo variant includes ways to use both of those expansions and contains a fun "puzzle type" kind of challenge. Knowing the tile distributions definitely helps in determining which tile locations to leave open.

It plays quick, is interesting to look at and fun the play.

Due to the nature of the 1st scoring track I created another that is more colorblind friendly. It is contained within the file link.

Carcasonne or w/ 1st 2 expansions (#9, solo) includes a player aide containing a scoring track, all scoring methods and reminders to the game play)
Rules file – Carcassonne + Expansions SoloPlay Rules
Strategy/Design Discussion - Carcassonne Soloplay Design Thread
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15. Board Game: The Castles of Burgundy [Average Rating:8.13 Overall Rank:11]
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The SoloPlay variant for Castles of Burgundy proceeded rapidly after the Homesteaders variant was completed because I had already performed a large amount of the pre-work prior.

The play of this variant is very close to the normal play mechanics with a few enhancements to give the player a bit more control and to increase the challenge level. The variant has played very tight during the entire design process and remains a very strong challenge.

Setup is around 8-10 minutes with a normal playtime of 45-60 minutes.

Castles of Burgundy SoloPlay (#42): 5 page ruleset with a few setup examples included.

Rules file - Castles of Burgundy SoloPlay Rules

Polish Translation of CoB SoloPlay Rules courtesy of bgg user: jestemTrytonem
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16. Board Game: Caylus [Average Rating:7.82 Overall Rank:47]
SoloPlayGames
United States
Ohio
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#3 SoloPlay variant

Caylus stopped being fun when the games started lasting 2+ hours even with 3 players. It was excruciating to sit through.

This problem was fixed for me when I decided to put this one together.

The core of this design is the building columns, paying to using a worker and the way the provost moves. It was a complicated design process but I felt that I needed to get everything in there otherwise it just wouldn't be Caylus.

Caylus (#3, solo, includes a SoloPlay board expansion to aid in play)
Rules file – Caylus SoloPlay Rules
Strategy/Design Discussion – Caylus SoloPlay Design Thread

Caylus SoloPlay Video courtesy of bgg user: emzo622

Polish Translation courtesy of bgg user: jestemTrytonem
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17. Board Game: Coal Baron [Average Rating:7.31 Overall Rank:491]
SoloPlayGames
United States
Ohio
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The first time I played Coal Baron was in the local game shop. While I can appreciate the designers' history the game seemed kind of bland from the videos. When playing in real life it was interesting and had the toy factor with the mine shaft. I rather enjoyed that play and within a year it was on sale and I picked up my own copy.

It has turned into one of those games that I get to play in a big game at a game con once a year but otherwise it has usually been a 2-player affair.

Right after finishing the Briefcase variant I needed a break from writing rules and I pulled this out. Within the span of about an hour and a half the variant was almost fully formed and playable. There was still balancing needed but the core variant idea has stuck since the beginning.

This variant is all about managing risk, planning and manipulation. There are two end game possibilities that you can play for, reaching a scoring goal or beating your opponent. When you first start, the scoring goal should be the first thing to focus on your mind to get the hang of things . Once you have settled in, you need to try to take on your opponent.

Setup: 5-8 minutes

Playtime: 30-45 minutes

SoloPlay Coal Baron (#76): 5+ pages of rules including a setup schematic.

Rules file - Coal Baron SoloPlay Rules
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18. Board Game: Core Worlds [Average Rating:7.22 Overall Rank:562]
SoloPlayGames
United States
Ohio
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I start by saying that Core Worlds is the best 'deck builder' out there right out of the box. All other deck builders that I have bought have needed multiple expansions to flesh out the system.

This was a little bit complicated to get started but once the 'board' setup was dialed in the rest of the process just fell into place. The expansion only makes the overall feel and play that much better.

I found this variant one of the most challenging to succeed at as the number of variables to consider now that you can 'move' as well as draft and invade can be a little overwhelming. The experienced SoloPlay soloist ought to be able to step right in ... right?

Setup is around 6-8 minutes with a normal playtime of 45-60 minutes.

Core Worlds SoloPlay (#45): 7 pages of rules, 2 sample rounds played out and a 'universe' template to assist in visualizing the play area.

Rules file - Core Worlds + Galactic Orders SoloPlay Rules
Strategy/Design Discussion - Core Worlds SoloPlay Design Thread
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19. Board Game: CO₂ [Average Rating:7.26 Overall Rank:581]
SoloPlayGames
United States
Ohio
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This one came as a surprise. I knew that CO2 had solo rules but did not like the goal, score the best you can before the world is choked out?

In a desire to pick up some promos I acquired the Arctic cards which prompted my desire to do up the solo game right. Getting the balance right was very important.

I really like the game and the depth of play and thought that goes into it. All of the multi-player games that I had played felt weird. It has to be the semi-co-op nature of the game. I was driven to make a real solo game.

I had to create a scoring system that reflected the effort that I was putting in to achieving victory. It was this scoring system that gave the game its purpose and the variability that I desire in a solo game.

This is a very challenging solo variant except maybe for the experienced players. Be forewarned, but you have heard this before.

As far as I can tell it should be compatible with the new pending version due to the solo variant rules changes.

Setup is around 10-15 minutes with a play time between 60-90 minutes.

SoloPlay CO2 (#67): 4 pages of rules.

Rules file - CO2 SoloPlay Rules
Strategy/Design Discussion - CO2 SoloPlay Design Process *** under construction ***

Please post questions about the variant in either the file or design thread to keep this geeklist as clean as possible. Thanks
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20. Board Game: Dominant Species [Average Rating:7.85 Overall Rank:49]
SoloPlayGames
United States
Ohio
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The beast has been completed. This one has been in the "hopper" for 5+ months. It has been a long journey.

There were a few periods where I needed to step away to clear my head because things were not working right. The balance would be off or the mechanics were way to clunky etc.

When the final mechanics were put into place about a week or so ago everything just clicked and I found the variant an enjoying (though still long) diversion. I often found myself needing to buckle down to solve the problem that I see on the horizon (rounds 4 and 5 are so crucial). If you can work the problem you might come up with a solution.

Be forewarned ... you may think that the there is no way that you can beat this variant. The AI is unfair etc. Stick with it. There is a new day on the other side.

Setup is a bit complicated and can be completed in 10-15 minutes with a game play time of 2+ hours. An annotated setup is also included in addition to some added dialogue about the action choices.

SoloPlay Dominant Species (#58): 10 pages of rules and includes a player aid.

Rules file - Dominant Species SoloPlay Rules
Strategy/Design Discussion - Dominant Species SoloPlay Design Thread

Please post questions about the variant in either the file or design thread to keep this geeklist as clean as possible. Thanks
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21. Board Game: Dominion [Average Rating:7.65 Overall Rank:74] [Average Rating:7.65 Unranked]
SoloPlayGames
United States
Ohio
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Well this one had to happen. It's cards and has a solitaire feel in it already. It was a natural and happened very quickly.

It was clear the player needed certain restrictions in the play to make the solo game work. It plays as quick as the multi-player game and adds new dynamics without bogging down.

This variant has been the most active of all of my files and one "fan" of the variant put together a very cool looking "king" card to replace my homemade one.

Progress Note: Supplemental rules for the Intrigue, Seaside and Promo cards are also contained in the same link below.

Dominion (#13, solo) includes a visual player’s aid and a “King” card for use with a key mechanic.
Rules file – Dominion SoloPlay Rules
Strategy/Design Discussion - Dominion SoloPlay Design Thread
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22. Board Game: Dominion [Average Rating:7.65 Overall Rank:74] [Average Rating:7.65 Unranked]
SoloPlayGames
United States
Ohio
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Yes, you are seeing double. I have taken another swing at creating a variant that includes a consistently higher level of challenge.

The new Dominion SoloPlay rules were designed for those who own multiple expansions for Dominion and desire a more 'natural' challenge. It will take a very good deck builder to achieve the highest performance regularly with this variant. At least I have not been able to do it.

The core of this is the setup which does break the various cards from all of the card sets into groups to ensure that the balance is there each time that you play. I do not know if the apps that select cards will provide this.

If you do not own more than 1 expansion, you may not find this variant as variable as I intended it to be. In this case stick with the original design.

Setup is about 10 minutes with a normal playtime around 30-45 minutes.

SoloPlay Dominion Pyramid Challenge (#51): 10 pages of rules and card explanations included.

Rules file - Dominion Pyramid Challenge SoloPlay Rules
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23. Board Game: Dominion: Intrigue [Average Rating:7.75 Overall Rank:58] [Average Rating:7.75 Unranked]
SoloPlayGames
United States
Ohio
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Many have requested an update of the SoloPlay rules including the expansions (Intrigue/Seaside/Promos) and I am now happy to comply.

The new cards did pose some interesting problems but I attempted to iron these without deviating from the quick play and without altering the primary function of most cards. Some I had to alter or add a requirement to give them a purpose in this variant.

The Embargo, Ghost Ship, Ambassador and a few others allow you to impede the game from shortening the game time by allowing the player to activate kingdom discards which can help the player to get those last few points needed to gain a greater victory condition.

Supplemental scoring: It is suggested that you reduce your scoring when using the Embargo (30 points) since the ability to complete kingdom sets is much greater especially if combined with the Militia. Without alteration the game may be too easy in most card sets.

All in all it was very enjoyable to attempt to execute the new strategies.

Dominion Intrigue/Seaside/Promos (supplemental rules)
Rules file – Dominion SoloPlay Rules
Strategy/Design Discussion - Dominion SoloPlay Design Thread
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24. Board Game: Dungeon Lords [Average Rating:7.43 Overall Rank:191]
SoloPlayGames
United States
Ohio
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It took a while to pick this one up but I eventually was able to get this one at a reasonable price. It was a hit with my kids right out of the box once I got all of the mechanics down.

The key with this design was trying to include a greater planning aspect and to mitigate the randomness that the design holds while making the game harder to "beat".

This variant uses the expansion tiles that come in the base game in a few ways. The tiles indicate the way that your dungeon can be built, increase the gaming challenge depending on how you expand and provide an end game scoring goal. I also use them to determine your title goals so that each game will be slightly different.

There are 4 levels of play included to keep the soloist challenged.

Dungeon Lords SoloPlay (#31): File includes a player aid to note the title goals and contains some game play reminders. Also included is a SoloPlay expansion consisting of 10 tiles that can be used in the solo variant and, as noted in the strategy session at the end of the rules, can be used in multi-player play.

Rules file - Dungeon Lords SoloPlay Rules
Strategy/Design Discussion - Dungeon Lords SoloPlay Design Thread
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25. Board Game: Empire Builder [Average Rating:6.93 Overall Rank:1008]
SoloPlayGames
United States
Ohio
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This was one of the games that I grew up with. I liked the way it played even given the little interaction between the players. It has never been played with my current game groups and most aren't even familiar with it.

Designing this was something I had to do regardless as to how "old" the game is. I wanted to speed the game up, give it variability and replayability.

When I was finished I was glad that I worked on it. It plays beautifully for those that know how to play the game. Even though it is a solo game the "best" path for your tracks are not always the same and the money is just as tight as in the original. You have multiple goals to accomplish to maximize your score and different milestones that you need to achieve to advance your position.

I stated it in the design thread and I say it again here. It plays much better than Power Grid which has a similar game feel in a multi-player format to me. The player has some tough choices to make all throughout and win or lose, I enjoy seeing the fruits of my labor in the network design which is always unique.

Maybe many of you have not heard of this one or don't care for it and that is fine. The solo variant has given the game a rebirth in my collection. My only regret is that I could not get EuroRails done using the same rules set. It just did not work.

Empire Builder (#17, solo) includes a visual player’s aid.
Rules file – Empire Builder SoloPlay Rules
Strategy/Design Discussion - Empire Builder SoloPlay Design Thread
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