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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26. Board Game: Empire Builder [Average Rating:6.93 Overall Rank:1092]
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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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27. Board Game: Endeavor [Average Rating:7.43 Overall Rank:243]
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This is the game of the moment right now for me (Nov/Dec 09). I like the way it plays and works great with 4 and 5 players. With fewer players the game starts to break down and even with 3 which it says that it supports. I realize that this is a matter of taste.

Not to be limited by the impossible I set out to convert this game to a reduced player variant for 2 or 3. The changes were really nothing to do and the games plays great. We have been playing the 2-player game to death and it always plays out different. This game paid back its cost in less than a month and much of this is due to the reduced player variants.

The solo variant, that I originally did not think would be possible was born out of the 2-player variant. It was one of those aha! moments. It plays quick and will make you think as you compete against(indirectly control) your opponent(s).

Endeavor (#18, solo and reduced player(2&3)) includes a visual player’s aid.
Rules file – Endeavor SoloPlay Rules
Strategy/Design Discussion - Endeavor SoloPlay Design Thread

French Translation - Endeavor Soloplay Rules(French) Translation by: Christian Cang (BGG user: plastic77)
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28. Board Game: Fabled Fruit [Average Rating:7.09 Overall Rank:673]
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Fabled Fruit turned out to be one of those "it's so simple" projects.

I was concerned about the balancing of all of the different cards and the amount of interaction between the players that occurs. This also ended up being a non-issue.

Initially it felt somewhat random to be able to achieve success and so I added the structured setup that creates a natural balance between the cards available. Once this was integrated into the design I would play it only with this setup. This was a case of overriding the designer's sequencing to create a more interesting game.

Those last handful of plays created a very rewarding experience as I could see how I could improve my odds due to the card layout and executed my plan to success. This was the point that I knew I was done.

As with all of my solo designs, stick with it. What seems impossible just needs to be broken down a bit and then it becomes clear what you need to try to do.

Setup is around 5-10 minutes with a play time between 30-45 minutes.

SoloPlay Fabled Fruit (#60): 2 pages of rules and 4 other pages of rambling about the design to help in the overall understanding of my insane mind.

Rules file - Fabled Fruit SoloPlay Rules
Strategy/Design Discussion - Fabled Fruit 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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29. Board Game: Fields of Arle [Average Rating:8.13 Overall Rank:53]
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This variant includes rules for the Tea & Trade expansion.

When Fields of Arle came out I was very mixed about it. My main concerns were that it was 1-2 players and had little variability. This makes for a bad solo game IMO. At that time I was playing more 3-4 player games. As time has gone on I am now playing more 2-3 player games. However, I still had no interest until the Tea & Trade expansion was released. The game really needed that.

I bought a copy at clearance prices and while traveling I brought it along and absorbed the rules. Much like A Feast for Odin there is a lot of information to take in. I muscled my way through it only to find the solo rules to be a couple of sentences in essence saying play the same way just do the best you can and then try to do better next time. What this means to me is "not a solo game".

Not one to stand for that I began work on this one after At the Gates of Loyang. Much like a Vital game the mechanisms were tightly wound and very dependent on a limited set of actions. I unwound this ball of string and started to set upon the task of variability which FoA lacks completely (a few buildings change from play to play but that is it (only 3 red buildings ... come on!).

To make a long story longer the playtesting took a loooong time. I decided to build up 3 play modes given the materials in the box and then had to test the rules with all of them. There were little bits that I had to consider everywhere and things were changing after I started playing the next mode. Once I played through all of them a significant amount of times I made a final run through of each mode, made a final tweak and called it a season. Major FoA burnout. There was still a little spark left in me to validate the last rules edit and then I packed it up after 30+ days of constant table time.

Setup: 10+ minutes (sorry for this, there are a lot of components: between plays it was more in the 5-7 minute area)

Playtime: 45-60 minutes

SoloPlay Fields of Arle (#83): 4+ pages of rules with 3 modes of play.

Rules file - Fields of Arle SoloPlay Rules
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30. Board Game: Five Tribes [Average Rating:7.78 Overall Rank:55]
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The solo design for Five Tribes came very quickly as I was breaking down the components. The fact that the tiles are duplicated made it possible to easily balance the game for a single player and keep the scores around a normal result. This also helped to reduce the playtime.

The key to this variant was the use of the turn and bid order tracks. I noted a relationship between these that was going to help challenge the solo player and make you keep track of your money.

With a couple other tricks the variant was done and the playtesting started the same day. The variant did not change much over the rest of the development period. Extra challenge levels have been included for those who want to grind out a higher level victory. I never achieved any of them but know that they are theoretically possible.

Setup is about 15 minutes with a normal playtime around 45-90 minutes.

SoloPlay Five Tribes (#52): 4 pages of rules, a sample turn and 16 additional tile layouts for additional variability.

Rules file - Five Tribes SoloPlay Rules
Strategy/Design Discussion - Five Tribes SoloPlay Design Thread
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31. Board Game: The Game of 49 [Average Rating:6.46 Overall Rank:2702]
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And now for something completely different ...

What can I say, it just happened. I pulled the game out and looked at the components and focused my effort on those 2 pawns and there you go.

I was surprised with the game balance as I was worried about the "cost to purchase" mechanism, "just but the cheap ones". In practice, that did not work and that is when I knew the variant would work. Sure you are going to pay more for a space than you would in a regular game but your competition is what you can't do.

This is also another game where the solo variant far outpaces the normal game. It takes a certain audience to enjoy auction after auction.

Setup is around 5-10 minutes with a play time between 15-30 minutes.

SoloPlay Game of 49 (#62): 3 pages of rules, includes a full game to follow to aid in the understanding of the game play

Rules file - Game of 49 SoloPlay Rules
Strategy/Design Discussion - Game of 49 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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32. Board Game: Glory to Rome [Average Rating:7.49 Overall Rank:170]
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Glory to Rome has always been a kind of polarizing game in the BGG community. Game art or quality of game play? There does not seem to much mid-ground in the debate.

I am of the mind to say that the gameplay is really all that matters. The art etc. are just the icing on the cake. Glory to Rome has proven over time to be an excellent gaming value. Including the SoloPlay testing I have played the game a couple of hundred times. I still do not tire of the game.

The combinations seem endless and broken but all in all, fun.

I had made a couple of passes at GtR trying to put together a SoloPlay variant but none of them felt right until a day in August this year when the core mechanic presented itself to me. It became quick work from this point. Even the wild swings in the "normal" game play drifted away and a new strategic solo card game was born. This was a very enjoyable project.

Glory to Rome SoloPlay (#34): The file includes a partial sample game to help in learning the mechanics.

Rules file - Glory to Rome SoloPlay Rules
Strategy/Design Discussion - Glory to Rome SoloPlay Design Thread
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33. Board Game: Goa [Average Rating:7.60 Overall Rank:134]
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This is one of my all-time favorite games and actually one of the 1st games that I worked on after Puerto Rico. The primary mechanic to replace the bidding system and create competition for the player was quite complicated and went through many different changes to smooth out the play to where it stands now.

It has always amazed me how balanced the score comes out given all that is going on. This is much like my solo variant for Agricola. The game is always close which is why in Goa I went with score differential as the victory condition instead of total score. This brings in the variability the solo game needed.

Goa (#12, solo) includes a player’s aide that visually walks the player through a tile selection round to help with the core mechanic
Rules file – Goa SoloPlay Rules
Strategy/Design Discussion - Goa SoloPlay Design Thread
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34. Board Game: El Grande [Average Rating:7.77 Overall Rank:58]
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It has been a long time coming. El Grande was in the second batch of games that I bought when I got back into gaming about 7 years ago. I remember opening my Decennial copy and being impressed with what I saw and when I played it, I was not disappointed.

I had made a 1st run at a solo about 3 years ago and it was OK but not worthy of regular play because it really was not that challenging. So it sat on the shelf for a long while.

After completing Endeavor I thought of a way that I could make El Grande work and it came together rather quickly. The action selection mechanic was key and I was amazed by how balanced the play is. There is no one way that I have come across that wins everytime. You have to figure out how to play your power cards and adjust to your "opponents' (there are 3 of them)" play.

I hope that my attempt has given this classic game the solo variant that it deserves. Have fun

El Grande (#19, solo)
Rules file – El Grande SoloPlay Rules
Strategy/Design Discussion - El Grande SoloPlay Design Thread

French Translation - El Grande Soloplay Rules(French) Translation by: Christian Cang (BGG user: plastic77)
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35. Board Game: Guildhall [Average Rating:6.96 Overall Rank:834] [Average Rating:6.96 Unranked]
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There are projects that sometimes feel like work and then there are others that just fall together. Guildhall was the latter.

The methods to this design were obvious from the start and only needed a little bit of coaxing to pan out. The game play is tight and challenging but not insurmountable. To help you out there are 4 levels of play within the rules to build you up to the experienced play levels.

With its short setup time (less than 5 minutes) and playtime (30-60 minutes) it is a nice casual diversion to take with you on the road or for a rainy/snow day activity.

I use the word casual in the SoloPlay sense, if you know what I mean. If you enjoyed the Morels and Glory to Rome variants then your should feel right at home here.

Guildhall SoloPlay (#40): 7 page ruleset with a setup and turn example detailed and explained.

Rules file - Guildhall SoloPlay Rules
Strategy/Design Discussion - Guildhall SoloPlay Design Thread

Rules file - Job Faire Expansion + Full Game Rules
Includes player aids for both the base variant and the full game to make key rules more readily available.
Design Discussion -Guildhall-Job Faire SoloPlay Design Thread

Please post any questions about this variant in either the file or design threads for quick response, thanks.
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36. Board Game: Hansa Teutonica [Average Rating:7.64 Overall Rank:117]
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After playing this game for almost a year, I was looking forward to getting my new Z-Man copy in October. I like the subtle changes that were made to make the game easier to discern the starting tokens and how the cities stand out a bit more. These changes make a big difference.

I start by saying that this SoloPlay variant was a very enjoyable experience to put together. This is probably because the idea presented itself very early and I was able to get to playtesting fairly quickly.

How each element came together is described in more detail in my design thread below but I wanted to focus on a couple here:

Setup: this is where the variability is contained in this variant. It takes a little time to complete but once it is done, I found myself spending 2-5 minutes noting how the turn sequence was going to affect my ability to open up my development board. Is Coellen going to be possible? How about the cross-board route? Will the actions open at the earliest moment or will it be delayed till later and do I even want to open it up? All of this I found very interesting.

The “traveler”: The core mechanic. I hope that I explained it thoroughly enough in the rules. This little guy balances and drives the game to completion. Without him this variant would fall apart. The guards also have a subtle effect on the game.

I hope that you find this variant an enjoyable solo experience. Oh and you can play both sides of the board so you are getting 2 different variants here. Sweet!

Hansa Teutonica SoloPlay (#28):

Rules file - Hansa Teutonica SoloPlay Rules
Strategy/Design Discussion - Hansa Teutonica SoloPlay Design Thread
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37. Board Game: Le Havre [Average Rating:7.89 Overall Rank:41]
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Like Agricola, I was a little disappointed with the official solo game, although it is better than Agricola's. There just was not enough variety. The resources did not fluctuate and there was of course no competition. Getting the highest score ever just doesn't do it for me.

Le Havre arrived while I was working on the Agricola's expansions and provided a nice break in the middle of development.

For Le Havre I wanted to increase the number of decisions that the player had to make even in choosing to activate buildings. The goal was basically to set in motion a perpetual game engine where every action you performed affected what you could do in a future turn.

It has a good flow to it for the solo long game. The short game is brutally short and very intense. I prefer the long version because of the flow but they both work for what they are.

Le Havre (#15, solo) includes a visual player’s aid and a score sheet.
Rules file – Le Havre SoloPlay Rules
Strategy/Design Discussion - Le Havre SoloPlay Design Thread
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38. Board Game: Homesteaders [Average Rating:7.27 Overall Rank:590]
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With this 41st SoloPlay release I wanted a challenge and Homesteaders provided that. To create a solo variant for a bidding game that is realistic required a great deal of thought and planning.

The level of challenge is on the high side hopefully not to the feeling of unfair. Early on I was beaten regularly but in the past month I had started to slow down my play a bit and think and I started doing better. The victories started coming more regularly though never a master level.

Included are 3 different levels of play contained within the rules text, a few different setup possibilities and a variant (possibly multi-player) mini-expansion.

Setup is around 5 minutes with a normal playtime of 30-45 minutes.

Homesteaders SoloPlay (#41): 7 page ruleset with a setup and turn example detailed and explained. 2 player aids, a town and building board to organize and visualize the variant mechanics are included.

Rules file - Homesteaders SoloPlay Rules
Strategy/Design Discussion - Homesteaders SoloPlay Design Thread

If you have questions about this variant please post your questions in the file or design threads, thanks.
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39. Board Game: Impulse [Average Rating:6.88 Overall Rank:1311]
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After my little break to work on an expansion for my own game I have put the finishing touches on the SoloPlay variant for Impulse.

This one has been very fun to play and develop. It was interesting that the solution to making the variant work was making the universe a bit larger. Bam! done.

I love the challenge and the thinkiness that the game provides and given that you don't have to wait for someone else to parse the Impulse it makes it all the better. Another better solo game.

Setup is around 5-10 minutes with a play time between 30-45 minutes.

SoloPlay Impulse (#63): 4 pages of rules, setup and scoring schematics and a sample opponent's turns explained.

Rules file - Impulse SoloPlay Rules
Strategy/Design Discussion - Impulse SoloPlay Design Discussion

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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40. Board Game: In the Year of the Dragon [Average Rating:7.38 Overall Rank:249]
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I had one false start on the development of the solo variant which was about 6-8 months ago.

I really like this game. It has a tension that is similar to Agricola that once you get used to it makes the game a fun contest to manage.

There were many challenges in putting this solo together. Most of the difficulties came as a result of giving the solo game more replayability and eliminating the "best" way everytime play.

There are a couple of new mechanics that are employed to keep the pressure on the player. The primary one to focus on and understand comes when choosing a person to add to your palace. It is almost a game unto itself. The player can start planning for the best approach from the beginning and seeing where there may be difficulty in getting the right person depending on how the game is pressing the person track.

I worked to streamline the rules as best I could and provided a player aid with a rules brief on it to help during play. I hope that you find them complete.

I have the Alea expansion and incorporated it into this solo design. It adds additional variety in the play and some interesting decision points to consider. It did make the game very slightly easier about 2-3 points on average (after the adjustments that I made in the variant) which was not enough to alter the play goals.

Expect a play time around 30 minutes and a setup time around 3 minutes.

In the Year of the Dragon (#22, solo, includes a player's aid)
Rules file – In the Year of the Dragon SoloPlay Rules
Strategy/Design Discussion - In the Year of the Dragon SoloPlay Design Thread
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41. Board Game: Innovation [Average Rating:7.23 Overall Rank:307]
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Innovation was the best new card game that I played last year and it has only gotten better as time has gone on.

The depth of play and just the sheer fun of the combos and back and forth action is just a great gaming experience. I have at least 50 multi-player plays and now well over 70 solo games. It hasn't gotten old yet.

This one was a very challenging solo project with all of the little balancing that had to happen here and there to keep you on the edge of your seat the whole way. In each game I just don't know if I can keep it together for the whole 45-60 minutes. Victory can be snatched away in the last turn if you are not careful.

This solo design heavily focuses on the player aide which drives your ability to use dogmas, limit your scoring goal, execute or defend against demands and gain points for your culture. I tried to use as many effective examples that I could come up with to help you along the way. This is solitaire but it sure does not feel like it.

Innovation SoloPlay (#30): Includes a player aide which is required for the primary mechanic. You will also need 10-11 mm cubes or beads or the like to mark your progress on the culture track.

Rules file - Innovation SoloPlay Rules
Strategy/Design Discussion - Innovation SoloPlay Design Thread
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42. Board Game: Innovation [Average Rating:7.23 Overall Rank:307]
SoloPlayGames
United States
Ohio
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Including



Well, I finally set aside the time to integrate the expansions into Innovation. You can now play with any or all of the 4 expansions currently available for Innovation.

This has been and still is one of the best card "board games" out there. Most of my plays are solo or 2 player but I will play with any player count. The expansions provide the full rich experience and extreme variability that is a hallmark of great gaming experience.

Good stuff, enjoy.

Setup: up to 15 minutes depending on how many expansions are incorporated

Playtime: 60-90 minutes

Innovation SoloPlay w 4 Expansions (#30, updated): Includes a player aide which is required for the primary mechanic. You will also need 10-11 mm cubes or beads or the like to mark your progress on the culture track.

Rules file - Innovation SoloPlay Rules w Expansions
Strategy/Design Discussion - Innovation SoloPlay Design Thread
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43. Board Game: Kingsburg [Average Rating:7.21 Overall Rank:298]
SoloPlayGames
United States
Ohio
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The expansion is thrown in there as well ...

I had tried working on this one many times but each time I would stop because the variant wasn't fun. It played like Kingsburg and you were pushing around cubes etc. but there did not seem to be a point to it.

I want competition! Nothing clicked.

However, when I pulled the game out recently something clicked into place and I could see how I could make the game more interesting. It started with the enemy battles. I have always found those to be dull. More of an afterthought. They don't give you any "real" points and maybe just a resource or two, big deal. I needed to make the battle mean something.

However, if you change the balance you have to add something to up the ante. This was brought to life through the ability for you to build a legion who will fight for you in every battle. From then on everything went smoothly and even my concerns about the expansion did not come to be (other than a card or 2). from then on it was just play to see if anything breaks along the way. Things did but were easily addressed and the variant finished up in good time.

As an added bonus you get a full game played out in the rules. This is rare as I only think that I had done this for Princes of Florence. My hopes are that this will help in getting the core feeling for the variant and get you into playing the game quicker. Hopefully, I was successful with that. Enjoy

Setup: 6-8 minutes

Playtime: 40-60 minutes

SoloPlay Kingsburg (#79): 4 pages of rules, 2 pages of card interactions and 2+ pages of a game walkthrough.

Rules file - Kingsburg (including To Forge a Realm) SoloPlay Rules
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44. Board Game: Kingsport Festival [Average Rating:6.77 Overall Rank:1495]
SoloPlayGames
United States
Ohio
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Since I finished Kingsburg right before this I thought that I might as well take a swing at a similar game. It should be about the same ... except it wasn't. Only 2 sules carried over into this variant from Kingsburg, roll "1" and that the dice from your previous turn remain on the gods till the end of the next turn.

Due to this I had to find another core mechanism to create the challenge. This was found with the cult track resource process. I wanted something simple and variable to create the illusion of a changing and limited resource pool. The nature of the resources required for the Level 1 & 2 buildings allowed this to work well right from the beginning.

From there on it was just the stress of trying to figure out how to achieve victory. Your scoring goal is variable and you don't really know what it will be until you finish your last turn. This means that a score of 38 could be a great score or a score of 44 could be a losing score. There is a weird tension when the goal is being calculated and oh so satisfying when you cross the line. Good stuff, this one was fun to work on.

Setup: 8-10 minutes

Playtime: 30-45 minutes

SoloPlay Kingsport Festival (#80): 4 pages of rules including a short card section for variant adjustments.

Rules file - Kingsport Festival SoloPlay Rules
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45. Board Game: Lisboa [Average Rating:8.19 Overall Rank:73]
SoloPlayGames
United States
Ohio
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Lisboa is the first game in a long while where I actually played the official solo variant. I had resigned myself that there are too many throwaway variants included in games and I was better off just doing it myself. The official variant was OK but it did not take long to find out that it is solvable. It helped you learn the game to a degree but could be gamed completely. I had hopes.

Apollo XIII came along and I was on a high again and after reviewing Lisboa I thought that I had to do something about the solo variant.

Having never played an automa system before (I still haven't) I set about seeing what kind of variant would work. When I laid out the decree cards, I knew what I could do. Lisboa if nothing else is balanced (it is Vital after all). This fact set the variant on the rails. It turned into a very enjoyable time playing the variant. I felt like I was learning new strategies to do better. This is the way it should be.

Setup is around 15 minutes with a play time between 60-120 minutes.

SoloPlay Lisboa (#70): 9 pages of rules and 3 pages of rule cards to help with the flow and learning the variant.

Rules file - Lisboa SoloPlay Rules
Strategy/Design Discussion - Lisboa 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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46. Board Game: Macao [Average Rating:7.43 Overall Rank:272]
SoloPlayGames
United States
Ohio
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Macao arrived as part of my fall game order and was only purchased because my son found some interest in the game and so I thought I might get some plays. Those in the game group enjoy it as well so it sounded like a good deal.

As I was putting together the Hansa Teutonica solo game I took a break and decided to give Macao a couple of solo tries to see what would happen. Was it the somewhat solo nature of the game designed or some other inspiration? Either way, it came together quickly.

The addition of a planning element really worked well in this variant. No longer do you get to look at 2 cards that work together and then have to dump one. You can keep them both.

A couple of liberties needed to put in to put pressure on the soloist. I wouldn't have it any other way. The result is a game that offers many different paths to success while keeping the card combination focus.

I found this one very addictive and fast playing. I love it when a plan comes together (Hannibal - "A Team") especially in the last 2 rounds.

Macao SoloPlay (#29): Includes a couple of player aides and 2 levels of challenge.

Rules file - Macao SoloPlay Rules
Strategy/Design Discussion - Macao SoloPlay Design Thread
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47. Board Game: Merkator [Average Rating:7.04 Overall Rank:920]
SoloPlayGames
United States
Ohio
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This variant incorporates all of the elements of the multi-player game (bringing back the travel mechanic) to provide a more 'natural' play experience. You will be playing against a fairly straightforward AI.

Also, unlike the official solo variant you will be able to use all of the cards in the game during play giving you more variety in your games.

I found this one to be a very enjoyable experience to put together and play. I mentioned in my blog that I was particularly enamored with how the variant played. It has a very smooth pacing and gives you the ability to try out different paths to success which can vary from game to game.

This variety is very much determined by how the faceup contract cards (which determine the AI's travel possibilities) come out.

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

SoloPlay Merkator (#48): 5 pages of rules including a Contract Travel Tile (for you to put together) which is used to denote the AI travel options.

Rules file - Merkator SoloPlay Rules
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48. Board Game: Morels [Average Rating:7.03 Overall Rank:642]
SoloPlayGames
United States
Ohio
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It has been a little while since I have posted one of these and since this one happened so fast I thought that I might share.

The result was a very tight solo mechanism that simulates very well the pressure that you feel in trying to manage your hand size and advance towards a scoring goal. The ability to slow down/speed up the end game was a fun little trick that came to me rather spontaneously. I had to do something with the baskets, pans and destroying angels to mess with your planning.

It plays quick (I am down to about 15 minutes) but short in decision points it is not. Enjoy.

Morels SoloPlay (#38): Included in the file is a very short ruleset and a couple of examples to get you started. The rest is up to you.

Rules file - Morels SoloPlay Rules - Original
Strategy/Design Discussion - Morels SoloPlay Design Thread

Updated SoloPlay variant to include the new expansion: File from the TwoLantern Site includes updated rules for the base SoloPlay expereince.
SoloPlay Morels w Foray
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49. Board Game: Morels: Foray [Average Rating:7.12 Unranked] [Average Rating:7.12 Unranked]
SoloPlayGames
United States
Ohio
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Brent [Povis] asked me about the SoloPlay rules back in the early part of the year and stated that he was working on the expansion at the time and wanted to make the SoloPlay rules official.

When he stated that he was adding additional content I asked if he wanted me to work up rules for the new content and he agreed. With some dialog surrounding how the cards worked and then me mocking up all of the new cards I worked out all of the particulars.

It was very interesting to work with the new material. This made the game a bit deeper and planning your path to success was a little trickier.

There are changes to the base SoloPlay variant to address some of Brent's concerns. He was breaking my variant. So to bridge the gap and better integrate the new material I needed to smooth out the mechanics a little bit so that the expansion could then scramble them up.

It was fun to playtest this and it was hard to put down. Now that it is out to backers the rules have been approved in their final state which was completed back in May, 2017. There is a lot of material in the update.

Setup: 5 minutes with a playtime of about 30 minutes give or take.

Rules file [directing you to the TwoLanterns website]-
SoloPlay Morels w Foray (#65): File contains 4 pages of rules and 3 pages of goals, examples and additional material.
Strategy/Design Discussion - SoloPlay Morels w Foray Expansion Design Discussion

Additionally, a file of HomeBrew cards has been uploaded to the geek: it contains 56 new cards and 16 identities to help season your game of Morels (with or without Foray):

Morels: Homebrew Cards

Please post questions about the variant in either the original file or design thread to keep this geeklist as clean as possible. Thanks
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50. Board Game: Mystic Vale [Average Rating:7.30 Overall Rank:374]
SoloPlayGames
United States
Ohio
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How about that, 2 AEG games in a row ... weird stuff.

I decided to take on this "novelty" game as I thought that the game was interesting and while it plays OK as a multiplayer game, it really is a solo game. Just needed to find the trigger mechanic and there you go.

I felt the game needed a bit more strategy and less of a race feel. What is called the "mana turn tokens" in this variant is what makes everything work along with the reaction buy that the ancient powers execute.

I am concerned about my explanation of that and pondered it at great length. I hope that I explained it well enough but I cannot be the real judge. Let me know if I missed on this.

With the card construction goals included I found that I enjoyed the game much more as it gave me something else to target and focus on to get a successful play. Perhaps in a future expansion ideas like these could be integrated into the game.

Anyways, just a little quick one I came up with.

Working on a more intricate beast now which is warping my mind ... gotta go.

The variant can be set up in 6-8 minutes with an expected playtime between 30-45 minutes.

SoloPlay Mystic Vale (#56): 5 pages of rules with 3 levels of play.

Rules file - Mystic Vale SoloPlay Rules
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