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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51. Board Game: No Thanks! [Average Rating:7.05 Overall Rank:416]
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This was one of those go into the game closet and give this one a solo whirl and magic, there it is. Sure it is a simple recipe with only 2 ingredients (cards and chips) but it sure made for a tasty little SoloPlay thriller.

There is not much to say about this one other than its quick, gives you many little decisions to make and you figure out the way to be successful. I will tell you that it took me a bit to figure out that last part. I had to think about the mechanics and work the chips and the aha! moment hits you. This is what I need to do.

Chip management and 30+ card awareness will take you places. Enjoy.

Setup is around 2-3 minutes with a normal playtime of 30 minutes.

No Thanks! SoloPlay (#44): 2 pages of rules, a sample round played out and a score track.

Rules file - No Thanks SoloPlay Rules
Strategy/Design Discussion - No Thanks SoloPlay Design Thread
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52. Board Game: Notre Dame [Average Rating:7.36 Overall Rank:245]
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This came together rather quickly once I hit upon the core mechanic. I have made at least 2 separate runs at getting a solo developed for it but they were too random and really not that interesting.

For this one the "bell ringer" provides the core function that eliminates much of the "luck of the draw" and gives the player the control for the game.

In addition, I worked to balance all sector functions so that additional paths to victory can be achieved. There is a greater pressure on money because there are additional uses for it. I have modified the Hotels activation level to make it more functional and help to reduce the luck of the draw. You could build a strategy around the Hotel especially with the expansion.

Since the game is more wide open, it is important to determine which path will be most successful given the message and card layout during the setup. You need to commit to something by the 4th round or so. The expansion adds a whole new dimension that really helps the replayability. I thought initially that it would be too tough with the expansion but after I played with them who knows how many times paths to success were found. I have actually done better in some cases with the expansion.

I have won with just about every conceivable way that I can think of: Cubes & Money, Notre Dame, Residence (VP), Hotel, Carriage, Park and hybrids.

Expect a play time around 20 minutes and a setup time around 5 minutes.

I feel that this solo is much more challenging than playing the normal way and much more engaging. But that is just my opinion.

Notre Dame (#21, solo, includes a 2-page player's aid (mat))
Rules file – Notre Dame SoloPlay Rules
Strategy/Design Discussion - Notre Dame SoloPlay Design Thread

French Translation - Notre Dame Soloplay Rules(French) Translation by: Christian Cang (BGG user: plastic77)
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53. Board Game: Orléans [Average Rating:8.08 Overall Rank:25]
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As I mentioned in the previous entry, this was a mind-warping one for me. Not from the design but from the playing perspective. I was enthralled with the considerations that needed to be made to maximize your game potential.

The core elements were put together in one magical afternoon and remained mostly unchanged throughout the process. The playtesting was intense as I could not get a grasp on how best to approach the variant. Then I broke it … then I retooled a process … broke it again and then I made a final little tweak and it locked into place.

All subsequent plays found that different strategies were effective (which is important to me) and the game felt different each time I played. I could not just follow a plan, I had to adapt.

I realize there is an official solo variant but since I almost never play the game, I was not going to spend more money on the system to be “official”. In true SoloPlay fashion, the variant is challenging (you can tailor the challenge to your skill level) and provides a good multi-player feel.

There are also 2 "modes" of play that were surprisingly different, Static and Variable Start. For me, the variable start is where it is at, more challenging and varied. It gets to the "game" faster.

The variant can be set up in 10-15 minutes (sorry about the setup length but it was necessary, an annotated example is included) with an expected playtime of about 60 minutes.

SoloPlay Orleans (#57): 7 pages of rules with 3 levels of play.

Rules file - Orleans SoloPlay Rules
Strategy/Design Discussion - Orleans SoloPlay Design Thread
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54. Board Game: Patchwork [Average Rating:7.70 Overall Rank:65]
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This was another one of those surprises that took 2 swings to connect in my mind but when it did it flowered into a very enjoyable variant. It has that "one more time" factor.

I was reluctant at first to use both of the player boards but found it to be necessary to increase the multi-player feel to it. You have no opponent but your own incessant intellect which is constantly barraging you to look way ahead and "get it right".

The real fun came when I came up with the mini-expansion ideas. It fits so naturally into the game and produces a good amount of variety in each play. Near the end I played only with the action tiles.

Beginners stick with just the buttons and blockers. Once you are a little bit more experienced then step up to the action tiles. The special patch mini-expansion was some more design space that I wanted to explore (it is only used for multi-player play).

Setup is around 5-10 minutes with a play time between 20-45 minutes.

SoloPlay Patchwork (#61): 3 pages of rules including a sample setup and 2 mini-expansions

Rules file - Patchwork SoloPlay Rules
Strategy/Design Discussion - Patchwork SoloPlay + Mini-Expansions 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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55. Board Game: Power Grid [Average Rating:7.89 Overall Rank:34]
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Another excrutiating game to be played when AP set in. I enjoy playing the game but only if it can be played quickly.

The challenge level is very high which is the way I like to play games solo.

I have had the most requests to translate this variant to other languages than any other game (German, French, Italian and Spanish). This is a game that seems to have/maintain a global popularity and interest.

Power Grid (#4, solo, includes 2 player aids, 1 for SoloPlay and 1 resource chart)
Rules file - PowerGrid Soloplay Rules
Strategy/Design Discussion – PowerGrid SoloPlay Design Thread

French Translation - PowerGrid Soloplay Rules(French) Translation by: Christian Cang (BGG user: plastic77)

German Translation - PowerGrid Soloplay Rules(German) Translation by: Jan Ostmann (BGG user: JanMS)
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56. Board Game: Prêt-à-Porter [Average Rating:7.23 Overall Rank:1150]
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You all have Rahdo to thank for the inspiration for this SoloPlay variant. I needed to fill some time and saw that he had a play through of Pret-a-Porter. As I watched I saw very clearly the primary mechanic of this variant. It remains unchanged from its original conception.

Playtesting this variant on the other hand in addition to learning how to play the game correctly was another matter altogether. It seemingly took forever with many breaking points found along the way. I did all I could to keep the play mechanics simple without implementing heavy handed rules corrections. I hope that you find that I succeeded in this goal.

This is a very complicated game (lots of moving parts) that made balancing a difficult process. I would also consider this variant in the upper level of challenge for my variants. There are 3 levels of play incorporated in the rules.

Setup is about 10 minutes with a normal playtime around 75-90 minutes.

SoloPlay Pret-a-Porter (#50): 6 pages of rules, an AI reaction board and a couple of game examples included

Rules file - Pret-a-Porter SoloPlay Rules
Strategy/Design Discussion - None
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57. Board Game: The Princes of Florence [Average Rating:7.55 Overall Rank:146]
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I had made an attempt at getting PoF done more than a year ago but it just did not come together right. It was too clunky and while challenging it felt a bit convoluted. It sat on the shelf until I figured I had enough experience putting these things together to give it a go.

By re-implementing the item selection board (the core mechanic) I focused on simplifying the functions and tying multiple actions to single actions. It was an arduous process at first but once I struck the balance the light was shining brightly.

Since PoF has an auction mechanic and the values of the items increase/decrease as the game goes on I had to put something in that the player can control and a couple of automatic actions to "fluctuate" the pricing. This mechanism was very touchy. A variance of 100-200 florins could have a large affect on the game. I focused on balance and multiple paths to victory. It took a lot of play testing to strike the right balance.

As a bonus I included rules for the Alea roles expansion to add some more variety to the play. They are situational but each can have a use in this variant. Its the controlling of the cost that is the additional challenge.

I have also included a game setup and sample game played out so that the soloist can more quickly grasp the mechanics and see how it all comes together. I hope that you enjoy it.

The Princes of Florence SoloPlay (#25, includes a game setup aid and a sample game):

Rules file - Princes of Florence SoloPlay Rules
Strategy/Design Discussion - The Princes of Florence SoloPlay Design Thread

French Translation - Princes de Florence Soloplay Rules(French) Translation by: Christian Cang (BGG user: plastic77)
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58. Board Game: Puerto Rico [Average Rating:8.03 Overall Rank:22]
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This is actually the 1st SoloPlay variant that I put together back in the summer of 2008. No one wanted to play Puerto Rico but me so I decided to start a project. Little did I know what was to come from this.

Had it not played as well as it does, I might have stopped there.

I tried many different ideas until I hit on the core mechanics present in this variant. The building decisions are more dynamic and scoring opportunities are more variable.

The addition of the player's mat was key to making the game easier to follow and play.

Puerto Rico (#2, solo and dual play,(includes a SoloPlay board expansion to aid in play)
Rules file - Puerto Rico SoloPlay Rules
Strategy/Design Discussion - PuertoRico SoloPlay Design Thread

German Translation by Jan Ostmann
SoloPlay PR German Translation
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59. Board Game: Reef Encounter [Average Rating:7.14 Overall Rank:577]
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Reef Encounter is considered an "older" game in this day and age but offers many interesting strategic decisions. I had a multi-player play about a year ago and enjoyed my play then. Given the nature of the game, kind of an action point allowance system, I saw AP danger on the horizon and no fun. But I still kept this game on my keep an eye out list.

Through someone's suggestion here on BGG I decided that should go ahead and pick it up. It came with a number of other games. Of all those that I received the solo potential of this one showed itself immediately. It came together very quickly.

There were a couple issues with the original design but it was worked out and in a short period of time. Then it came time to upload and I can't seem to get the pieces together to upload it right. The 1st file has a bad page 4 and now the 2nd is missing the player aid. I will go ahead and upload the player aid file again but until then the last rules upload is correct and the player aid is in the 1st. Yeesh.

I found the game to very enjoyable and up to the level of a SoloPlay challenge. Enjoy.

Reef Encounter SoloPlay (#33): The file includes a player aid to help in organizing the components and improve the game flow.

Rules file - Reef Encounter SoloPlay Rules
Strategy/Design Discussion - Reef Encounter SoloPlay Design Thread
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60. Board Game: Rise of Augustus [Average Rating:6.75 Overall Rank:869]
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This was one of those gap fillers that I thought that I needed for my collection. I did not have a good "bingo caller" game. A Spiele candidate? OK, let's try it.

The first few plays were odd to say the least as we were trying to find the game. We were thinking that there had to be more game in there. There was after a few more plays but not that much more.

Flash forward 5+ years and I was coming home from work when I had this image in my head and that it would fit Rise of Augustua (RoA). I laid it out on the table and started to work it through and in about an hour the core design was completed. The challenge was balance and trying to give each card a purpose. It took a bit of tweaking to get it done as the scoring goals went higher and higher.

As I was working on the solo variant I thought that this would also work for multi-player play and it did. The game play was more interactive and "strategic". The last addition to the design was the 4 player partnership game. That one was a trip and took a little bit to wrap your mind around. There is an economy of legions that has to be figured out.

Another fun one to complete.

Setup: 7-10 minutes

Playtime: 30-40 minutes

SoloPlay Rise of Augustus (#78): 3 pages of SoloPlay rules, 2 players of multi-player rules and a card action list.

Rules file - Rise of Augustus SoloPlay and Multi-Player Rules
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61. Board Game: Rogue Agent [Average Rating:5.78 Overall Rank:10685]
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Somewhat of a guilty pleasure is Rogue Agent. It is likely my highest rated game that BGG does not like. Contrary to anyone else's opinion it has been an enjoyable experience in all of its formats. The 2.0 rules are a must as they get you more engaged in the game and reduce the luck factor (to a degree).

This is not why you came here though. I have been working on this one since last year. I had the core idea set but then I noted that I could take advantage of certain aspects and I had to reframe the mechanics. This was not a big deal but took time as I worked on many other projects.

This little gem now has some depth to it. I found myself using and exploiting many aspects of the game design to do better. The action sequencing and utilization of the core game mechanics create an engaging and thematic experience. I liken it to the TV show 24. If plays quick and is always engaging to the end.

You should be able to pick this one up on the cheap, I did.

Setup is around 5-10 minutes with a play time between 45-60 minutes.

SoloPlay Rogue Agent (#66): 4 pages of rules.

Rules file - Rogue Agent SoloPlay Rules
Strategy/Design Discussion - Rogue Agent 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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62. Board Game: Russian Railroads [Average Rating:7.79 Overall Rank:70]
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Also includes:
Russian Railroads: American Railroads


This one was a long time coming due to the amount of playtesting that I needed to do to ensure that the variant was balanced correctly. Once I was settled on the Russian side, I needed to pick up the American expansion to ensure that everything was OK over there (I do not own nor can I acquire a copy of German Railroads, hopefully this also works for that version).

There are some differences but this was easily adjusted for once I had enough plays behind me to ensure that the findings were indeed not outliers.

When you have everything setup this one plays very quick which makes for a very satisfying medium weight filler. There is a lot of meat on this.

What makes this variant work? The coin blocker/limited stock and the tally/end of round scoring process. Those 2 items when put together took this variant to another level. No longer could you do the same thing each game as the setup was going to be a little different each time (I also incorporated both sides of the main action board). All tolled this will give you 4 variants for each setup permutation.

Another one of those addictive playing solo gamer experiences. Fun stuff.

Setup: 10 minutes

Playtime: 25-50 minutes

SoloPlay Russian/American Railroads (#81): 5 pages of rules including a diagram of an import mechanism employed in this variant.

Rules file - Russian/American Railroads SoloPlay Rules
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63. Board Game: San Juan [Average Rating:7.27 Overall Rank:252]
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This has been my #1 traveling variant due to its compact size and the limited footprint that is needed to play. With many different ways to success and bolstered building uses, it is a more challenging experience.

San Juan (#1, solo)
Rules file - SanJuan SoloPlay Rules
Strategy/Design Discussion - SanJuan SoloPlay Design Thread

An updated version of the SoloPlay rules for San Juan are available within the same link (v2). The gameplay is a bit more challenging, a scoresheet and a player aid is included along with rules to use the Alea Treasure Chest expansion. The play is more varied and additional paths to success are now possible to achieve. They are there for you to find.

Since this was the 1st variant that I posted it needed to be updated to be consistent with the newer variants that I already uploaded.
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64. Board Game: Shadowrift [Average Rating:7.21 Overall Rank:1540]
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I remember seeing Shadowrift for the first time at BGG con a long while back now and while I was not in the mood for another deck builded, I thought that it could be something different to keep an eye on. The 1st printing came and went. However, when the second printing showed up, I was ready for the experience.

The family was OK with it and it received a decent amount of plays. Due to the limited card pool and the mechanisms though it was not one to stand up to repeated plays in quick succession. The game was a bit swingy and everyone just played the same roles each game. It would still come out now and again.

Advancing a couple of years (at least), I needed a game to fill the dull hours during work project time at hotels etc. and thus brought this along. It did not take long to determine that winning was not a matter of "if" but "when". Barring a bad card draw, a win was almost guaranteed after you figure out the methods that you need to perform.

This is not to say that I did not experiment but if I got in trouble I could revert back to the tried and true and pull it out.

I had to do something with this and thus decided that a scoring system like the one I put into Apollo XIII was needed to remove the binary goal. This was the trick and further than this the game was played over 70 times in succession over about a month or so. It still keeps on giving ...

I want more and therefore am developing an expansion set of cards (50+ at this point) which almost doubles the content of the existing card pool. Maybe I just needed an excuse to play more. Either way I look forward to getting more out of Shadowrift.

Enjoy

Setup: 6-8 minutes

Playtime: 30-60 minutes

SoloPlay Shadowrift (#86): 4 pages of adjustments and rules including card alterations to increase and permit the use of all cards in the solo environment

Rules file - Shadowrift SoloPlay Rules
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65. Board Game: Small World [Average Rating:7.29 Overall Rank:215] [Average Rating:7.29 Unranked]
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Small World was a very interesting variant to put together given the way that the game is played normally. I had to create/mimic the normal gameplay without your opponent fighting back. This posed some interesting problems to resolve.

Ultimately, I, once again, make the tough opposition the soloist who makes there own bed in this one and figures how to get out of it. In many ways this is a 2 part solo variant in which the decisions made in the setup may directly influence the outcome of the game.

The method of "combat" (redeploy) had to be handled differently because to do it any other way was just not very interesting and very much predetermined the outcome. Please pay particular attention to how this is handled as it it very important to the play.

I tried to keep the overall game balance in line with the normal play and, once setup, plays at almost a breakneck pace.

Included are 8 different variants of play (+additional variation) using each of the board sides included in the base game (no expansions). Each adds a slightly different path to success and was playtested extensively to ensure that each was properly balanced. Enjoy.

Small World SoloPlay (#27):

Rules file - Small World SoloPlay Rules
Strategy/Design Discussion - Small World SoloPlay Design Thread
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66. Board Game: Snow Tails [Average Rating:6.98 Overall Rank:665]
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I read about Snow Tails online for awhile and didn't actually play it until a game con. It plays well with more players and was light enough to perhaps be a gateway game. It turned out that it was a bit of a stretch. The players were struggling with the drift mechanic.

So one day while taking a break from Le Havre I pulled out Snow Tails to see what I could do and the game came together really quickly. I was surprised by how tense a solo-racing game could be. You really had to be careful with your cards and leave little to chance to overcome the course.

This is another one of those that plays very quickly and is fun to play. It is too bad it takes up so much space as this makes it difficult to play while watching a movie.

Snow Tails (#16, solo) includes a visual player’s aid.
Rules file – Snow Tails SoloPlay Rules
Strategy/Design Discussion - Snow Tails SoloPlay Design Thread
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67. Board Game: Space Base [Average Rating:7.47 Overall Rank:418]
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Ohio
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This was a nice break from the heavy development that I was doing on Fields of Arle. I was not sure what I would be able to do with it to make it interesting for the solo player. My first step in these cases is to layout all of the components as if I was going to play solo and see what is left over that I could use.

Sometimes it is that simple. The 4 other sets of player starter cards was still in the box. What if those became my competition? I knew that I had to keep the "opponent's rolls" mechanism in play and I did not want to roll the dice multiple times. So lets use these cards to see what happens.

I know the first thing that some might think, "you have messed with the dice rolling odds!" To which my answer is, "yes". However, this is offset in the mechanics and the increased tactical strategy that this variant employs. Sure you can get a good payout when your opponents attack but you also have to get the ship cards to support the idea. Further you have the ability to tailor the odds to increase the likelihood that a particular "roll" will come up more often.

The odds thing was dealt with and there are different paths to victory. You are definitely on a clock so you can't dawdle. Employ your counter measures and keep moving forward. This was a fun one to put together and the pacing is nice for a few quick plays each session.

Setup: 4-6 minutes

Playtime: 30-45 minutes

SoloPlay Space Base (#84): 4 pages of rules

Rules file - Space Base SoloPlay Rules
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68. Board Game: Steam [Average Rating:7.62 Overall Rank:145]
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Ohio
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I took a very systematic approach to the development of this variant. I treated each aspect of the play individually first and then started to puzzle everything together when I determined that the part worked.

Initially the play was a little dry and did not have a direction. I could basically just play in a corner of the world and succeed based on the cubes that I had at my disposal. The first big step was the required delivery track. This seemed to give the game a purpose.

Then the action selection mechanic was created to create an economic framework that the player had to consider every round. I wanted action selection to mean something.

Lastly there still was not enough variety in each play and so I came up with the delivery scoreboards to give the player a reason to consider delivering more or less of each color. At this point I only needed to hammer out the setup instructions (which are extensive) and connect the dots to a ... million. Enjoy.

Setup is around 10-12 minutes with a normal playtime of 75-90 minutes.

Steam SoloPlay (#43): 8 pages of rules, a player aid, 12 delivery score board options and a mini SoloPlay expansion.

Rules file - Steam SoloPlay Rules
Strategy/Design Discussion - Steam SoloPlay Design Thread
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69. Board Game: Stone Age [Average Rating:7.60 Overall Rank:90] [Average Rating:7.60 Unranked]
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Ohio
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I am glad I took the plunge and got this one. This put the nail in the Settlers coffin. My wife will now gladly play this over Settlers as will my kids. It plays quick and there is a little meat there barring the starvation "strategy".

Making a solo of a dice rolling game was something that I was a little leary about. How do I corral the potentially wild swings of luck involved and make it more "strategic".

The "tribal leader" mechanic is what made this game work. It plays in a very short time frame and provides a very satisfactory result. You really have to consider the food aspect, moreso than in the normal rules. I felt that it was important to do so since there is no competition in a solo environment.

I was very satisfied with the results. I don't know if I can counter the luck in Settlers in a solo format, maybe some day.

Stone Age (#10, solo)
Rules file – StoneAge SoloPlay Rules
Strategy/Design Discussion - StoneAge SoloPlay Design Thread
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70. Board Game: Taluva [Average Rating:7.18 Overall Rank:448]
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United States
Ohio
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This was my 1st borrowed game solo exercise. I played the game normally and while the game looks nice it is very abstract. I used to be into this type of game when it seems like that was all there was but now not so much.

As a result, this became the 1st game that I bought solely for the solo play. The tile placement requirements coupled with the many different ways to score makes this probably one of my most or perhaps the most radical departure from the designer's intention.

The tension is pretty high as you try to work the draw stacks down all the while assembling topographical structures. This was somewhat of an indulgence but since the game does not have a scoring system and I needed to be able to measure my success some liberties had to be taken.

Taluva (#11, solo) includes a visual aide with tile distributions and rules explanations plus a score sheet to determine your success.
Rules file – Taluva SoloPlay Rules
Strategy/Design Discussion - Taluva SoloPlay Design Thread

Polish translation available Polish Taluva SoloPlay Rules (thanks to BGG User: bukimi)
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71. Board Game: Terra Mystica [Average Rating:8.19 Overall Rank:13]
SoloPlayGames
United States
Ohio
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This was a different kind of project because the idea worked right from the start. The playtesting due to the number of factions is what took the time. I had to make sure that one did not gain some kind of inherent advantage over another etc.

While I can’t guarantee that I was completely successful you will have the ability to make the game easier or harder to fit your play style and experience level. When I started I had very little previous experience with the game. Now I have 60+ games under my belt.

I hope that you find this interesting and challenging.

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

SoloPlay Terra Mystica (#46): 5 pages of rules

Rules file - Terra Mystica SoloPlay Rules
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72. Board Game: Terra Nova [Average Rating:6.42 Overall Rank:2232]
SoloPlayGames
United States
Ohio
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This one is a bit of a relic. I have had it for a couple of years and it received a couple of plays when I picked it up for $5 (or possibly less, flea market).

The gameplay was OK but for some reason confused the players. I saw more in this art piece than those at the table and knew that this day would come. I have had it out on my table for over a year as other designs would pass it up. Poor Terra Nova.

The issue was the scoring system and this took a while to balance right. I was satisfied that it was not going to get any better than what I had and decided to wrap it up. I am not an abstract player generally but there is something in the way that the parts move in this one that was interesting.

I am sure this won't be one of those top download files but if you profess to be an abstract expert, seek out the game and give this variant a whirl. It should not cost you much.

Setup is around 15 minutes with a play time between 45-60 minutes.

SoloPlay Terra Nova (#68): 2+ pages of rules.

Rules file - Terra Nova SoloPlay Rules
Strategy/Design Discussion - Terra Nova 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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73. Board Game: Thebes [Average Rating:7.15 Overall Rank:434]
SoloPlayGames
United States
Ohio
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Updated rules have been posted for an ambiguity with regards to determining the AI dig site
Thanks to Dan C. (jedimusic) for asking the question that led to this clarification.

Thebes has been a fun little solo challenge to construct that in the end was not that difficult to put together once the "payment" mechanic was included. The challenge is certainly much higher than presented in normal play.

This variant institutes an AI pacing collective to keep the pressure on you as you make your tactical decisions. The play time is relatively short and surprisingly different each time it is played. Often I get the "its almost over" feeling as I try to squeeze in my last best actions.

There are different paths to victory due in part to the payment and pressure that the variant places on the solo player.

Thebes SoloPlay (#39): Included is 4 pages of rules with a few examples along the way to help keep you on the right track.

Rules file - Thebes SoloPlay Rules
Strategy/Design Discussion - Thebes SoloPlay Design Thread
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74. Board Game: Through the Ages: A Story of Civilization [Average Rating:7.99 Overall Rank:36]
SoloPlayGames
United States
Ohio
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Through the Ages is a very involved game with many moving parts which need to come together in the right way to make an entertaining solo game. Every attempt has been made to give you an opponent who will "react" to your actions and make "decisions" that might fit within normal game play.

Your opponent stresses balance and can develop quite a formidable military might as the game progresses. There is a definite feeling that the game is building up its might and through your card actions builds a culture engine that you need to overcome.

Expect the game to take about 20 minutes to setup and about 120 minutes to play.

There are 3 levels of play included to keep the soloist challenged. The easy level lowers the amount of culture that the game gains by you taking certain cards and the hard game increases the game's military strength.

Through the Ages SoloPlay (#32): File contains a player aid to help the solo player manage the action sequences and to more easily follow your opponent's decision tree.

Rules file - Through the Ages SoloPlay Rules
Strategy/Design Discussion - Through the Ages SoloPlay Design Thread
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75. Board Game: Thurn and Taxis [Average Rating:7.11 Overall Rank:380]
SoloPlayGames
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Ohio
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For whatever reason I am always willing to play this one and it works well as a gateway game. There is a subtle strategy underneath as well.

I created a strategic solo game for this because I enjoy the challenge. It certainly has a different flavor than the original way to play which may turn off some expecting the same light experience.

You have to plan how long you want each route to be because you can't complete more routes of the same length than the number of carriages for the length. This fact with the requirement to use an ability each turn makes for a very challenging experience.

Thurn and Taxis (#8, solo) includes a player’s aide to assist in following the game mechanics)
Rules file – T&T SoloPlay Rules
Strategy/Design Discussion - T&T SoloPlay Design Thread

French Translation - Thurn Und Taxis Soloplay Rules(French) Translation by: Christian Cang (BGG user: plastic77)
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