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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76. Board Game: Tichu [Average Rating:7.59 Overall Rank:135]
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The 1st reduced player variant posted.

This by far has been the most played variant and I have taught these to kids, parents, newbies and other gamers. It has been a hit everytime.

Many will tell you it is only good with 4 and this prevented me from buying this for the longest time. This simply is not true, IMO.

Tichu (reduced player variants 2-3 handed play)
Rules file - Tichu Rules for 2-3
Strategy/Design Discussion - Tichu Rule Design Thread
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77. Board Game: Ticket to Ride [Average Rating:7.44 Overall Rank:148] [Average Rating:7.44 Unranked]
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This game has been one of my worst buys since getting back into gaming about 8 years ago. It is not requested by anyone (family or gaming group) and the only plays that I was getting was through a family variant that I put together. That one is actually quite fun to play even with the higher "luck" factor. The kids get a blast out of it.

The draw, draw, draw no limit thing drives me nuts.

This file has been the one that has received the most negative comments because of the significantly higher challenge. I needed the challenge of this game to be that high to keep me interested in the game. This is mentioned in the introduction of the rules.

Since the development of this SoloPlay variant, this game has now paid for itself and I am glad that I purchased it all those years ago. It has become a solo only game for me.

Additionally, I bought the 1910 expansion and it actually increased the challenge even a little more so another bonus.

TtR Europe was my 1st borrowed SoloPlay effort and I enjoy it more than the original due to the way you play the tunnels in the variant. I still do not own a copy of this game although if I can get a copy cheap enough it would be worth the buy to play it solo.

Ticket to Ride & Europe (#6 & #7solo) includes a player’s aide to assist in following the game mechanics)
Rules file – TtR & TtR Europe SoloPlay Rules
Strategy/Design Discussion - TtR & TtR Europe SoloPlay Design Thread
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78. Board Game: Tikal [Average Rating:7.34 Overall Rank:234]
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Tikal became the 4th game that I have made a solo variant for that I do not own (I have bought one of them since and another is coming). However this variant's development is different because a BGG user (basm22) sent me a copy of her game which made the focus slightly different.

I had never played the game prior to getting it in the mail. The rules are straight forward but the game is a bit open ended because of how the tiles are layed down and there is quite a bit of posturing especially with 3 or 4 players.

It took a while to find the soul of this variant but it arrived in the form of a couple key developments: a supply line mechanic and the volcano placement effects. Those 2 items brought in my mind a dash of reality to the variant that felt pretty bland and lifeless.

From then on out I found the variant very interesting and challenging to figure out (there might be a "perfect" strategy but I haven't found it).

I added in some elements to increase replayability which also balanced the 3 skill levels that have been included. I think that after a couple of plays that you will be ready for "normal" play. The "hard" game is crazy and can be easy to get overwhelmed but offers the most variety in play. Have fun figuring it out.

Tikal SoloPlay (#35): Numerous visual explanations are included to aid you in getting started quicker. 3 skill levels are included.

Rules file - Tikal SoloPlay Rules
Strategy/Design Discussion - Tikal SoloPlay Design Thread
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79. Board Game: Trains [Average Rating:7.20 Overall Rank:424] [Average Rating:7.20 Unranked]
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Why not continue with another train game?

It has been a long while since I put one of my designs out there. This is not to say that I have been idle as I have almost a dozen, near completion. The rules editing and playtesting time was getting in the way.

Anyway, this variant goes back to my old school playtesting (close to 150 plays) and design. I consider it one of my best works as the game just flows so well and with a couple of core solo mechanics I found it to be extremely balanced regardless of the board you use.

I have included enough material to deal with any owner of the game so no one is left out and wondering how to "adapt" the game because I don't have the expansion.

And yes ... this can be an extremely challenging solo variant. Don't worry there are easy settings in there and yes, I have won on every board. However, I note in the route listings that a couple of the boards are higher on the challenge level due to the arrangement of the cities on the board. Enjoy.

The variant can be set up in 5-7 minutes with an expected playtime between 45-60 minutes.

SoloPlay Trains (#55): 6 pages of rules which includes 3 levels of play, all route cards (in case you don't have them and including those I put together for the California, Italy, Europe expansion pack)

Rules file - Trains SoloPlay Rules
Strategy/Design Discussion - Trains SoloPlay Design Thread
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80. Board Game: TransAmerica [Average Rating:6.66 Overall Rank:991]
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This variant has been a long time coming and is quite a different animal from TS which is very deep and took a long while to work through all of the nuances of play.

TransAmerica and TransEuropa were 2 of the 7 games that I bought when I rejoined gaming 8 years ago and it has gotten more mileage than Ticket to Ride which was bought at the same time. But that is another story.

This variant takes the primary mechanics of the normal play and makes it a backdrop to a thematic pick up and delivery mechanic. On the surface it may appear very simple but this is not a country drive. There are mechanics that you will need to learn to get the right flow of the delivery and refueling to stay on track to meet an end game goal.

The gaming challenge is much higher than the normal play and while my intent was not to alienate those who might be expecting the same light pace there had to be a decent challenge to make it an interesting solo variant. If you have wrote off both of these games as not worthy of your time, you may want to reconsider for SoloPlay.

TransAmerica/Europa SoloPlay (#37): Includes a player aid to help organize the primary SoloPlay mechanics and provide all end game scoring possibilities. Both games can be played with the rules included. A .pdf and .doc files are available for download.

Rules file - TransAmerica/ Europa SoloPlay Rules
Strategy/Design Discussion - TransAmerica/Europa SoloPlay Design Thread
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81. Board Game: Twilight Struggle [Average Rating:8.32 Overall Rank:5]
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When I started to work on a SoloPlay variant for Twilight Struggle I only knew the game by the comments I had read on the geek. The long play time and limited player count was very off-putting to me. Who was I going to play it with? I had no plans of acquiring a copy.

When I put the geeklist out to find out what game that gamers wanted a solo variant for, I knew that there would be a number of requests for it. Since a local gamer had a copy of TS I was hoping that he might part with it for a time so that I could investigate the game and determine how a solo variant could be devised. While it appeared very involved and player dependent I could see where particular solo mechanics would fall. The two primary mechanics born that day have remained with the variant thru its release.

The region limitation and drafting mechanic are the crux of what makes this variant work. The balance that is already present in the cards came through and helped to bring this variant to its conclusion. This is not to say that both mechanics have remained exactly as first devised.

The biggest hurdle to overcome was the playtesting time needed to first learn the game and then to balance all of the mechanics needed to bring the feel of the game to life. It took time but did bear fruit.

Twilight Struggle SoloPlay (#36): Containing numerous examples of the play mechanics and a complete card manifest relaying the requirements and timing for the AI to trigger the events.

Rules file - Twilight Struggle SoloPlay Rules
Strategy/Design Discussion - Twilight Struggle SoloPlay Design Thread
Session Report - Twilight Struggle SoloPlay Session Report by BGG User: fredlaiwl

Hungarian Rules file - Twilight Struggle Hungarian SoloPlay Rules translated by BGG User saabee
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82. Board Game: Urban Sprawl [Average Rating:6.77 Overall Rank:1436]
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Probably like most who found an interest in Dominant Species we were curious what Chad was going to do next. Urban Sprawl is what it turned out to be. It was not met with the universal praise that DS received. In fact, it was often panned as too random and fiddly.

I believe that we played it only twice and I must admit that I thought that we had done something wrong when we kept running into a series of event resolutions seemingly every turn. As it turned out this is the way that it was meant to be. I put together a little app to help in keeping track of the values of the blocks to make it easier to resolve the events. It works with multi-player but after a couple of games solo, I did not need it.

This game is an acquired taste. It is somewhat abstract while still being thematic. Once I toned down the events the randomness and fiddliness dissipated. After about the 5th solo playtest, I was hooked. Losing badly game after game until I figured out how to really play the game. Once I figured out the error of my ways each game could have gone either way when the final event was turned.

It is deep and it is long but like crayon rail games (or Power Grid), there is a bit of an arc as you get your engine started up and then by mid-game you figure out how to push it to the limit. You should be able to find this one cheap (around $20) and in this format it would be a steal.

Setup: 10 minutes

Playtime: 120-150 minutes

SoloPlay Urban Sprawl (#77): 6 pages of rules including a list of card resolution examples.

Rules file - Urban Sprawl SoloPlay Rules
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83. Board Game: Vasco da Gama [Average Rating:7.27 Overall Rank:514]
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As the latest addition to my collection, I was surprised by how easy it was to create a solo variant for this "worker placement" game given the interaction in the numbers area.

I followed this game since the Essen list came out and it was the only one that I found interesting enough to take the plunge before my game group played it. I validated my interest in Atlanta when I played it for the 1st time.

For the solo variant the focus was on the numbers area. I wanted to stay as close to the primary play mechanic as I could. The same decisions about sequencing actions and blocking have been integrated into the play.

When I 1st started working on the game I played with all of the colors and found it to be very challenging but maybe a little over the top for the "general public" and that a lead in variant might be needed. So I put together a "simplified" variant using only 1 color and found that it works well that way too and is still very challenging. I recommend those that try this variant to start with the single variant before attempting the multi-color one. To give you an idea of the challenge with the multi-color game: I achieved my 1st master victory the day before I submitted the file. (You score all 4 colors and 3 of the colors were on the scoring bubble)

I put in as much variability as I possibly could with the setup to hopefully keep the game interesting long term.

The game plays very quickly (around 30-45 minutes) once setup (around 5 minutes).

Vasco da Gama (#23, 2 solo variants included)
Rules file – Vasco da Gama SoloPlay Rules
Strategy/Design Discussion - Vasco da Gama SoloPlay Design Thread

French Translation - Vasco da Gama Soloplay Rules(French) Translation by: Christian Cang (BGG user: plastic77)
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84. Board Game: Vikings [Average Rating:7.27 Overall Rank:355]
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I had wanted to get the game Vikings for a long time as it was out of print. A request for a SoloPlay variant has been in the 'queue' for 3 years. No game - no variant.

Vikings posed an interesting challenge as the solo design space is very small. Each round you have 1 selection to make, rinse and repeat with scoring thrown in. My first playthroughs with this solo was ... bland, dull, unexciting etc.

However, this is the challenge that I seek and with a few novel ideas and a little creative incentive the variant found its place. I would say that the last 10 playtests of this variant really showed me how much each decision mattered. I could not find a way to game the system as I tried to close all of those doors early. I would say that this is on the light side for my variants but for some of you that is enough.

Setup is about 5 minutes with a normal playtime around 45-60 minutes.

SoloPlay Vikings (#49): 5 pages of rules including an example setup and an example AI scoring

Rules file - Vikings SoloPlay Rules
Strategy/Design Discussion - Vikings SoloPlay Design Thread
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85. Board Game: Village [Average Rating:7.54 Overall Rank:127]
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Village has has a strange shelf life with me. I bought it because it might be something different but it wasn't. The dying thing was not something that interested the gamers and the drab board just screamed euro.

It had some play a long time ago but I could not remember the last time I played it even though I suggested it semi-regularly.

I had played around with some basic solo mechanisms but nothing was interesting enough to implement. The play was very static and how could I make it different with each play.

It ended up being a bit more complicated than I thought it might be but in the end has a depth that I did not think would be possible in such a harmless game design.

Setup is around 15-20 minutes (due to needing to separate things, should be in the 5 minute range for consecutive plays) with an expected play time of about an hour depending on how deep you want your experience to be. It was a nice blend for me. Enjoy.

SoloPlay Village (#59): 6 pages of rules including a player aid and a setup/play through a round of the variant.

Rules file - Village SoloPlay Rules
Strategy/Design Discussion - Village 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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86. Board Game: Yardmaster [Average Rating:6.38 Overall Rank:2527]
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I am not really sure why I decided to pick up Yardmaster but I think that it was because I was looking for a light weight family game but one that has a little bit of thought involved in it.

There was not a lot of interest around the house with it and taking it to a gaming event was not going to happen so I took a quick look at the game while it was fresh in my mind for solo considerations.

This was a golden child for the design. There is an AI indicator (yardmaster token), there is a basic decision tree (exchange markers) and a built in game timer (cargo deck). It took maybe 2 full plays to complete the framework of the variant. I wrote it out that night.

As the game plays in a short time frame playtesting was also going to be easy to complete.

The only issues that I had was creating the end game victory conditions but this was resolved quite simply with the inclusion of success factors.

If you want a lite, quick and cheap solo game. Here you go.

Sets up in less than 5 minutes with a normal playtime around 10-20 minutes.

SoloPlay Yardmaster (#53): 4 pages of rules with setup schematic and an AI decision flow diagram.

Rules file - Yardmaster SoloPlay Rules
Strategy/Design Discussion - None
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87. Board Game: Yardmaster Express [Average Rating:5.84 Overall Rank:4981]
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Yardmaster Express is the game that I used. Apparently the game is merging into something else.

Much like the ‘big brother’ Yardmaster this was added on to an order due to its low cost and quick pull it out and play feel. I have to admit that I did not see much game in there but there are times when you just need something to do.

To my surprise the game did get a number of plays when I first brought it out. This is a filler that fits the ‘it will only be a minute’ comment. The game is not deep in any way. Since I was working on Yardmaster I figured that I would see what I could do with the 32 cards in this game.

Playing normally was no good. Boring, boring, boring. But how about putting an AI together to compete against? Once again it was not that exciting and too easy to manipulate. I took a step back and determined what the AI needed to be. I decided that it was going to be a pass/fail player. You had to give the AI 15 faceup cards for you to score your game.

It seems so simple now. This added a ton of depth to this simple little game. I had to come up with new caboose goals to add a changing focus to each game (variability). This is when I knew it was going to work. While it is similar in style to its big brother it plays very differently.

Once again another cheap solo variant that plays great in a small space.

The variant can be set up in seconds with an expected playtime around 5-10 minutes.

SoloPlay Yardmaster Express (#54): 3 pages of rules which includes a scorecard to more easily determine if you achieved a victory condition

Rules file - Yardmaster Express SoloPlay Rules
Strategy/Design Discussion - None
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88. Board Game: Zooloretto [Average Rating:6.85 Overall Rank:667] [Average Rating:6.85 Unranked]
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This is the 3rd "borrowed" game that I have created a Soloplay variant for following TtR Europe and Taluva. A friend had picked this one up at a gaming event used for a good price as a game for his family. Another player in our gaming group owns a copy as well but we have never had a chance to play it in a gaming session.

After playing it initially with my kids it was OK. Pretty simple but I could see where it could be played more aggressively with more seasoned players.

After the 1st play, I could see how a solo game could be done rather quickly. The basic game elements are pretty straightforward and I needed to only deal with the luck of the draw and the trucks.

The 1st rules set that I put together was not exactly what I wanted but after playing El Grande a bunch of times working up the solo for it I figured out how to improve on my core Zooloretto mechanic.

I think that it is a very enjoyable light solo game. It includes goals that the player can vary to make it as simple or complex an experience as you want which also helped in removing a good chunk of the luck of the draw.

File thumbed by the designer mschacht. Thanks

Zooloretto (#20, solo)
Rules file – Zooloretto SoloPlay Rules
Strategy/Design Discussion - Zooloretto SoloPlay Design Thread
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