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Space Empires: 4X» Forums » Variants

Subject: Playing around with little solo challenges. Thoughts? rss

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Derrek McNab
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I was playing around and thought of some simple challenges, that start off with bare bones rules, and each consecutive one adding new things.

My first scenario, "Explore"

Use the red territory for your unexplored markers, with your home planet at A1.
Fill each hex two spaces away from your home system with deep space markers.
You can ONLY build scouts, destroyers, cruisers, and shipyards. Start with 4 shipyards and 3 scouts in your home colony.
Set aside 18 face down alien ships (preferably 6 of each of the three types).

Win condition: You immediately win when all home and deep space markers have been revealed.

Lose condition: If all 18 alien ships are in play, if they conquer your home system, or at the end of turn 20.

Special rules: At the start of each economic phase, roll to determine where alien ships will be placed face down at the outer edge of the deep space system (1,2 at the bottom left, 9,10 towards the upper right). Roll for each alien ship. Roll for each ship:
Rounds 1-5: 1 ship
Rounds 5-10: 2 ships
Rounds 11-15: 3 ships
Rounds 16-20: 4 ships

Ships spawned at the outer edge must move into the board and can not move back out to these spawning hexes, as no ship may move there.

Alien ship behavior:
Alien ships do not explore, leaving the exploration tile face down.
Alien ships move after the player.
Alien ships move one hex towards any of your ships within two hexes of your choice (assuming these are drone ships you can easily distract and lure alien ships to your control).
If an alien ship is not within 2 hexes of one of your own ships, it moves one hex closer to your home planet (your choice).

If an alien ship moves into the space as another alien ship, you must now move them together as they can no longer split up.

If an alien ship starts combat with you, flip over the face down tile. That tile remains face up until you defeat it.

Defeated alien ships are placed face down back in the reserve alien ships and mixed up, possibly drawn again later.

---

Notes: something short and simple I could use to gradually incorporate game mechanics in. without being able to colonize or mine, it seems to focus purely on exploration, combat, and remembering about the 2:1 fleet size bonus.

The 20 CP limit each turn could make decision important.
I thought about getting bonus CP from destroying alien ships, or just getting a free tech under a certain condition or every X rounds.

---


Second scenario: "Expand"

Use the 2 player short game setup. You will control one of those players.

Use the same ships as the Explore scenario, with Colony ships and BC ships as well.

Win condition: As soon as you form your 15th colony, you immediately win (counting colonies you made but lost).

Lose condition: If you lose control of your home system or do not win at the end of round 20.

Opposing player:
You can not enter the hex of the opposing home colony.

At the end of each economic phase, spawn the following at the opposing home planet based on the round:

Round 1-2: 1 scout
Round 3-4: 1 destroyer
Round 4-5: 2 scouts
Round 5-6: 1 cruiser
Round 7-8: 2 destroyers
Round 8-9: 1 battle cruiser
Round 9-10: 2 cruisers
All opposing ships automatically upgrade their move tech to level 2.
Round 11-12: 2 battle cruisers
Round 12-13: 2 scouts, 1 destroyer
Round 13-14: 1 cruiser, 1 battle cruiser
Round 15-16: 4 battleships
Round 17-18: 2 dreadnaughts

Opposing ship behavior:
Ships always move towards your home colony. If one of the two hexes a ship can move into in this way has one of your colonies or ships in it, it will move into that hex (if you occupy both, you choose).
Opposing ships reveal only their home system markers when exploring.

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Notes: I haven't played this yet, just kicking around some ideas. It will probably be completely different when I try it out.

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Third Scenario: Exploit

Setup:
Put your home system in the center of the board. Place your home system markers within two spaces of your home colony (7 will be unused and set aside). Collect 42 deep space markers, 3 of which must be 'space wrecks'. Randomly place them within two spaces of your home system.

Use the same ships as in the Expand scenario, only with Miners and Battleships.

Win condition: when all three space wrecks have been towed to a colony and collected.

Lose condition: When your home colony is destroyed.

I am not quite sure how to spawn alien ships in this scenario yet. This used to be my 'explore' scenario, but exploring wasn't really the main part of it. Before I would just spawn X alien ships above or below the system (roll of 1-5 or 6-10), but I would like to try something a bit different here if possible.
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Rory Colling
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Excellent use of how Jim wants us to expand the game in different ways! cool
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Derrek McNab
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I enjoy making scenarios or puzzles inspired by the brilliance of the design.

The fourth scenario will be "exterminate", but not quite sure how to tackle it, as I would prefer to have the goal be to destroy the opposing home colony. The issue would be that you most likely know you won if you are about to tackle the home colony.

I thought about making the home colony fight as grand and epic as, say, the finale in Ender's Game, like a final boss battle with lots of defense instead of attacking a weak target. If you fail though, will the player just give up entirely and start over due to the loss the suffered?

An alternative would be the player constantly dishing out ship after ship, but their home colony can not repair itself or can not reinforce itself.

Not sure yet.


After that, I thought of making scenarios that specifically involve a ship players may not use too often.

I'd like to make an escort mission that involves escorting a Dreadnaught, just because I always liked the idea of an escort mission where the thing you are escorting is a hundred times stronger than you
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I'm getting the game this week, and I'm excited despite it being basically just for solo games.

This thread is now bookmarked, thanks for your work.

Campaignboardgame.

Edit: too late did I see this is 5 yrs old. My apology for thread necromancy
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Derrek McNab
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Thanks! Sadly i gave my copy away to someone, so do with this what you will

If i get the game again, i would like to try and make some automa cards for the game.
 
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