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Quests of Valeria» Forums » Variants

Subject: Building Solo Mode - Poll inside rss

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Travis Morton
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Random 35 Card Character Deck - Including Setup
1x d6
Hiring and Quest fulfillment are normal

You lay quests out above the Tavern card and Citizens below it.
These Quests will be numbered 1-6 for the below rules.



At the beginning of each turn:

Roll d6
Discard the Quest in that spot, and fill it in (facedown) with another

At the end of turn:
Check for Game End conditiions
Flip facedown Quests faceup
Replensih Citizens in Tavern

I have ideas, but would like feedback on where I should head with it. Mostly how multiplayer cards work, and scoring.

Poll
1. What should be done with the Assassin, Bishop and Thief?
Take them out before creating Citizen Deck
Adjust their powers to work in Solo
Leave them in, but do not adapt their powers
2. How many Quest cards?
Keep all 24, just add the diminishing rules
Find a smaller number for Solo, fixed
Set a variable amount based on challenge level
      11 answers
Poll created by knuckles29

Poll
1. When should the game end?
When the Citizen deck empties
When you roll to discard a Quest and that slot is empty
When the Quest Deck empties
The turn you get 5 Completed Quests
2. How many Quests should you be able to complete?
Five
As many as you want/can
3. What should score positive points?
-Normal Points are Completed Quests and Duke Bonus-
Just normal points
Normal Points and 1pt/Citizen in Guild
Normal Points, 1pt/Citizen, and 1pt/__ Citzens in Deck
4. What should score Negative points?
No negative points
Based on # of Citizens in Guild
Based on Trashed Quests
Based on Reserved, unfulfilled, Quests
5. Should Drawing cards be mandatory?
Yes, on Citizens and Quests
Only on Citizens
Only on Quests
No mandatory draws
6. What should the Thief steal?
Take a Citizen from the Trash, your choice
Take a Citizen of lesser skill points from Trash
Take a Citizen from the Tavern, your choice
Take a Citizen crom Tavern of equal/lesser Hire Cost
7. What should the Assassin do?
Discard a card from your hand, then Draw another
Discard a Citizen from Tavern
Discard a Citizen from Tavern, and Replace
Discard a Citizen from Tavern, then slide others down (cost-wise).
      10 answers
Poll created by knuckles29

Poll
1. What should Bishop do?
Take a Citizen from Trash, your choice
Take a Random Citizen from Trash
Take a Citizen from Tavern
2. What should Sorceress do?
Just Trash a Citizen from Tavern
Trash, then Replace Citizen
Trash, then slide down Citizens in Tavern
3. Should the Quests be diminishing?
Yes, use a d6
Yes, your choice
No, they should stay normal
      9 answers
Poll created by knuckles29

Poll
Should you have an invisible opponent?
No, just your best score
Yes. Random Dukes get points based off Discarded Quests
      9 answers
Poll created by knuckles29
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Isaias Vallejo
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Some good ideas here. For a Solo, I would just take out Thief, Assassin, and Bishop.
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Travis Morton
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Too powerful, or too much trouble?
 
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Steven Crowther
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It would be possible to keep the Bishop, Assassin, and Thief in the game so their resources are available. The Assassin's action doesn't work in solo. The Bishop could take a citizen and hire it without using the action. The Thief could take the top card of the draw deck and put it in the hand. It might get confusing to remember all the adjustments so the simple answer could be like Isaias says and take them out.

The number of quests could be changed to 3 or 4 of each type to ensure different types of quests show up for Baron bonuses. Additionally it would add tension if only 3 quests were available at a time.

For the game to have more tension I think as soon as the quests or citizen deck is gone the game should end. The citizen deck could be thinned out so there is only 2 copies of each card.

Like Travis mentioned a d6 could be used for the quests. At the end of the players turn the die could be rolled and 1-3 means a that corresponding quest is discarded (first through third that are revealed). If the roll is 4-6 no quest is removed.

I need to stop thinking about this and give it a try.
 
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Travis Morton
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I have been playing that the Quests are numbered 1-6, and I am losing 1 Quest a turn. That is some tension and makes the Reserve action still valuable.
 
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Steven Crowther
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Good point. I forgot about reserving a quest. I still need to try this out solo.
 
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Travis Morton
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Current Mode I am enjoying:
-35 card deck
-all 24 Quests, diminishing with a d6, refilled at the END of turn only
-Thief pulls a card back from the discard (valuable when you cannot, or do not want to draw)
-Bishop acquires another character of EQUAL hiring cost (Hiring from hand = 2)
-Sorceress just discards a Tavern dweller, no other tricks
-Assassin is not fixed yet. But I am trying:
a) Discard a Guild member
b) Discard, then draw
c) Discard, then Free Action
d) Removing the Assassin all together

If you want to try variant scoring without interrupting your game:
-Deal out the initial cards as normal
-turn the top 26 cards a different direction from the rest in the Character deck
-put an additional Guild Master off by the discarded Quest pile

++After you use up your 26 deck cards, any further Draw action from anywhere would normally be a game loss. Just record your current score and move on. Till another Game End condition is met. So you will have a 35 card score then another Quest Deck based score.

++Whenever the game would end, add up all the quests in the Quest Discard that match that Guild Master's 2 types, then apply that bonus. Record that as an Opponent Score.

++Game ending conditions are the Quest deck drawing out, and the Character deck drawing out. Or if you complete your 5th Quest.

++Also see what your Reserved, unfulfilled Quests are worth. I am trying them out as Negative Points.

Let me know your feed back. I turn a Solo game around in under 20 min now.
 
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