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Subject: Solo play: Beat 50 VP in 18 turns rss

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David Hewitt
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Wexford
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Re: Solo play. Beat your own maximum score
I'd probably add something to cycle the cards. For example:

1. Use the setup for 2 players.
2. All cards rows are arranged left-to-right
3. After your turn, discard (permanently) the right-most remaining card of each type you bought (if you bought a level 1 vale card, a level 3 card, and a "top" fertile soil, discard the right-most-remaining level 1 vale card, the right-most remaining level 3 card and another "top" fertile soil).
4. Slide all cards to the right, then fill in any holes as usual.
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Niall Smyth
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Re: Solo play: Beat 40 VP in 19 turns
This looks interesting, but I don't understand the setup completely. What does 'Set up with 8 Level I Enhancements' mean? Set up as normal except that there will be 8 level I enhancements? What happens as they are bought?

Without cycling, your initial score will be strongly dependent on initial setup. Also cycling, apart from simulating other players, forces a new kind of choice on the solo player. Do I buy X, which gives me a late-game benefit but is about to cycle out, or Y, which gives me an early benefit but won't cycle for a while? Do I risk spoiling to get that awesome card that is about to be cycled out?
 
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Niall Smyth
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Re: Solo play: Beat 40 VP in 19 turns
sthrjo wrote:
The 2, 3 and 4 player rules on page 4 states how many level 1 advancements there should be, and if that limited deck runs out, you should fill The Commons with level 2 advancements. I just extrapolated those numbers as scientifically I could come up with. Actually the extrapolated number is 7.5, which I rounded upwards.


Sorry, I see now. I'm so dumb.

What do you think about cycling? It's tricky with the (eventually) mixed rows of advancements, and the 'cascade'. I was thinking of 'each row that you buy from loses the rightmost card during the discard phase'. It isn't perfect, but it simulates other players of similar level, makes the level 1 advancements very precious, and causes each buy to have an effect on the tableau.

Not that I think your interesting variant needs it, but I think it might improve it further.
 
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Hi, I'm a european crested tit, and a very small punk rocker!
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Thank you for posting this variant. I have played it about 4 times now.

Let me get this out of the way: I didn't understand anything about the calculations you need to make at the end in order to know you final score, and never even bothered to try them. Much too complicated. I instead keep track of my final score and the number of turns. My last game was a disaster as it took me 27 turns to deplete the VP pool.

And that leads to my second point: you say you do not see the point of having advancement cycle. Well, in my last game, I had nothing but spirit symbol, and no way to get rid of decay at all for at least 13 turns. And boy, was the game unfair and boring. All I could do was amass spirit symbols and mana and hope that some kind of decay negation card would show up, so that I could take those VP generating cards.
This led to an overly long game, which was a pain to keep track of.
The only game I won had me buy 1 Deadwood Harvester, 2 bears (waiting for me since the first turn) and 1 Mindfull Owl. Getting the bears was easy as I could take all the time I needed to prepare for them: they would never go away.

Some card cycling seems essential to add pressure to the game, but also to get out of a sticky, unfair situation were you waste your time and mana for cards that are suboptimal compared to a multiplayer game.

As is, the variant is interesting but too random. And the final calculation doesn't really make sense to me. Still, gives an opportunity to get this thing out of its humongous box
 
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sthrjo wrote:
Razoupaf wrote:
I didn't understand anything about the calculations you need to make at the end in order to know you final score, and never even bothered to try them. Much too complicated. I instead keep track of my final score and the number of turns. My last game was a disaster as it took me 27 turns to deplete the VP pool.

27 turns: A deduction of TRIANG(27-18), -TRIANG(9), i.e. -45 VP. If you do not deduct VP for slow play, the optimal play would be to avoid any harvest pool VP at all, and just linger on and eventually buy everything other card except harvest pool VP, not a very realistic multiplayer scenario.


I still aim for a fast depletion of the pool. I mentioned that particular game because there was no way I could get the 15 tokens faster. Because of the lack of cycling for the advancement cards.

I still don't get the calculation.
 
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Thank you for the table
 
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Nice. I like that you have to pay for this cycling effect. Is the Vale card shuffled back, or put at the bottom of its deck, though?
 
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Herman Mannt
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I had to look up "triangle number" to understand the math, so here's the link to wikipedia for the scientifically curious:
https://en.wikipedia.org/wiki/Triangular_number
Also, just a note that triangle(n)=sum of 1..n = n*(n+1)/2.
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Herman Mannt
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There's one thing that kind of bothers me with this variant.
Because the VP's serve as a timer (and they do in the normal game too, I agree), there's almost a strong interest to not get anything that buys VP regularly (as opposed to "at the end of the game"), is there? I mean, OK, there's a max turns count, but it's not the same as during the usual game where players also race to get VP's from the pool. (I assume you could sort of emulate that by taking 1 VP off per round - but the VP pool size would probably need to be adjusted.)

(Having said that, to be honest, the race to get VP's in the normal game still feels unsatisfying to me. But I'm not sure I can put my finger on why - other than you're "killing the game" by making your deck more efficient. Yeah, maybe that's it. Much like I don't like Andor making time advance each time you attack a monster, when the fun is (in part) in attacking monsters.)
 
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