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Subject: Arkwright - A Solitaire Variant rss

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Palm Harbor
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Anyone that has played Arkwright knows that getting people together to play a full four player game can be tough, especially with the time commitment and difficulty of the Water Frame rules. So...I designed a solo play variant. My goal was to give the player the same feel of being pushed and competed against as in a multiplayer game but I didn't want them to have to actually track and make the decisions for the non playing factories. A few simple additional steps I've designed will take care of the opposing player's factory appeal and market decisions. All you have to do is focus on developing your industry.

Victory is still tracked by the stock market but I scaled and modified it slightly so winning is truly a result of profit and not the method of the designed game. I always thought that aspect could too easily be "gamed" by the player, and that certainly was the case in a solitaire play. Let me know what you think.

Arkwright Solitaire Variant
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Jon Weber
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Coal Valley
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Cant wait to try this and give feedback.
 
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JR
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Whoa boy. I have been trying hard to talk myself into adding this game to the collection but, as you say, the tabling opportunity prospects are sparse at best and a s well-playing solo ruleset would definitely be the sell for me. I am going to read over this and maybe finally talk myself into it for my next game order.
 
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Palm Harbor
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Of course nothing beats actual opponents, but once I got a few balance issues ironed out I was pleased with how competitive a game could feel playing alone. Don't freak if the other sides run out to an early stock lead, I am assuming you will be able to ramp up either East Indie trade or strong factory development in mid game to bring you back into contention. Anyway, let me now what you think.
 
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Decatur
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I'm only just learning the game, but I have a quick question about how the variant discusses the set-up round. In "Select Action Tile," you only mention the grey tiles available to take, but not the development tiles. (And you instruct the player to take a tile from the "grey action tile board" -- does that mean the player is not allowed to choose a development tile instead?) Do the rival players only select from the grey tiles?

And, again, forgive my ignorance: During the regular Action phase, do you roll dice for each rival's appeal cube on the board? (So you roll the pair of dice twice for each color -- a total of 6 times?)

Or do you roll just once for each rival -- and then randomly pick which of his appeal markers to move...?
 
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Wretched Git wrote:
During the regular Action phase, do you roll dice for each rival's appeal cube on the board? (So you roll the pair of dice twice for each color -- a total of 6 times?)

Or do you roll just once for each rival -- and then randomly pick which of his appeal markers to move...?


In effect, you roll for the non playing player’s appeal when the factory in question is active. In other words, for each factory type activated a roll is made only for the appeal cubes for “players” that have that factory. So since each AI player has two factories each will have a die roll twice that year...once for each factory to determine their appeal.

Sorry it took me so long to get back to you.

Thanks for trying the variant.
 
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M H

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Wretched Git wrote:
In "Select Action Tile," you only mention the grey tiles available to take, but not the development tiles. (And you instruct the player to take a tile from the "grey action tile board" -- does that mean the player is not allowed to choose a development tile instead?) Do the rival players only select from the grey tiles?


Good question, I was not clear on this point. In the set-up phase only the grey tiles should be removed randomly. Once into the game any tiles including development tiles can be removed via the card pull method described in the variant. I just use a d6 during set up to randomize the removal of grey tiles since there are six options.
 
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