So I've been playing around with my solitaire variant and ended up making this. Let me know what you think. Needs a lot of tweaking, and tried it about 3 times so far.
Place the player boards in a rectangle shape. Place the starting region in one region with 3 of your armies. Start with 12C (coins).
Place a Non-player army (NP player) town in any region of your choice (the further the better). You win when there are no NP towns or armies on the map.
You lose if the NP player removes your starting region attacking it as if it was a town, or gains the “lost the game” bonus.
At the start of game, cannot use any actions or abilities on cards. By default, you can remove 4 of your armies to remove 1 NP army, or rephrased as "4 armies >< 1 army"
- Last edited Sat Oct 8, 2016 12:10 am (Total Number of Edits: 3)
- Posted Sat Oct 8, 2016 12:08 am
1) Purchase a card.
2) Either play the card, or, turn the card face down and pay for a tech, placing a coin on the tech to show it has been learned, or use the 0C Taxes action. If you have no money, you must do the Taxes action.
3) You may remove NP armies/towns for every 4 of your armies removed in the same region.
4) Purchase another card and discard (if you have no money, you must discard the 0 Cost card).
If the card has a town action, place a town closest to the NP army's starting region. If all NP towns are placed, move an NP town one region closer to you. Towns can only be placed in a region with at least one NP army, and only 1 NP town per region.
If the card has a move action, start with the NP starting region, move one cube one region closer, and continue for each region closer to you. An army cannot move twice in this way yet. After each region had moved an army, start again at the starting region (armies that moved last time can no move again) until all movement is used.
If the card has an add action, add armies in the town closest to you.
If the card has a remove action, remove one of your armies of your choice (unless you have the immune tech and card).
Note: If there is an OR on the action, the NP army will always choose move if able, then remove action.
5) NP player removes armies/towns in same region as yours (at game start, 4 NP removed armies removes 1 of yours). Immune cannot prevent this.
6) Adjust the card row
ACTION - You may play a card face down to perform this action.
0C - Taxes (+1C per 1VP), then remove the coin from this action (1VP for every 2 potions).
TECHS - You may play a card face down and pay for a tech below.
1C - Use add Action
1C – Use Move action
1C – 3 armies >< 1 town
1C - Use move ability
1C - Use add ability
1C – Use town action
1C - Use potion ability
1C - Use +VP Ability
1C - Use Immune ability
For each 1 Coin tech learned after the first, you may learn a 3 Coin tech.
3C - Use Removal action
3C - Keep 1 faceup card for its ability for the next round
3C - Double potion icons
3C - 3 armies removes 1 army
3C - Use flying ability
3C - 2 armies >< 1 town
3C – May now add new armies in towns
3C - Double potion VP
For each 3 Coin tech learned after the first, you may learn a 5 Coin tech >< 1 army
5C - 12 cards ends a round
5C – Gain 1 Flying
- Last edited Sat Oct 8, 2016 12:16 am (Total Number of Edits: 5)
- Posted Sat Oct 8, 2016 12:11 am
the End of a Round occurs when you obtained 11 faceup and/or facedown cards. You do not gain money from VP at the end of a round, only when you peform the taxes action.
when a round ends, collect all the cards, reshuffle, and deal a new card row.
Give the NP player a bonus:
Start of game: 4 NP armies remove 1 army
 Water movement 1 instead of 3
 Move armies + 1
 3 NP armies remove 1 army
 Add armies +1
 Move armies + 1 (stacks with round 3)
 2 NP armies remove 1 army
 Lose the game (after all other bonuses are picked)