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Subject: Special Solitaire Rules? rss

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Franz Heidbuechel
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Will there be special solitaire rules?
Like some colony effects (Alchemists)only work with meeting other players pawns on the board. For the time being, I think it can easily be played solitaire with some common sense, but I am just curious, if the absence of solitaire rules is intentional?
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Tim Puls
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That is the plan. Due to time constraints we weren't be able to add extra solitaire rules to the game. For the time being you just play the game and try to optimize your points.

For example try to beat 61 points after era 1 without any colonies. (My current high score. )

But there will be compaings in which you have to achieve particular goals to win a game. For example you have to have x food at the end of era 1 or x robes after era 3 or a specific amount of buildings. And other goals.

We've also been working on more scenarios for single eras or scenarios over 2 eras. Just as the one printed in the "Ausguck 6" magazin from Lookout.
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Rob van Dalen
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wredo wrote:
But there will be compaings in which you have to achieve particular goals to win a game. For example you have to have x food at the end of era 1 or x robes after era 3 or a specific amount of buildings. And other goals.

We've also been working on more scenarios for single eras or scenarios over 2 eras. Just as the one printed in the "Ausguck 6" magazin from Lookout.


That sounds awesome! I think such additions can really make this game shine even more. Looking forward to it
For now, I guess I'll give your high score a try
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Matthias Heck
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wredo wrote:
That is the plan. Due to time constraints we weren't be able to add extra solitaire rules to the game. For the time being you just play the game and try to optimize your points.

For example try to beat 61 points after era 1 without any colonies. (My current high score. )

But there will be compaings in which you have to achieve particular goals to win a game. For example you have to have x food at the end of era 1 or x robes after era 3 or a specific amount of buildings. And other goals.

We've also been working on more scenarios for single eras or scenarios over 2 eras. Just as the one printed in the "Ausguck 6" magazin from Lookout.


Can you already comment on the channel and/or timeline you intend to publish the campaigns? Played the game once solo. very solid engine with interesting game play, but some goal to build towards seemed to be missing as a first impression.
 
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Annemarie Post
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wredo wrote:

For example try to beat 61 points after era 1 without any colonies. (My current high score. )


I'm planning to try this solo tonight. How would you suggest to do the set-up of the places? Is it best to take one of the set-ups suggested in the introductory scenario; or can I put down the starting places as I like; or do I make a pile of the starting places and place them one by one?
 
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Tim Puls
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As you like. The setup in the introduction is a good start. If you really want to optimize you can also choose the order of the market cards.
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Dennis Janning
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Eine zufallsgenerierte Kampagne wäre auch cool. Dh, die Ziele und Gegebenheiten werden durch ziehen der Karten bestimmt. So hat man immer wieder eine neue Herrausforderung ohne das man sich auf was bestimmtes einstellen kann.
Zudem gabs bei Anno ja immer Aufträge, die man von den Händlern usw bekommen hat (liefere x Waren und du bekommst dafür was tolles) Wäre für eine Erweiterung oder so auch interessant
 
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Hanwen Dong
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wredo wrote:

For example try to beat 61 points after era 1 without any colonies. (My current high score. )


I noticed that in the rule book page 22, the scoring example is exact 61 with no colonies. So was that you Tim? Did you use a random setup or the one show on page 5?
 
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Tim Puls
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I used a random setup. It can be said that if you only play era 1 60+ points is good.
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Geppo Muzzak
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I like the idea of scenarios... and I think aside from the market cards, with a new deck that yearly changes you could give players missions to complete (build this, sell this, employ X farmers or X citizens, etc) for coins.

Also... I think the economic circle needs to be completed.

raw -> goods -> coins ---> full stop. (this is not good)

We've got to do something with these coins and, to begin with, there should be a taxation system AND something you can do to make the other player lose coins. This might also be linked to the mission so you have it in the same card.

I think it's possible but with little degree of success solo play could be done but it can never be as good as multiplayer without dummies since the head official and the placement of tiles are tremendously important. A system that adds tiles at random and dummies seems the only possible solution.

Though I agree the military aspects of the game did not seem important, we could have another layer of strategy with it and here's where the missions could become even more important and theright way to go. Add the black citizen AND mission calling for production of barracks for the citizen soldier.

 
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Donny Behne
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GShock112 wrote:

We've got to do something with these coins and, to begin with, there should be a taxation system AND something you can do to make the other player lose coins. This might also be linked to the mission so you have it in the same card.


No.
 
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Geppo Muzzak
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There is really no interaction between players and no way to harm them other than getting them to pay the fees to you which can also be removed. Aside from the economic circle being broken I miss one such thing that would let you "hurt" your opponents and add a new layer of strategy so that you're not really just doing the best you can which feels a lot like playing against oneself.
 
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Donny Behne
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GShock112 wrote:
There is really no interaction between players and no way to harm them other than getting them to pay the fees to you which can also be removed. Aside from the economic circle being broken I miss one such thing that would let you "hurt" your opponents and add a new layer of strategy so that you're not really just doing the best you can which feels a lot like playing against oneself.


By all existing evidence, Tim doesn't want direct conflict. Many games of this style do not feature direct conflict. It's very common. People are inherently drawn to this style of game for this reason. I am one of those people. Others I play with are as well. The changes you propose would markedly change the spirit of the game and, for me, do so negatively.

I'd suggest enjoying the game as it is rather than try and change it to be something you want.
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Geppo Muzzak
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Out of the hundred paths the game could take, I think the idea behind the market is the most beneficial to exploit for an expansion. There's a physical limit of 20 buildings, in regards to possible new eras so I don't think more production buildings would fit (unless hard choices would have to be taken past Era4, razing things you no longer need. I.e. replace the hunting lodges/grounds with cattle/butchers and that would also imply new building tiles that replace the old ones).

Side missions that change yearly are one path, the military aspect, just for the mission purposes are another (like the dream within the dream).

Just for the sake of the example, the feeding building start to be useful in the middle or late Era 2 (depending on when the citizens building are drawn from the hexes tile). A yearly card that forced one player to provide food as a side mission could be exploited to prize players who took that choice forcing others to get the food somewhere (including those players).

This game is so epic that the possibilities of further development are unlimited (and, besides, also options, not mandatory).
 
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