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51st State: Master Set» Forums » Rules

Subject: Solo rules official variant: The Merchant Guild question rss

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daniele daniele
Italy
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One question about rules for solo official variant: the Merchant Guild does it attack your deals always, or only if it can't raze a location after its third attempt?
 
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Reverend Uncle Bastard
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cely81 wrote:
One question about rules for solo official variant: the Merchant Guild does it attack your deals always, or only if it can't raze a location after its third attempt?


Always!
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alexander stark
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reverendunclebastard wrote:
cely81 wrote:
One question about rules for solo official variant: the Merchant Guild does it attack your deals always, or only if it can't raze a location after its third attempt?


Always!


So in other words this faction could be the most destructive faction (they can potentially destroy two cards each round), more destructive than Mutant's Union.
 
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Fee Weasel
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Lake Jackson
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…so do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us.
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Maybe the Reverend will swing back by and share his solo variant. If I recall correctly he upped the difficulty to make for a much more challenging game.
 
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Reverend Uncle Bastard
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fee_weasel wrote:
Maybe the Reverend will swing back by and share his solo variant. If I recall correctly he upped the difficulty to make for a much more challenging game.


My variant has two adjustments:

1 - Give the AI 3 VPs for getting a connection card or razing a building.

2 - The AI still flips up to three cards to attempt to raze players locations, but will only pass after either razing two locations (instead of one) or flipping three cards, whichever comes first.

kittenhoarder came up with a good one too:

1) use a third faction token to track the number of rounds played on the scoreboard.
2) the points scored by the AI for razing or claiming connection cards scale with the round #, e.g. 1 point for the first round, 4 points for the fourth round, etc.
3) additionally, the amount of raze attempts the AI makes scales with the round #. The AI flips over 1 card in the first round, 2 cards in the second, etc. before passing. The AI doesn't pass after a successful raze, and there is no limit to the number of locations razed per round (1 location per card flip).
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Fee Weasel
United States
Lake Jackson
Texas
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…so do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us.
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...some of it's magic, some of it's tragic, but I had a good life all the way...
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reverendunclebastard wrote:
fee_weasel wrote:
Maybe the Reverend will swing back by and share his solo variant. If I recall correctly he upped the difficulty to make for a much more challenging game.


My variant has two adjustments:

1 - Give the AI 3 VPs for getting a connection card or razing a building.

2 - The AI still flips up to three cards to attempt to raze players locations, but will only pass after either razing two locations (instead of one) or flipping three cards, whichever comes first.

kittenhoarder came up with a good one too:

1) use a third faction token to track the number of rounds played on the scoreboard.
2) the points scored by the AI for razing or claiming connection cards scale with the round #, e.g. 1 point for the first round, 4 points for the fourth round, etc.
3) additionally, the amount of raze attempts the AI makes scales with the round #. The AI flips over 1 card in the first round, 2 cards in the second, etc. before passing. The AI doesn't pass after a successful raze, and there is no limit to the number of locations razed per round (1 location per card flip).


Thanks Reverend!
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