$30.00
Recommend
 
 Thumb up
 Hide
7 Posts

51st State: Master Set» Forums » Rules

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

Your Tags: Add tags
Popular Tags: [View All]
daniele daniele
Italy
Varese
flag msg tools
mb
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?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Reverend Uncle Bastard
Canada
Toronto
Ontario
flag msg tools
mbmbmbmbmb
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!
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
alexander stark
Spain
flag msg tools
mbmbmbmbmb
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.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Fee Weasel
United States
Lake Jackson
Texas
flag msg tools
…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.
badge
...some of it's magic, some of it's tragic, but I had a good life all the way...
mbmbmbmbmb
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.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Reverend Uncle Bastard
Canada
Toronto
Ontario
flag msg tools
mbmbmbmbmb
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).
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Fee Weasel
United States
Lake Jackson
Texas
flag msg tools
…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.
badge
...some of it's magic, some of it's tragic, but I had a good life all the way...
mbmbmbmbmb
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!
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dusty Craine
United States
Linden
Michigan
flag msg tools
mbmbmbmbmb
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?


I know you got the answer "Always" from the others, but I disagree.

The verbiage states, after the third raze attempt perform a Merchant's Attack. That would mean three attempts were already made, but failed (IMO). From there, they go after your deals. Attempts is an important word. It doesn't indicate a success or failure, but we know that the AI stops attacking after a successful attempt, so we may never see a third attempt to raze a location. It may succeed after the first attempt.

Ultimately, I believe this variant essentially gives the Merchant's Guild up to 6 chances to attack, 3 on your location and 3 on your deals. As such, I believe their turns would be like:

T1: Buy a connection card
T2: Raze a location attempt - Fails
T3: Raze a location attempt - Fails
T4: Raze a location attempt - Fails
T5: Destroy a Deal - Fails
T6: Destroy a Deal - Fails
T7: Destroy a Deal - Fail
T8: Pass

We have to "pass" after a successful raze according to the solo rules, so we could see a turn order like this:

T1: Buy a connection card
T2: Raze a location attempt - Fails
T3: Raze a location attempt - Succeeds
T4: Pass

In that instance, we never make it to Merchant's Attack.

I don't believe the original intent of the variant rule was to allow for two cards to be taken from you a round.

I do believe that reverendunclebastard's recommendation will significantly up the difficulty though, which some folks really enjoy. I've not tried it yet. I sort of like winning.

I think you'll enjoy the solo variant however you decide to play, and because I'm late to the game here, I think you've probably been enjoying it reverendunclebastard's way for a while. How'd it work out? Were you able to win?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.