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Centauri Saga» Forums » General

Subject: Playing SOLO per the rules vs you on your own, playing two "players". rss

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simon
United Kingdom
Northampton
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I saw a video where one guy was playing as two characters. Is this more fun/varied than playing with the proper solo rules (one player, two armadas + activation)

I guess true solo is more simple, but you are not getting as many different cards, upgrades, options as you would if you just played Two Handed so to speak. One person playing two players.

Anyone who has tried both methods, which do you prefer?

 
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Alan Castree
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Osaka
Osaka
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What da heck?!
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The thing I like about true solo is sharing the same cargo space. Makes it easier to relay goods across space.
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Constantine Kevorque
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Playing "True Solo" (which means by the book) allows for a game play that requires way less math from your side. That way you can focus on the strategy rather than trying to keep up.

It is true that sharing cargo can be helpful, but it also adds a difficulty to the game because you can not have more than one XPM in your cargo, so you need to co-ordinate and calculate when you will be finishing those special scenario objectives that require XPMs.
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Trueflight Silverwing
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Playing two players solo is much more fun and a lot easier. The biggest problem with playing the solo mode the way it is written in the book is the same thing that people like about it. That shared cargo actually hurts you in most games. You cannot carry more than one XPM at a time. When both your ships are sharing a cargo bay, that means you can only ever move one around at a time and it really kills your chances at being able to complete some of the scenarios (not to mention that it is completely unthematic and breaks the immersion).

The game actually plays very well in the multiplayer format and it is just better as a solo game playing it by those same rules and controlling two characters as opposed to trying to use the screwy solo rules. In the very least, the solo rules make a couple of the missions extremely difficult, if not impossible to complete. About the only one they make a bit easy is the escort mission where you can have one ship off doing things and the other escorting the ship and dumping off tokens to it.
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Hmm. I fit three XPM in my shared cargo last game... Thankfully nothing exploded! laugh

Actually I guess I'll do this from now on : screw regulations on XPM transport. Just take a chance that it may explode each time you add one.

What do you think are the chances and how bad the result would be?
 
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Constantine Kevorque
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Interesting approach

I like the concept, and here is my proposal on a "house rule":

Whenever you pick up an XPM, if you already have one in the cargo, roll a "Hull Check". You need to roll 3 + <XPMs in Your Cargo>successes or the new XPM explodes, dealing you 2 Hull Damage.

So, if you have one XPM in your Cargo, and your Hull is 8 then you roll 8 dice and you need to roll 4 successes. For this roll all Action Cards and abilities work normally.
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Everything comes to those who wait! Thanks for the rules, I'll try this tonight and see how it goes.
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Worked fine, at least it was the least of my problems rulewise... laugh

https://boardgamegeek.com/blogpost/60977/gaming-session-cent...
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