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Treasure Lair» Forums » Variants

Subject: Solo variant? rss

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Tiger Wiccan
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Got this at Cool Stuff yesterday, and played a game with my brother. We really enjoyed it. I love how this game takes your "usual" fantasy elements and puts them in a Euro style card game.

One thing this game begs for, though, is a solo variant, since its so easy and quick to set up and so quick playing.

I had an idea, but haven't tried it out yet, but it involves going through the action deck, dealing three out at a time as normal, but then playing one and discarding another one, then drawing up to three again. Then the game ends when you are out of action cards.

There is no win or loss in that, though, unless you figure out what number of treasure points you would need to win, or just play for high score.

Any thoughts?
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Rick Teverbaugh
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Anderson
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It would probably be a bit of fun, but some hero powers have an impact on opponents so they wouldn't be worth as much.
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Andrew
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We're pushing for one. The designers have addressed it at the bottom of this thread:

https://boardgamegeek.com/thread/1645496/introduction-treasu...
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Captain Twietie
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No need to push

We are already working on it. But there are still some other tasks to do concerning Treasure Lair.

We are designers from Belgium, so we are now busy with the translation in Dutch of the rules (done!) and the cards (in progress) This has priority.

I have already a concept, but it needs play-testing and Fréderic and I have to works things out. We want to present you a solid official solo-variant. This will take some time. I guess somewhere in January or February. But that is not a promise, only an intention.

You are right with your remark that some action-cards and hero-powers are meaningless in a solo-game.

You are free to post suggestions.I will read them open-eyed.

Anyway, thank you very much for your attention and interest in Treasure Lair.

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Captain Twietie
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In the file section you can find a beta-version of a solo-variant.
All reactions welcome.
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Andrew
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Thanks for posting! Playing now, already have a couple questions:

1) If say on the second turn there are two face up challenge cards and 5 face down in the quest, the only way to get the treasure is to defeat the face up ones and then one by one defeat the face down ones? Similar to the 1 hidden challenge in the core rules? Meaning, it's a balance between waiting to see what's in the stack while not waiting too long and losing it all?

2) By adding face down challenge cards to the other stacks after successfully defeating a quest and getting the treasure, aren't you just punishing yourself and making it harder to get that treasure?

3) Aside from discarding some cards based on actions, won't quests essentially all end simultaneously? I assume you still discard all heroes used in a quest? So in a row of 3, you're probably only going to resolve one, maybe two?
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Captain Twietie
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alamb1101 wrote:
Thanks for posting! Playing now, already have a couple questions:

1) If say on the second turn there are two face up challenge cards and 5 face down in the quest, the only way to get the treasure is to defeat the face up ones and then one by one defeat the face down ones? YesSimilar to the 1 hidden challenge in the core rules? YesMeaning, it's a balance between waiting to see what's in the stack while not waiting too long and losing it all? Yes, but because of the random quest-composition, opposite to the standard setup, it's possible to be lucky and get identical challenge-icons. Making your job much easier. But you are in problem-land if you stumble upon icons missing in your hero-team

2) By adding face down challenge cards to the other stacks after successfully defeating a quest and getting the treasure, aren't you just punishing yourself and making it harder to get that treasure?Not in my experience. The real trouble is the speed at which the quest are disappearing. Adding more hidden challenges buys you some hard needed time. Of course more challenges, could mean more heroes needed, but with a little bit of luck you reveal identical icons solved by the same hero-abilties.

3) Aside from discarding some cards based on actions, won't quests essentially all end simultaneously? Not in my experience. Different difficulty numbers will mean different numbers of hidden challenges upon the treasures, resulting in different numbers of turns needed to remove all hidden challengesI assume you still discard all heroes used in a quest? YesSo in a row of 3, you're probably only going to resolve one, maybe two? At this moment I lack the number of testplay-results to confirm or deny this. During testing I experienced that the real trouble is with the short quests. They tend to slip through your fingers. Causing overall failure. The solo-variant isn't mend to be easy. But far from impossible. Say that I succeeded in 20% of the trials. But mostly just barely. This solo-variant is still in its try-out version. It definitely needs more playtesting and comment. Which you just did, Andrew. Thank you for that.
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Andrew
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Thanks for the clarification!

I experienced some of the 'short quests' issues you mentioned, that slip through your fingers, but my biggest issues were the large quests that I got every 3 or so quests. The ones that got so large there was no chance of defeating. I was trying to figure out if there was a way to mitigate them, but maybe the 'runaway quest' is what makes the solo variant difficult.

Solo has been slightly different than multiplayer in that hero management is even more critical. Losing 5 heroes after a--hopefully--successful quest is DEVASTATING. BUT, alas, Uttoh isn't a Vile Archmage for nothing...

Thanks again for the solo rules, I'll keep playtesting!
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Nav War

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Nice, I just purchased this game after seeing it on Rahdo. Are these the final solo rules? I may try to make up my own. This looks like it could be a great solitaire game.
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Captain Twietie
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There is a recent update of the solo rules, dealing with some minor aspects.
Consider the rules as "final", with exception of the scoring. Please send me some feedback on this.

Happy Treasure Lair-ing!
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Siegfried Habenreich
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Need Help in Solo Mode plz.

4.1.1.2. If this is the last hidden challenge card, then the treasure is lost.

I thought every turn comes only one challenge in each row.
Example:
I finished a challenge and only one hidden is left. How can i win the treasure? In my next round i turn the hidden challenge and i have lost before my Quest Phase? I miss the right timing to defeat the last challenge.
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Captain Twietie
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To clarify things:

Replace 4.1.1.2. by this
4.1.1.2. If this is the last hidden challenge card revealed (meaning all challenges on that quest are now face up), then the treasure is lost. It’s transported by the Vile Archmage Uttoh to his homeland Edash. The treasure chests are now negative points. Put them in a separate pile. These are the lost treasures. They will influence the end scoring.

This will be added in a update of the solo-rules.

and do remember that
5.3 5.3. Whenever you successfully finished a quest, you add a new hidden challenge on each remaining quest. This represent the set back in the Vile Archmage Uttoh’s scheme. It buys you some time.

Happy Treasure Lair-ing
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Siegfried Habenreich
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Thanks for fast answer. Great Game

Have i only one chance to win the Treasure Card.
Example:
I have only one face up and one hidden challenge on the Treasure Card. I beat down the face up challenge and only the hidden one stays. Is it my last chance here to try a clear of the face down challenge? Otherwise i loose on the next turn automaticly, by facing up the card.Is this right?
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Captain Twietie
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Yes, whenever you screw up a quest, there is no second chance. It goes directly to Vile Archmage Uttoh. sauron

As stated in the solo-rules
5.4. Whenever you fail in a quest, discard all participating heroes and the treasure is lost at once. Place it in the lost treasure pile.

It's a hard life in the doomed kingdom of Frandonncry

Happy Treasure Lair-ing!



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Siegfried Habenreich
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Big Thx, love this game.
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