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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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