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Kitchen Rush» Forums » General

Subject: 1-Player Impressions? rss

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Ian Redford
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Has anyone tried playing the game solo? The Kickstarter lists 1-4 players, but all the coverage I've seen has featured at least 2 people. Does 1 player control all the sand timers? Or only use their 2 (plus the kitchen help extra timers)? It's clear that the game is more fun and thematic as a multiplayer experience, but I'm curious if it would work well as a solo experience, particularly since the play time is relatively short.
 
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David Turczi
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Vadorojo wrote:
Has anyone tried playing the game solo?
I have.
Quote:
Or only use their 2 (plus the kitchen help extra timers)?
Yes.
Quote:
It's clear that the game is more fun and thematic as a multiplayer experience, but I'm curious if it would work well as a solo experience, particularly since the play time is relatively short.


Well for me it was the case of all my friends being very enthusiastic, but quite bad at the game. Me on the other hand having played it a billion times could make things super fast and super efficient. So with other people, we played on easy, having a "nice fun laugh". With solo, I played on the highest possible difficulty challenging myself to do better.
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David Turczi
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Quick update, Vangelis tells me they did some further development on solo
(Sorry, I'm behind the curve a little bit)

Apparently I wasn't the only one to "master" the solo, so they decided to "up" the challenge a little bit. When you play solo, you play the rules almost identical to 2 player (so 4 hourglasses + helpers), but you control all 4+ sandtimers. To offset the added strain, and to make sure you could reach the same goals the 2p game is set out, the play time was increased to 5 minutes per round.

Personally, I can't wait to try out the new solo rules, I'm just too busy cooking designing fish recipes
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Ian Redford
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Thanks for your thoughts! I thought it might be easier to master the challenge as a single player, but the proposed changes (and I imagine, the random elements of the events/expansions) would pose an engaging challenge.
 
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Yorick Heijink
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TDaver wrote:
To offset the added strain, and to make sure you could reach the same goals the 2p game is set out, the play time was increased to 5 minutes per round.

My rulebook says add 30 seconds to a total of 4:30 per round.

I'm diving in now. Will update how it went...
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David Turczi
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yorickh wrote:
TDaver wrote:
To offset the added strain, and to make sure you could reach the same goals the 2p game is set out, the play time was increased to 5 minutes per round.

My rulebook says add 30 seconds to a total of 4:30 per round.

I'm diving in now. Will update how it went...


Yes, and my post you quoted was from June. In june it was 5 minutes. Now it's 4'30""
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Yorick Heijink
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So... either I need help or I did something wrong.

As I understand I use 2 sets of timers plus a helper as per usual setup. That means I pay 15 every round. I could make that money with 3 blue plates but 3 yellow didn't cut it. All was served with tip.

Let's just say the basic easy goal is still far out of reach.

Any tips for how to do better? What's an average/minimum number of orders to go for each round? Prioritize upgrades?
Effective shopping? David? Help...
 
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Vangelis Bagiartakis
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You use 4 hourglasses when you play solo, not 5. That means you would have to pay 3 less as wages every round (but you would slso have fewer workers).

Regarding the difficulty, I think I've written some tips in another thread recently. Try to prepare more than one order at the same time, having made sure beforehand that the storage/spices are sufficiently stocked. This way your Storage and Spices actions will be much more effective (with a single action you will be able to prepare 2 or 3 dishes at once).

Good luck in your next game!
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Frederik
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I have the same experience, kind of.

The money goal is hard, even on easy. A dish worth 4 or 5 coins costs 2 or 3 coins for the ingredients and spices. So you need about three orders per player to cover for the workers, and then you still need a profit.

Not saying it isn't balanced, but on easy this is still quite a challenge.
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Ramalingam Raghavan
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CHENNAI
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This is were the replayability comes in. You try until you succeed, once you succeed up your difficult and later add events.

Clever design.
Saw on other thread that play testers became very efficient that hard objectives became easier due to which very hard was introduced..

Have fun
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