1/114th Air Assault
World’s Fair 1893
3-Player Solitaire Variant by Etien
(using a modified 2-Player Variant by Ryan McManus)
You are the solo player playing against 2 AI bots. The game runs about 30 minutes. Follow the 3-player base game rules with the following exceptions:
•Solo player goes first followed by Bot-1 and Bot-2, with Bot-1 and Bot-2 alternating their turn order.
•The Solo player gets the Player 1 bonus card, while Bot-1 gets the Player 2 card, and Bot-2 gets the Player 3 card.
•Score each phase using the normal 3-Player base game rules.
•After the Game End is triggered by the Ferris Wheel coming to a stop at the end of the 3rd Phase, play continues until both Bots have completed their full turns. The game cannot end on the Solo Player’s turn, nor after only one of the AI bot’s turn. The solo player and both bots must have an equal number of turns during the game.
The AI bots select the area in which they will place their supporter based on the following enumerated criteria. Do #1; if unable, do #2; if unable, do #3, and so on. (McManus Variant)
1. Select Midway Ticket cards to conclude a round or the game.
2. Select the area with the most cards.
3. Select the area with the most Influential Figure cards.
4. Select the area with the most Exhibit cards
5. Randomly select area using a die roll.
Example: Early in the round Areas A, B and C have 2 cards each and Areas D and E have 3 cards. The AI will only select Area D or E. Area D has 1 Influential Figure card and 2 Midway cards and Area E has 2 Exhibit cards and 1 Midway card. The AI will select Area D because it has the most Influential Figure cards.
The AI handles Influential Figure cards as usual with the following special rules:
George Davis – after the AI bots select based on the rules above, add an additional supporter to an adjacent area using the following enumerated criteria, moving down in order as needed:
1.To the adjacent area with the same number of supporters as the AI. If a tie, resolve using a die roll.
2.To the adjacent area with the smallest difference in supporters where the AI trails. If a tie, resolve using a die roll.
3.To the adjacent area with the smallest difference in supporters where the AI leads. If a tie, resolve using a die roll.
4.To the adjacent area where the AI is not present. If a tie, resolve using a die roll.
Example: The AI trails by 1 in one adjacent area and leads by 1 in the other. Place where the AI is trailing by 1.
Bertha Palma – move the AI cube FROM:
1.The area where the AI has the biggest disadvantage in supporters. Break ties using a die roll.
2.The area where the AI has the biggest advantage in supporters. Break ties using a die roll.
3.Resolve all other discrepancies using a die roll.
4.Move this supporter TO an area based on the George Davis rules above, with the exception that the area moving to does not have to be adjacent.
[I wish to thank Ryan McManus for designing the basic concept of the AI flow charts which I took sole discretion in modifying to fit my 3-player solitaire variant.]
Thanks for posting, I've been meaning to try the two player solo variant but hadn't gotten to it yet, this will be another interesting option.