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Subject: Solo Rules rss

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Matt Strange
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Hi all,

I have bought this game purely on the premise of its content, theme and 'coolness' factor, however, I was wanting to know if any Solo ruling exists out there?

If any one is able to help please respond.

Regards,

Astroboy
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Timo Multamäki
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astroboyzero wrote:
Hi all,

I have bought this game purely on the premise of its content, theme and 'coolness' factor, however, I was wanting to know if any Solo ruling exists out there?

If any one is able to help please respond.

Regards,

Astroboy


Hello Matt,

Currently, no solo rules exist. We have been thinking for such,
but so far have not been able to device such.
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Matt Strange
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thank you for the reply.

After my first play this evening, I have been thinking about the possibility of adding 'pirates' to the mix so a solo experience could be played.

I'll let you know how I go.
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Timo Multamäki
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astroboyzero wrote:
thank you for the reply.

After my first play this evening, I have been thinking about the possibility of adding 'pirates' to the mix so a solo experience could be played.

I'll let you know how I go.


I'd be super thrilled of having solo rules available. If they work out, we can flesh them out together and if its okay with you, we can later on print them with next expansion.

I am just very poor at solo games design, as that has never been my turf.
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Matt Strange
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Be more than happy to work through this with you.
Ill be organising more games this weekend and I will have something tangible for you shortly.

thank you.
 
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Matt Strange
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Further to my comment above, my thoughts are 'pirates' can be moved around the board with the roll of a D6 as the board is made up of hexagons with six sides.

Also, we could have the difficulty raised by added more modifications to ships ie. 3 mods for hard and 1 mod for easy for instance.

I'll give these ideas a go on the weekend as I said and let you know.
 
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Timo Multamäki
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astroboyzero wrote:
Further to my comment above, my thoughts are 'pirates' can be moved around the board with the roll of a D6 as the board is made up of hexagons with six sides.

Also, we could have the difficulty raised by added more modifications to ships ie. 3 mods for hard and 1 mod for easy for instance.

I'll give these ideas a go on the weekend as I said and let you know.


If this goes through and we'll find some meaningful way to proceed, I'll prefer to make it any way but not using a dice
I have personal preference of designing diceless games.

Anyhow, we'll know more next week. Lets see what your ideas are
and how well those co-incide with our ideas.
 
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Giannis Tsekos

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nice ideas and talking here keep it up both !!!
I think there is many that would love a "solo" league, even if that sounds ... weird
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Matt Strange
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I'm actually really looking forward to getting my game on this weekend!
I understand your reservations about playing, however, surely there may be a card system that will work as well or better.
 
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Timo Multamäki
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astroboyzero wrote:
I'm actually really looking forward to getting my game on this weekend!
I understand your reservations about playing, however, surely there may be a card system that will work as well or better.


If you like, I can also include you to the game testing group of "Phantom League : Pilot Academy", which is the II expansion (will be available in Essen 2012. I believe that by late October or so I should have preliminary game testing package available.

Maybe by then the Solo ruleset has also turned out to be something usable.
 
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Matt Strange
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Certainly. I would welcome any opportunity to work with you on this.
Message me all the details and I will do what you need to continue this stellar game.
 
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Timo Multamäki
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astroboyzero wrote:
Certainly. I would welcome any opportunity to work with you on this.
Message me all the details and I will do what you need to continue this stellar game.


I will keep you posted!
 
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Matt Strange
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Hello all Phantom Leaguers...

Upon playing numerous game with some friends as well as solo, we have worked towards keeping an engaging and lengthy experience whilst trying to keep to the 'flavour' of the game.

Random musings for solo play.
- A mode selection component could be added to the game along the lines of 'robot' inspired Pirates. Easy would have 2 for instance and hard mode could incorporate 6.

Single Player Deck
A single player event deck could be added into the existing event deck. This can also open 'Story Arch' cards that give the player an objective to meet depending on the Captain chosen, however, with some of the events shown below this can change if a bad card has been drawn therefore changing the story a Captain is playing out. More on this later.

Event Deck
At the start of each turn a player draws from this deck to find out some of the following;
- Random Worm holes: these would destroy systems, ships,induce price fluctuations etc.
- Pirate Raids: This could happen in systems causing a Blockade or Blockade a player to a system
- Aliens: Aliens fly through space too. Why not have aliens crews try to board your ship, wage war on a system therefore Blockading portions of the board. We could even work on the concept of a new star system randomly appearing on the board to either hinder or help your progress
- Pirates can randomly move through drawing these cards

Pirate Movement/Event Deck
The card can be made up of movement announcements through news reports over the interstellar news network or something comical like that.
This solo player deck would be drawn at the start of each turn as mentioned above, however, the cards would be similar to Arkham Horror in the sense they would highlight worm holes, pirate raids in/to other systems or if the card doesn't highlight movement then the pirate is considered to be Blockading the current space they are in.
I hope this makes sense.

Story Mode
Thoughts were;
- Once Captains have been chosen, the player is then required to draw 5 story arch cards. These are to be treated as mission cards and give the player an objective other than reaching 8 on his fame/notoriety meter
- Player would need to act fast in completing these specialised missions, otherwise Event cards ie. worm holes, alien ships etc. could destroy the system or make if neigh impossible to complete
- I foresee this part of the game opening up an RPG element to the game with future expansions

Rare Events
Added into the main event deck for the solo player could be;
- Events that gain Pirates and Aliens improvements
- New star systems opening up on the outter limits of space opening up doorways to rare items, missions etc.
- Alliance attack cruisers 'jumping' into a system to rid star systems of pirates and Captains caught in the fire fight
- Alliance to drug rings or work for the Alliance giving options to have arching story paths to hunt down pirates or work for them

As mentioned, these are some of the random musing from a couple of games on a solo game that I could easily get enthralled in....

Thoughts?
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Timo Multamäki
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Hello,

Sorry for latish reply. Sometimes real world things have an effect on your daily schedule

astroboyzero wrote:
Hello all Phantom Leaguers...

Upon playing numerous game with some friends as well as solo, we have worked towards keeping an engaging and lengthy experience whilst trying to keep to the 'flavour' of the game.

Random musings for solo play.
- A mode selection component could be added to the game along the lines of 'robot' inspired Pirates. Easy would have 2 for instance and hard mode could incorporate 6.


This would need more explanation. I might be slow today, but still would be handy to know what the numbers you suggest, actually mean.


Quote:

Single Player Deck
A single player event deck could be added into the existing event deck. This can also open 'Story Arch' cards that give the player an objective to meet depending on the Captain chosen, however, with some of the events shown below this can change if a bad card has been drawn therefore changing the story a Captain is playing out. More on this later.


It is likely that something like 'story arch' deck will appear in Pilot Academy. No promises, that it'll be likely. Incorporating 1-player things there would be easy. I'd prefer to hear more of your views on this matter.

Quote:

Event Deck
At the start of each turn a player draws from this deck to find out some of the following;
- Random Worm holes: these would destroy systems, ships,induce price fluctuations etc.
- Pirate Raids: This could happen in systems causing a Blockade or Blockade a player to a system
- Aliens: Aliens fly through space too. Why not have aliens crews try to board your ship, wage war on a system therefore Blockading portions of the board. We could even work on the concept of a new star system randomly appearing on the board to either hinder or help your progress
- Pirates can randomly move through drawing these cards


Well, this type of extra deck we actually had for the game testing purposes So creating extended version of that and using that for solo gaming would not be that far fetching at all.

Quote:

[qb]Pirate Movement/Event Deck[/b]
The card can be made up of movement announcements through news reports over the interstellar news network or something comical like that.
This solo player deck would be drawn at the start of each turn as mentioned above, however, the cards would be similar to Arkham Horror in the sense they would highlight worm holes, pirate raids in/to other systems or if the card doesn't highlight movement then the pirate is considered to be Blockading the current space they are in.
I hope this makes sense.
{/q]

I know Arkham Horror well enough to know what you mean. Yep, I would say that should we do solo game, it would HAVE to have something like 'solo deck' which you just described. I have some ideas in here, which I should present in a private email. Testing this will take some time. Should there be enough interest, this kind of solo deck could be done.

{q]
[qb]Story Mode[/b]
Thoughts were;
- Once Captains have been chosen, the player is then required to draw 5 story arch cards. These are to be treated as mission cards and give the player an objective other than reaching 8 on his fame/notoriety meter
- Player would need to act fast in completing these specialised missions, otherwise Event cards ie. worm holes, alien ships etc. could destroy the system or make if neigh impossible to complete
- I foresee this part of the game opening up an RPG element to the game with future expansions


As I have been a Game Master in RPG games for countless years, this would be a preferable outcome, but I don't quite assume that most of Phantom League players would prefer us to guide the game this direction. I might be wrong, if so, let me know -- soon.

I'd have so many possible 'RPG-like' ways to make each captains story arch, but those are not very typical 'board game' approaches.

Quote:

Rare Events
Added into the main event deck for the solo player could be;
- Events that gain Pirates and Aliens improvements
- New star systems opening up on the outter limits of space opening up doorways to rare items, missions etc.
- Alliance attack cruisers 'jumping' into a system to rid star systems of pirates and Captains caught in the fire fight
- Alliance to drug rings or work for the Alliance giving options to have arching story paths to hunt down pirates or work for them

As mentioned, these are some of the random musing from a couple of games on a solo game that I could easily get enthralled in....

Thoughts?


Well, something like this we had in the earlier versions of the game. Those were simply deleted, as general message from test groups was: Make it simpler.

I'd say that events in general is among the most simplest of the problems. What is far more problematic is how to keep the balance -- that takes some testing -- more testing than I'd be able to do with my design group. IF we find a group of individuals dedicated to testing solo rules, I shall do solo rules for the testing group. And if results are positive, we will make those available through some means.
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Matt Strange
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Apologies for the lack of reponse so far. A couple of things have come up work, however, i would like to respond to some of the comments made.

Thank you for your time.
 
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Timo Multamäki
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astroboyzero wrote:
Apologies for the lack of reponse so far.
Thank you for your time.


No worries, take your time. My time prior to Essen 2011 is also very limited and aimed mostly for things directly needed for that.

 
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Stuart Holttum
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I'll be playing this game quite a bit solo, I think. Some of the things I'll be considering doing will be:

1) Using the pirate base markers as pirate ships. When a pirate base turns up, put a marker on it. Each turn it then randomly moves to an adjoining hex, "lurking" between the two hex-halves and moving immediately into one of them when another ship appears in it.

2) Starting one or two other ships at Capital, and having them randomly move to adjoining hexes. At a spacestation, then draw a random Improvement to buy. A little paperwork to keep track of prices paid for their cargo, so they only ever sell at a higher price - otherwise buy d6 of whatever commodity there.

So these two give me someone to trade against, and someone to fight against.

3) Finally I'll be playing against the clock....not sure yet if that will be literal, but more likely a limit of perhaps 10 mission cards, or 25-30 turns (or both). Always also the option of winning the game faster than last time!

In combat, I'll deal a hand to the opposition. Each turn each side will play one attack, one defence, with enemies playing the random top card. Depending how easy that gets I may adjust that to two cards, or maybe one card, plus another on a 4+ on d6.
 
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Timo Multamäki
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Very interesting idea. If you could work out proper Solo rules, that would be superb. I am personally not that good in doing solo rules, for the simple reason that I do not play board games as solo that much.

But I am certainly interested to help.
 
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Stuart Holttum
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More than happy to give it a go - my gaming has always been about 50/50 solo/group.
 
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Stuart Holttum
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Well, I've been banging away at this for quite some time, so here's my thoughts....

On the whole, my feeling is that this game doesn't work as a solo venture. The main thrust of the game as designed is the competitive race to gain Fame, with player combat and other means of interaction thwarting the leader. Take away the race, and the interaction, and it becomes a rather pedestrian chugalong. For example, with no time pressure, why not do a nice mining run for 30 or 40 turns until you've maxed out on improvements?

So the first requirement for solo play is that there has to be a time-limit on the game. It needs more testing, but I'm currently working on a maximum of 40 turns before game-end.

For similar reasons, I believe that in solo-play you should gain no fame for exploring new systems. Even with a time-limit, it makes the first few turns a but of a no-brainer - with nobody to curse when they explore systems before you, its fairly easy just to get halfway to winning with little or no effort.

Because there is no competition for improvements, there needs to be restrictions there. What seems to work well is to shuffle the pack and deal 10 cards whenever you in a position to buy, and you can then choose from those (they're all that space station had available).

Similarly, with no competition with missions, the standard way of playing doesn't work too well. My suggestion would be to split the missions into three decks - Fame, Notoriety, and Neutral. At the start of the game you decide which path you will follow, shuffle those cards with the Neutral deck, and then deal ten cards with no opportunity for replacement. Those are your quests, and essentally the only way to win the game. With a fixed timelimit, knowing all your quests at the start works best. If you wanted to play a more open "unlimited turns, but try to best my previous best" then I'd stick with the "draw 3 and replace".

Combat with other ships: the best success I had was to change the rules so that the enemy was dealt face down the appropriate number of attack and defence cards into seperate piles, face down. Each combat round, they then play one of each, plus a random 0-2 more of each, AFTER you have chosen which of your cards you will play. You don't get tactics from the enemy, but I think to try to produce a strategy matrix would be impossible given the number of combinations.

Well, that's thoughts so far based on a couple dozen experiments!
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