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Subject: Solo play variant for "The Monument" scenario. rss

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Bobby Doran
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Monumentalone - A solo version of "The Monument" scenario included in the rule book.

Replace the 2 neutral cards "Mind Control" with 2 "Forced March" cards.

Remove the "A Change Of Season" card from the event deck.

When the "Dar Hilzegard" card comes up, place it on your highest city. When defeated, remove it from the game.

Victory Condition: You win if you can purchase the monument before the event deck runs out. Or before you are called to draw from the empty event deck. There will be 9 cards in the deck.

If it's too easy, you can gain 2 points for each card left in the event deck when you purchase the Monument. Basically trying to see how fast you can buy the Monument.

Play a series of games and add up the points.

Feel free to comment!
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Scrumpy Jack
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Yay! Got to try this. Thanks for taking the time to share this with us.
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Scrumpy Jack
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Runehardt wrote:
Monumentalone - A solo version of "The Monument" scenario included in the rule book.

Replace the 2 neutral cards "Mind Control" with 2 "Forced March" cards.



Hmm, that changes the 2 - 4 - 6 cost of the neutral units.
How about Sorcerer - Forced March - Demon ?

Or change the Mindcontrol text to: Destroy this card to look at the first 5 cards in your deck. Choose 1 card and discard the rest. (or replace in deck - not sure)

edit: no, definitely Sorcerer - Naga - Something. Got to have the Naga.

How about Sorcerer - Naga - Demon? Demon would help gain those reward cards

This isn't an easy scenario to play solo. The event cards act as a timer. You have 9 turns (with Change of Season removed) to prepare your hand to buy your monument. Elves are going to be the easiest race to play I think. So far failed twice with humans.

second edit: Won with Elves.

Key to sucess in this one is *don't* use Naga. Use resolutions of Enemy cards to thin your deck.
 
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Tomas Hejna
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9 turns is just too easy. My first try for solo Monument came out as follows:

1st play (Elves) - 9th turn victory
2nd play (Undead) - 7th turn victory
3rd play (Humans) - 5th turn victory
4th play (Demons) - 8th turn victory
5th play (Elves) - 8th turn victory

I only replaced the 6Infl neutral cards of "Mind control" for the "Dragon" (but never used them actually, in the end).

The gripe I have with this scenario are the events - they are quite good for a competetive play, but not so appropriate for any solo play. First of all, the number of events total seems to be way tooo generous - I would recommend to reduce them to 8 or (rather) 7 in total. But the question is which ones - the most helping (to the player) seems to be both "Gata the White Death" (probbaly the easiest way how to destroy gold1) and "Kratz the Plague" (easiest attainable permanet gold reward with nice low unit destruction).

Also, I think that there is no need to remove "Dar Hilzernod" out of play after defeating - unless there is no other city controlled by the player, of course.

The 5 Influence for gold5 seems to be quite easily reached with all stronghold + at least 1 city, the other recommended option could be to limit the neutral cities to only those with 3 Influence.

And furthermore, one interesting twist could be received with using the Cataclysm's event "Holy War", which sole could be the only benefiting to the solo Monument challenge.
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Scrumpy Jack
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Perhaps we should come up with some different event cards.

Do you have any suggestions?
 
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Tomas Hejna
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First I would see after I will add the expansion...
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Scrumpy Jack
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there is another good solo scenario here
 
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Tomas Hejna
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After few plays I would recommend these settings:

-- Neutral Area --
9x 1 Gold pile
4x 2 Gold pile (instead of 8x - remove 4 of them)
2x 3 Gold pile (instead of 4x - remove 2 of them)
2x Sorcerer
2x Naga
0x Mind control (0 of them as they are pointless for solo play)
Nevertheless, if you still wish to have the option for 6 Influence, you may replace the Mind Control for either 2x Demon or 2x Dragon -> but to my experience, both are completaly unnecessary.

-- Event Deck --
1x @ Thieves' Guild
1x @ Gata the White Death
1x @ Krieg the Relentless
1x @@ Hoarding Dragon
1x @@ Thaadd the Destroyer /or @@ Dark Stranger (if you have the expansion)
1x @@ Dar Hilzernod (play it as it is written - so if you have only 1 city it will return immediately, otherwise it just swaps/discards)
1x @@ Kar-Amag-Atoth
1x @@ Slaggorrath
(8 cards total)

-- Loss Condition --
Start of Event phase: no card left on the Event deck (i.e. you would have to otherwise reshuffle 2 dots' Events to form a new Event deck -> you will lose immediately when you should draw an Event card, but there is none left)
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You did quite a good job here Sir !
This setting has a great balance, not easy, not impossible.
Fun to play !!
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Tomas Hejna
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I'm glad you have enjoyed it :-)
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Tomas Hejna
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Tested with Dwarves and Orcs this evening. While the Dwarves have had quite struggle in this scenario (1 loss and 1 victory on the 8th turn), the Orcs have stormed through it rather quickly (1 victory on 6th turn).

Played with Beastmaster & Demolitionist for solo play variant.
 
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Tomas Hejna
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Final cooperative & solo variant here: The Monument scenario: Solo & Cooperative play.
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