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Subject: A twist on single player game rss

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Kariss Rosenburg
United States
North Carolina
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I just recently played a single player game. I thought it was a too predictable and lacked some components I love about the game. I came up with a way to put back some FUN in it.

I use 2 dice by assigning numbers (2-12) to the resources and then rolling before each round. When the # is rolled I move the starting player token to that spot and return the resources to the bank (as if another player took them). This gives an urgency to pick spots that have accumulated numerous resources and makes you change your strategy when resources you needed or wanted have been removed.

Here is how I assigned the #'s (if you roll a number assigned to a resource that hasn't come up yet then just roll over)

2 = Wild Boar
3 = Vegetable
4 = Reed
5 = Stone stage 2
6 = Wood
7 = Fishing spot
8 = Clay
9 = Sheep
10 = Grain
11 = Stone stage 4
12 = Cattle

I knew certain numbers have more chance of being rolled while other numbers have less chance. I chose which resource to put on which number based on that information. I feel the way I assigned them works well but feel free to change it up a bit if you want to.

I even found myself making comments like "Shit, I really needed that Wood". LOL

Try it out and see what you think. Let me know if you like it
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Adam Smiles
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Dedham
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ADMIN NOTE: Moved from Rules to Variants Forum.
 
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Justin Fuhrmann
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Harrison
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What do you do if you're on an early round and you roll a # for something that's not available yet? (i.e., what if you roll a 12 on round 3)
 
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Kariss Rosenburg
United States
North Carolina
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You just roll over
 
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Nat Levan
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Grain and vegetables don't accumulate, so there is nothing to return to the supply for those spaces. Do you mean that the starting player token also blocks the action space?
It is an interesting way to add a sort of ghost player without having to track any extra information. How do you know if you've won? Does it still depend on beating a fixed score? I think the fact that the distribution is weighted actually helps to reduce the random factor in scoring; you need to account for the materials most likely to be lost to the ghost player.
Maybe the ghost player could score points for the most common rolls: 7 scores 5 points, 6 and 8 score 4 points, etc. On average this would score 42-43 points for the ghost, but it means you should be able to score more points in a game where the ghost takes the common actions, and fewer points in a game where the ghost takes rare actions.
 
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Kariss Rosenburg
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North Carolina
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No they do not accumulate and yes the starting player blocks those spots. I wasn't concerned with "winning" since I was playing single player and playing for fun. If you are wanting a WIN then it could be a fixed score or something like you suggested for the ghost player to score based on numbers rolled on the dice.

I just thought it made it fun and challenging.
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Roger McKay
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Bedford
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It looks interesting to me and I will try it out next time I play solo.
 
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sonny sonny
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sounds interesting. the only problem i see is, that you lose the goal. when i play solo games, i know a score below 55 is bad, above 70 is good. with your rule it depends too much on what is rolled. it might be even better to roll once, make a list and then use this list for every future game (ie round 1 wood is taken, r2 fishing, r3 clay, r4 grain and so on). this way you can still set a senseful goal for your games.
 
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Nat Levan
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letsdance wrote:
make a list and then use this list for every future game

Or even roll at the beginning of each game. Then you still get a different game each time, but you have some advance knowledge of what you need to do. If you roll for all the rounds of the next stage during each harvest, that recaptures some of what happens in the original game, where it gradually becomes harder to tell what someone will do more than 2 rounds ahead.

For Kariss, I think it's a great original idea that definitely mixes up the gameplay. It lets you enjoy the side of the game that rewards preparation and having to change your plans to react to the game that gets lost in the 1-player game.
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Ben Bateson
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Yeah, I quite like this. I would definitely upgrade the 2-wood back to 3-wood, and find another way to make the random choice which takes account of the rounds that don't come out early (and probably penalises wood a bit more). But it would make for a novel twist.
 
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Roger McKay
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Perhaps a small deck of cards would work even better? Adding cards for the spaces which become available later in the game.
 
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Kariss Rosenburg
United States
North Carolina
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It would be hard to preroll since you do not know what will come up each round just which stage. I have found that any score over 60 is good and could be considered a win. Just like when you play with other players you just adjust your stradegies and when you collect resources and in what order. The scoring doesn't seem dependent on the dice rolled.
 
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