Twilight Struggle Soloplay Rules

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Twilight Struggle Soloplay Rules Twilight Struggle SoloPlay Rules Original game design by Ananda Gupta and Jason Matthews 2005 Additional rules 2011/2012 SoloPlay TM (BGG User: GameRulesforOne) Introduction : Twilight Struggle is a game designed for 2 experienced gamers. Every effort has been made in the development of this variant to give a solo player an experience similar to playing a face to face game. Extensive play testing has been performed to try and balance all elements of play that are present in the game. To compensate for the lack of direct competition, additional mechanics have been added such as a modified card drafting process that will occur at the beginning of each turn. It was the goal of the designer to give the AI player “your” play style which will be dictated by the cards that you provide the AI to use against you. In this way you will be playing against your toughest opponent, yourself. Setup : 1. Find a comfortable place to be able to play. Once experienced with this variant, it will take 3-4 hours to play out a game that goes the distance, longer if you are apt to ponder deeply. 2. Choose a side to play. Your opponent will be referred to as the AI. 3. Preparing the cards: a. Place the China card in the USSR control (faceup) b. Remove all scoring cards (3 (early) and 4 (mid) war). These cards will remain in their own stack and serve an important purpose in the game beyond indicating scoring. c. Retrieve the early war cards, shuffle and place facedown near the game board. 4. Layout the game board and the starting components: a. Setup all game tokens in their proper positions on the game board (Defcon, turn, VP, standard influence token setup noted on the board etc.). b. Perform a variable influence placement by retrieving and rolling the 2 dice and placing the noted amount of influence markers on the game board in the country sequence as follows: i. The smaller number rolled is the amount of influence placed in Poland for the USSR player (not Variable Starting to exceed 4) and either 4 on a low roll of 4, 5 or 6 in West Germany, 3 on a low roll of 3 in France Position: or 2 on a low roll of 2 in Italy for the US. The lowest die of the 2 rolled determines where ii. Place 1 (additional) influence in each of the following countries, in order, until all remaining setup the initial influence will influence has been placed: the USSR/US place an additional 6/7 influence during the game setup be placed at game start. above what is marked on the game board which includes the low roll amount already placed. 1. USSR: Finland, Czechoslovakia, Yugoslavia, Austria and Bulgaria. 2. US: France and/or Italy (if one/both has no influence), Spain, Greece, Denmark, Benelux and Sweden (only on a low roll of 1). Note : West Germany will have no influence at game start unless a low roll of 4+ occurs. a. Therefore if a 1/1 was rolled there will be 1 influence in 6/7 countries if playing the USSR/US respectively. If the lowest # rolled was a 4 or higher, the USSR will add 4 to Poland and 1 each to Finland and Czechoslovakia. The US will have 4 in West Germany and 1 each in France, Italy and Spain. c. Place all remaining game components nearby for easy access when needed. 4. Optional Skill Level Adjustment : To increase the challenge of this variant you can adjust the starting VP position for the side you are playing: Give = start the VP marker on the AI side of zero. a. Give 2 VPs: Experienced b. Give 4 VPs: Challenging c. Give 7 VPs: Expert Intellectual Properties of SoloPlay (BGG User GameRulesforOne) 1 Gameplay : (the game is played over a maximum of 10 turns which each consist of 6 or 7 action rounds) 1. Preparing the player hands for action round play . A modified drafting mechanic will be used prior to determining the active regions for influence placement in the first round described below. a. Turn 1 only (start game) i. Step 1: Draw 6 cards from the draw stack and review them. You will keep 3 and give your AI opponent 3 setting them facedown in each play area after selection with the following drafting Drafting Cards: restrictions/notes: To setup the player's hands for the coming turn a 1. Balancing OPs : The total OP value on the cards you keep may not exceed those given to balancing draft mechanic will the AI. It can be equal. be used. 2. You may keep any combination of your/shared/AI events. After a little bit of practice This will build a "deck/ hand" for each player from which you should be able to make more knowledgeable decisions. For your first time you actions will be might want to keep as many events that apply to your side as possible. selected/drawn. ii. Step 2 : Draw 1 card for you and the AI (do not look at the cards). iii. Step 3 : Repeat Step 1 iv. Step 4 : Repeat Step 2 1. Each player should now have 8 cards in their “deck/hand”. v. Step 5 : Shuffle each player’s “deck/hand” and place them facedown near the respective components for the player. b. Turns 2 and 3 only (Early War) i. Step 1 : Draw 1 card for each player who has an empty hand unless the player has the China card in their possession (faceup or facedown). If this is the case, move the China card into the active "deck/hand" of the player who possesses the card (mandatory if the condition exists – do not Drawing cards: During this turn's setup draw a card). You may not need to draw any cards. process, cards will be drawn ii. Step 2 : Draw 6 cards from the draw stack for drafting (keep/give 3, balancing OPs) from the deck. Those that are not being drafted are not to 1. Possible Bonus Scoring : Gain 1 VP if you decide to keep 3 cards that total 3 or more OPs be looked at. You will not less than the AI. have perfect knowledge iii. Step 3 : Draw 1 card, without looking at it, for each player with 4 cards (it is possible that one about what is in play. player has 5 or more cards at this point through the playing of the China card or some other event(s) during the previous round). iv. Step 4 : Draw 4 cards from the draw stack for drafting (keep/give 2, balancing OPs) v. Step 5 : Draw 1 card without looking at it for each player who has 7 cards. 1. Each player should now have 8 cards in their “deck/hand”. vi. Step 6 : Shuffle each player’s “deck/hand” and place them facedown near the respective components for the player. vii. Step 7 : Turn the China card faceup if not moved into the “deck/hand”. c. Turns 4 and on (Mid/Late War) i. Step 1 : Draw 1 card for each player who has an empty hand unless the player has the China card in their possession (faceup or facedown). If this is the case, move the China card into the active "deck/hand" of the player who possesses the card (mandatory if the condition exists – do not draw a card). You may not need to draw any cards. ii. Step 2 : Draw 6 cards from the draw stack for drafting (keep/give 3, balancing OPs) 1. Possible Bonus Scoring : Gain 1 VP if you decide to keep 3 cards that total 3 or more OPs less than the AI. iii. Step 3 : Draw 1 card, without looking at it, for each player with 4 cards (it is possible that one player has 5 or more cards at this point through the playing of the China card or some other event). iv. Step 4 : Draw 6 cards from the draw stack for drafting (keep/give 3, balancing OPs) 1. Possible Bonus Scoring : Gain 1 VP if you decide to keep 3 cards that total 3 or more OPs less than the AI. v. Step 5 : Draw 1 card, without looking at it, for each player who has 8 cards. 1. Each player should now have 9 cards in their “deck/hand”. 2. It is possible though rare that a player has more than 9 cards in hand at this point. If this happens the player must randomly discard down to 9 cards. Intellectual Properties of SoloPlay (BGG User GameRulesforOne) 2 vi. Step 6 : Shuffle each player’s “deck/hand” and place them facedown near the respective components for the player. vii. Step 7 : Turn the China card faceup if not moved into the “deck/hand”. 2. Playing a Round : a. Setting up the region play restrictions : Southeast Asia and Asia are considered different regions for the sake of determining a primary or secondary region except when the China card is played. i. Determining Primary and Secondary Regions : 1. Step 1 : Reveal the top scoring card. This will be the primary region for the round. Place the card faceup to the left of the scoring card pile near the game board. Region Restriction Setup a. Placing influence in the primary region is comparable to the normal rules (no Using Scoring Cards "deck" penalty). This includes all countries in the primary region and any connection to a country neighboring the primary region that the player is able to place Primary Scoring Secondary Region Card Deck Region influence in.
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