By: Chad La Mons
Recently I have been playing a fun game that incorporates
both cards and miniatures maneuvering on a game board. Solo-play rules I came
up with for this game worked so well that I’m certain some aspects may prove
useful to others interested in crafting a solo-engine for card games. Part 1
deals with creation considerations and part 2 gives a description of an actual
solo-card system.
Terminology:
Player= the
human player
SO= the
Solo-Opponent
Hit-points= some
games use a life point system. When all HP are gone a player is doomed.
Graveyard= the
card discard pile, that may sometimes return cards into play.
A Few Sample Considerations
1. Looking at the SO’s hand is necessary, but gives
the Player an unfair advantage since the SO cannot see the Player’s hand.
2. Cards that allow players the ability to look at
an opponent’s cards or at cards in the pick-up Deck favor only the Player.
3. How does the Player handle situations fairly
that require the discarding of cards from the SO’s Hand?
4. What parameters dictate SO decision making?
Possible Solutions
1. Normally, this cannot be avoided but may be made
less of an issue by giving the SO a significant advantage. Perhaps, always
allowing the SO to act first/last (whichever is most advantageous).
2. If possible, remove these cards from the game.
3. Carefully studying the game rules should give
insight into which cards are more expendable than others. For example: Healing
cards are very important, but not so much for a player that has no heal-able
units in play.
4. Decisions as to whether or not to attack,
defend, flee or which cards to use immediately and which to save for later use,
should be based primarily on which cards are in the SO’s Hand. Cards in a
graveyard or level of hit-points can also create mitigating factors.
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