27 May 2011

Solitaire Rules for Firefight 2.0

Craig Andrews, editor at Barking Irons, is proud to announce Alone in the Streets: Solitaire Rules for Firefight 2.0 by Bob Minadeo!


From Craig:
Today Barking Irons is proud to bring you 'Alone in the Streets', a rules variant for Alternative Armies' 28mm Sci-Fi urban skirmish ruleset, Firefight 2.0

'Alone in the Streets' was written by the games co-author, Bob Minadeo, and allows you to play Firefight 2.0 either solitaire or co-operatively against a non-player controlled force.

The AI uses a standard deck of cards to control enemy actions and the responses have been designed in such a way as to allow you to play stand up fights as well as any of the published Firefight adventures.

They also include a selection of optional random events which can help or hinder your efforts on the battleground.

Get all of the rules HERE!

26 May 2011

Charioteer

Last week, Two Hour Wargames released Charioteer, Racing at the Famous Circus Maximus.


From the description:
Relive the glory that was Rome with this fast paced chariot racing game. You can be a Patron, the head of a chariot Racing Faction, whose goal is to win Fame and Fortune. Or perhaps you prefer the danger of being a Charioteer, earning your keep on the racing oval. In either case you must learn your trade on the Fringe of the Empire and work your way to your ultimate goal, RACING AT THE FAMOUS CIRCUS MAXIMUS IN ROME HERSELF!

Charioteer is great played with friends or even solo against the game mechanics. It's a game that can be played in as little as 30 minutes or longer if you choose to run more than one race. Perfect for the family as well as the serious gamer, Charioteer is easy to learn which makes it very kid friendly.
In addition, THW offers two enhancements to Charioteer play - The Charioteer Racing Deck and 15mm resin chariot minis!



For more details, go to the official THW page HERE.

25 May 2011

Assassin - a Mutant Hunter Re-skin

Remember the Mutant Hunter re-skinning challenge? That was where everyone was encouraged to take Andrew Domino's Mutant Hunter solo game engine and stylize it anew for different genres, contexts, or characters.

Well, Alex S., prolific solo gamer (I don't think he sleeps) and all-around superb RPGer, did just that with his own deadly solo version of the game - Assassin. It's a terrific new take on Andrew's original design with a few new twists added for excitement.

Get the rules for Assassin HERE.

Check out one of Alex's Assassin after-action reports from his blog HERE.

And, all are still welcome to re-skin Mutant Hunter again! Please try - thanks to Alex, I think we have the beginnings of an interesting original "game line" developing here!

24 May 2011

Carsten's Solo D&D Dungeon Delves

Carsten R. from Germany has sent his own very cool personal solo RPG rules to Solo Nexus for all of us to try out!

From Carsten:
I like Dungeon Delves using fantasy miniatures or tokens which led me to 4th Edition D&D which I think can be used as a great Dungeon Delve Boardgame.

Tons of monsters and items, character advancement and fast rules (some might disagree here, but I rather play a Dungeon Delve using the D&D ruleset than Descent where you have to roll a lot of dice with a lot of symbols on each side and try to figure out how to best use all your power surges that you rolled).

So I started playing solo dungeon delves, playing one or two characters at a time, using the D&D ruleset to play a boardgame D&D with random encounters, random traps, chests and treasure. I would like to share my ruleset, which is not really a ruleset but more a structure applied to D&D rounds to play as a pure boardgame.

Thanks, Carsten! And to everyone else, keep those personal rules coming!

Download Carsten's rules HERE, and let us know how it goes.

23 May 2011

Lone Warrior - The Official Blog!

For so many years, Lone Warrior has been THE publication providing some of the best advice in solo wargaming that has ever been written. Now, this month, the Solo Wargamers Association has taken its quarterly material to the Internet with the Lone Warrior Blog!

From their opening message:
The Lone Warrior Blog welcomes you. We invite you to participate in this ongoing discussion of any and all aspects of solo wargaming. This includes historical, fantasy, and science fiction gaming played without the benefit of fellow gamers. The discussion also addresses rules reviews, solo-variants, and techniques to enhance and improve your gaming.

The Solo Wargamers Association, founded in 1976, is a loose grouping of soloists from around the world. Lone Warrior is our quarterly journal. This site also includes sample articles from Lone Warrior, as well as information on how to subscribe.

So, whether you are a veteran solo gamer or just thinking about wargaming alone, welcome! We hope you can both contribute to, and gain from, the Lone Warrior Blog.

For some of the best solo wargaming tips you'll ever read, head to The Lone Warrior Blog now!

21 May 2011

New Ajin Warrior for Chronicles of Arax

This week, Crystal Star Games released the Ajin Warrior into their ever-growing collection of add-ons for the Chronicles of Arax solo RPG.


Get the $1 Ajin Warrior download HERE, and look for the Dwarven Stoneguard, Battle Wizard, and other great characters and adventures while you're there!

20 May 2011

FAQs posted for Lord of the Rings: The Card Game

Fantasy Flight Games has posted Version 1.0 of the FAQs for the LotR card game.


The PDF is available HERE.

(And the hunt for Gollum is coming soon...)

17 May 2011

Solitaire Carcassonne Variant - "Carc Island"

I just stumbled on these old solo rules of mine that I had posted elsewhere about two years ago. Figured I'd post them here for posterity:

This solitaire variant of Carcassonne uses the standard rules modified by a bounded formation called "Carc Island."

SET UP: Place the starting tile on the playing surface. The starting tile will become the center tile of a 7-tile x 7-tile square layout. Play is bounded by this layout for the entirety of the game.

PLAY: Draw and place new tiles and score followers as usual. When a tile cannot be played or the solo player chooses not to play one, the tile may be discarded. No more than three tiles may be discarded in this manner.

THE END: The game is over when the 7x7 layout is complete, OR when a tile is drawn that cannot be legally played or discarded.

SCORING: Score the game as usual. When including tiles from the Inns & Cathedrals expansion, success may be gauged in the following manner:
  • Complete Success - Carc Island is complete and you've scored 150+.
  • Partial Success - Carc Island is incomplete and you've scored 100+.
  • Failure - Carc Island is incomplete and you've scored less than 100.

14 May 2011

New Event Meaning Chart for Mythic from Tom Pigeon

Tom Pigeon, creator of the Mythic Game Master Emulator, has posted a new tool for solo RPG play with Mythic, an Alternative Event Meaning Chart.


From Tom:
This is used with complex questions that pertain to descriptions. The idea is, to use the standard Event Meaning tables to answer action oriented complex questions, like, "What does that bad guy do now?"

The descriptive tables can be used for pure descriptions, but in the same way. So, if you ask, "What does the monster look like?" And you roll "roughly" and "messy," you put those together and see what it means to you.

The table is split similar to the action event meaning table, with an action oriented adverb followed by a descriptive adjective. This should give some idea of not just what the item looks like but what it's doing, in a descriptive way.

I've been using this for a while and it really comes in handy at times. It works well also to roll multiple times on it to combine your results and get a fuller description.

For the PDF of the Alternative Event Meaning Chart, head over to the files section of the Mythic Role Playing Yahoo Group.

12 May 2011

BGG Solitaire Print and Play Contest

Recently, Chris Hansen, coordinator of BoardGameGeek's upcoming Solitaire Print and Play Contest, updated the competition's guidelines, and responses from potential participants indicate that this event could prove to be a most fertile breeding ground for awesome solo tabletop gaming ideas!

From Chris's opening statements:
This contest has been scheduled for July 1st - August 31st (beginning after the Synergy Design Contest). An official entry thread will be posted closer to the start of the contest.


Contest Rules
Game Play
This contest should be purpose-designed solitaire play games. Multi-player options are allowed but the primary focus of the game should be for solo play. A good example is something like B-17, which has a two player option, but was designed to be enjoyed by one.


The games should have a decision tree or a way for players to react to the randomness. Games should not be decided (won or lost) regardless of player action (ala Klondike). Also, games should not be two-player games in which the player must play both sides (ala A Victory Lost).


Components
Other than solitaire play, there are no specific design qualifications for this contest. The game mechanics, theme, and amount of randomness are left to the discretion of the game designers. There is no minimum or maximum limit on the number of components or rule length. Designers should be aware that larger games may be built and played by less people and therefore may not receive as many votes as games with smaller and quicker builds.


All games must be printable on regular A4/American Letter Paper. Large format maps and boards are okay as well so long as they can also be printed on A4/Letter paper. (For example, if a designer made a board that was designed to be printed on A3/11x17 paper, they should also provide an alternative where it can be printed on two sheets of A4/Letter paper.)


Designers are free to design whatever components work for their game. If designers want to make games that are Artscow ready or designed to be printed on perforated business cards, etc they are welcome to do so, provided that the game is also printable on regular A4/American Letter paper.


Circle, hexagonal, and other shaped pieces are allowed. If you are going to create games with difficult to cut pieces, please be aware that not everyone has a good tool to craft these and consider using squares if possible.


Designers can require that players provide a reasonable number of cubes, dice, etc.


Game Design
The games entered in the contest should be new. To be eligible for this contest, a game cannot have been entered in a previous contest and it can't have a WIP thread/game entry on BGG prior to April 1st, 2011.


Team design work is allowed for this contest. You can have multiple people working on a single game as designers, artists, etc.


Designers may submit multiple games to the contest.


Designers may plan on selling their game when the contest is done, so long as it is freely available as PNP during the the contest.
For all of the details, go HERE.

10 May 2011

Al's Solitaire RPG Blog

Throwing caution to the wind, Al C. has entered the blogging fray and publicly initiated the development of his own solo RPG!

From Al's blog:
I have been developing a solitaire rpg system that would be used in conjunction with Mythic GM Emulator. I know that pretty much any game can be used with Mythic and be played solo, but I have yet to discover an rpg system that is specifically meant to be used that way. I feel that since most rpg's aren't meant to be played solo, they do not offer the smoothest experience when using Mythic. When playing most rpgs solo, you are doing twice the work in most cases- the player and the gm's job. More involved systems require more time and effort on my part. I'm married, have two young kids, a house, dog, part owner in my own business and .... damn, I just don't have much time these days. 

So, join Al and lend him your thoughts! Visit and follow Solitaire RPG now!

(NOTE: Until such time as Al comes up with a spiffy title for this project, I shall refer to it as "Al's RPG" which, I'm certain, will catch on!)

06 May 2011

Interview with Mice 'n' Men designer John Buenavides

Not long ago, posters on BoardGameGeek participated in the Quick Print and Play Design Challenge, a friendly competition that featured the following rules/constraints:
  1. No more than 6 sheets of card stock (A4 or Letter) may be used for game components. One sheet of card stock can be used for other game materials besides cards (game board, player boards, player aids, markers, etc.)
  2. Cards must be the predominant feature of the game.
  3. No duplex printing required. However, different sets of cards can be specified to be on different colors of card stock.
  4. Rulebook can be no longer than 10 pages in length of A4 or Letter paper. Font can be no smaller than 8 point font.
  5. Cards must be rectangular or square (but see below). No hexagonal or irregular tiles.
  6. A reasonable number of cubes, discs, dice, markers, poker chips, winks, checkers or chess pieces may be specified by the game to be provided by the players. One sand-timer may be specified. Stickered dice are prohibited. Standard playing cards are also prohibited. 
Contestants were encouraged to design their entries in view of the BGG community, and John Buenavides did just that. What was unique about John's game concept - Mice 'n' Men, a colonization/survival game - was that it started out as a multi-player game, but, after soon playtesting among the BGG community, it became a solitaire game!

Now, after all of his weeks of hard work, John's feeling like the design of Mice 'n' Men is where he wants it to be. So, Solo Nexus cornered him in his burrow in the northern meadows and asked him a few questions.


Solo Nexus: The genesis of Mice 'n' Men was rooted in your RPG experiences as you struggled with resolution mechanics that nagged at you. How did the shift from making your own RPG to creating your own board game occur over time?
John Buenavides: In some strange "evolutionary" process, this game really started 2 years ago. I was looking for a different way to run a roleplaying game. I've gotten burned out on d20's and rolling dice in general, and I felt that having some kind of "finite set" of random results -- such as drawing from a deck of cards -- would be better than the "infinite set" of dice rolls.
     While playing around with that idea and running simulations to compare the results of 2d6, d20, and 52-cards against each other ... well, that's when I ran into Mouse Guard RPG, which led me to looking at the other game systems that Luke Crane had created.
     The Mouse Guard RPG pretty much opened up my eyes to what I really didn't like about the d20 system. I thought my problem was with mechanics, but my real problem was with how a ROLE-playing game had turned into a ROLL-playing game. The game that I loved involved imagination with player-and-gamemaster collaborating to form a story; the d20 "movement" in the late 1990s and 2000s had essentially turned the game into a miniatures wargame, and the story was no longer in the hands of the players, but rather in the hands of the game designer. Luke Crane and Mouse Guard reinforced the idea of storytelling.
     Another thing that Mouse Guard showed me is that conflicts of any type can be abstracted and treated in similar ways; and the same system can be used for any conflict, instead of having a separate one for combat and for non-combat.
     What I didn't appreciate in Mouse Guard is the "count successes" on dice -- both sides of a conflict rolled dice, but there was no relative comparison being done. Instead, each side counted their successes independently, and then compared the counts against each other.
     And that's where I started playing around with the idea of directly comparing the individual dice paired up against each other. It's a Risk-like mechanic. (Should I come up with a name for this? Dice vs Dice? DvD?)
     That's where I was last year. Having decided on a mechanic, I was then looking to apply it to an RPG. As I had spent so much time with d20, I was still somewhat influenced by the miniatures-gaming style, so there was a focus on combat. I also have a rather large collection of Mage Knight, so I wanted to recycle the Mage Knight miniatures to be useful in the RPG.
     I had decided early on that trying to invent a Magic/Sorcery system to fit into the RPG would be very difficult; so I had focused on a mundane (no-magic) world. I also wanted to have a very colonial, wild-lands, or wild-west world ... essentially a game where there are no political and economic superpowers. That led me to researching Colonial America.
     And eventually, I found the story of Roanoke Island and the Lost Colony of 1587. I've been playing around with various ideas for that game since September / October last year. I finally settled on a set of rules for a combo-boardgame / RPG early this year. But it was pretty rough.
     This is where Mice 'n' Men comes in. It's a distilled version of that Roanoke Island game. I turned Governor White's colonists into mice, and simplified the list of statistics of each colonist into the far simpler list that the mice tribesmen now have. Much of that re-working was due to the constraints of the contest ... so the constrained environment that these contests put on the game design process really do work!
     And strangely enough, I've come full circle in one sense: I've come back to playing cards instead of dice. I can imagine that I'll eventually return to the Roanoke Island RPG, but it seems fruitful to continue refining Mice 'n' Men in the meantime.

SN: Though the origins of Mice 'n' Men come from such a personal place, you readily embraced developing the game on the BGG message boards, welcoming commentary. How did such "open" designing benefit your creative process?
JB: I received two primary benefits to opening up the development process: (1) Positive feedback; and (2) Challenges to the design. The Roanoke Island game was largely a solo-research project. Most of the time, I simply simulated ideas and scenarios using a spreadsheet and a set of "programmed" players. When I started working on Mice 'n' Men, I wanted and needed other heads to give me their opinions on "what worked" and "what needs more work".

SN: About two weeks into the design process you noted that "Many of the playtesters were also running the game in solitaire, so the decision was made to focus on that aspect." How did the solitaire experience differ from your initial concepts for the game?
JB: The initial concept was really just a run-over from the Roanoke Island RPG: a multiplayer game. At the time, I was also already playing cooperative games like Pandemic and Forbidden Island -- and since both games were popular with my non-gamer wife and relatives, I had a personal goal of inventing yet another multiplayer cooperative game. I wanted a game that would play well in a 3 or 4 player setting, with options for 5 players (harder scenarios) or variant/twists for 2 players (one or both players would play "double-handed")
     Playtesting a multiplayer game that "requires" 3 or more players, however, is pretty hard when you don't have a consistent pool of players. And even if you have a pool of players, it takes a rather special group to really play a game with a critical eye and provide meaningful feedback. Most of my playtesters had that problem -- they didn't have a good group of people to play with; at best, they may be able to pull one friend (usually their wife or girlfriend) into a game. Going into the Mice 'n' Men project, I had already decided to zoom down to a 2 player game to allow for easier playtesting.
     From a 3000-ft view, Mice 'n' Men doesn't really have a concrete number of players -- there are plenty of mice to go around and perform the tasks for survival, and it didn't really matter whether one player made all the decisions, or if the decisions were made by several players. However, zooming down to the 10-ft view, the number of players were crucial to the mechanics that governed the difficulty level of the game. I had to adjust the scenario that was built for 2 players, and make it playable for 1 player.

SN: When you hit a few snags during the design process, one of the message board participants suggested that if you could not find an appropriate solution to your issues "there is more honor in withdrawing an entry from the contest than in submitting something sub-par." What kept you persevering through the tricky parts?
JB: Well, it made me think about "honor". For many people, honor is something you earn within a community: it answers the question, "are you being true to your community?" For other people, myself included, honor is something far more than that: when I think of honor, I think of personal integrity -- so now it answers the question "are you being true to your community AND to your self?" One of the primary considerations that I had to think about while designing the game in the context of the contest was: is this the game that I meant to design, or is this a game crippled by the contest constraints? In other words, "am I being true to my game design?"
     What kept me going was the fact that I haven't really seriously considered the components I needed for Mice 'n' Men. So in a way, I wasn't being honorable to the game components aspect of the game. The game I had designed so far existed in an abstract form in my head, and in order for me to be true to delivering the game to everyone else, I had to produce physical components. And it couldn't just be a random collection of components, it had to be components that make the game work well.


SN: You shifted from a dice mechanic to a card mechanic. How did the need for that change become apparent to you?
JB: I waffled on that a lot! One of the things that led me to this journey of game design was a desire to avoid rolling dice. As I was researching game designs, it became apparent that kids love to roll dice -- and I have a 4 year old son with whom I'd love to play games. It was in the course of playing games of Risk with my son that I had decided to adapt that dice mechanic into my game. Later on, as I tested the game, it became rather obvious that the Risk mechanic (3 dice vs 2 dice) worked well because it was easy to sort a set of 2 or 3 dice.
     The game I had designed would quickly have each player rolling a set of 10 dice and sorting that set, and comparing it against a separate set of about 6 to 8 dice. That's a lot of dice sorting ... which made the game too "fiddly" and slowed down the pace. On the other hand, I've never had a problem sorting a large hand of cards. Games of Bridge, Hearts, and Social Order convinced me that card sorting was a lot easier and accepted.
     I had to perform a few thousand Excel simulations just to compare the results of rolling 6 sided dice against drawing from a fixed set of cards. There are a few differences, but they were not significant enough to rule out the mechanic. In fact, the differences turned out to be positively driven to how I wanted the game to work, so I was happy with the change. In particular, I would have had to use a special set of dice to indicate "north" or "south" for one part of the game; that's a lot easier to adjust and manage when the "north/south" is actually indicated as part of the cards instead.

SN: How did the limitations of the contest's restrictions actually aid you in the game design for Mice 'n' Men?
JB: The contest's restrictions really forced me to look for a compact solution. Can you imagine a roleplaying game with only 10 pages of rules? How about an entire scenario that fits within 6 pages -- including the characters, the maps, and the encounters? As I mentioned before, a lot of the research I had done for the Roanoke Island game was in my head -- and my imagination has some pretty vast boundaries.

SN: Of all of the elements of your finished product, what aspect makes you the most proud?
JB: After I had been writing and re-writing the rules, I went back and dug up what inspired me to call it "Mice 'n' Men". The title really had nothing to do with the plot line of John Steinbeck's novel "Of Mice and Men". My appreciation of David Peterson's Mouse Guard and Luke Crane's subsequent RPG had inspired me to take the human experience of the Roanoke Island colonists and turn it into mousie roleplaying game scenario.
     So it wasn't until much later when I wanted to add some kind of backdrop to the game that I did some more research. At first, I wanted to just re-tell the story of Walter Raleigh, John White, and that tragic colonial history. But when I found Robert Burn's poem "To A Mouse", I was surprised by how fitting it was to the game! I've hinted at that poem in the rulebook, but any player who manages to read the entire poem will get a very nice surprise.


SN: Can we expect more scenarios for Mice 'n' Men in the future?
JB: Definitely, although not immediately. The current version that I submitted to the contest ("Feb 28") was really limited down to "what was absolutely needed for the game to work." I had set aside a few mousey-types, and I also genericized the Colony Leader. I'm thinking of updating that release to include the Foreman, the Adventurer, and also give the player(s) an option of several Colony Leaders -- like The General, or The Mason, or The Nobleman.
     The "Feb 28" version is really specific to the Winter 1584 scenario. And I like the idea of continuing the story on a season-by-season basis; much as both David Peterson and Luke Crane structured their creations. Each season brings its own set of threats and challenges, and the cast-of-characters will fluctuate as time marches on. Can you imagine pirate rats (hmmm Pie-Rats!) ?
     I'm even toying around with yet another RPG-turned-boardgame that is set in the Spring 1584 season of Mice 'n' Men; but where Mice 'n' Men had the players managing an entire tribe of mice, this new game will be more along the lines of a traditional "dungeon crawl" or "questing" game. Hold on ... lemme copy-and-paste the blurb I've come up so far:

This past winter, you and other members of your tribe of mice
arrived on the vast farmlands and fields of the New World.
Struggling through the perils of Winter 1584,
your tribe has established a thriving colony.
However, there are still many dangers in this new land;
and your colony leaders have seen fit to send out
small groups of adventurers such as yourself to investigate.

Game Overview
In this game for 1 to 3 players, each player takes the role as the leader of a small group of adventurers. Your task is simple: eliminate some of the dangers in the wilderness, and win fame, glory, and influence for yourself!

The adventuring party starts with just two or three members; but you may find allies along the way. During each round (also called a “day”), the party will travel, face challenges, and make plans for the next day. However, do not dawdle in your explorations, for each day also adds to the strength of that final threat for each scenario!

Thanks, John! Good luck on all of your endeavors, both big and really, really small!

Want to play Mice 'n' Men? Just follow these links:
The Rules
The Board & Cards
The Board & Cards (no graphics)

02 May 2011

Commit to Solo Tabletop Gaming Appreciation Month NOW!

It is now six months until November 2011, and that means it's time to make your pledge to play something new or something big during 11/11, Solo Tabletop Gaming Appreciation Month!


Solo Nexus was created to build up resources and encouragement for Solo Tabletop Gaming Appreciation Month, and now I'm hoping some of the folks interested in this event will make their commitment to a momentous solo gaming experience during 11/11!

So, reply to this post as a comment or contact Solo Nexus. Either way, make your pledge to yourself (and to us so we can keep you honest) by specifying to the best of your ability what momentous solo tabletop event you are planning to undertake this November!

Plan to use the whole month to finally paint those minis in the box on the shelf or try that rule set you bought last year or complete a fully-documented solo RPG adventure or design your own solo CCG with that software you've had your eye on or create the best after-action report of a solo battle ever or - well, you get the idea!

For those new to indulging in the solo tabletop experience, feel free to send questions or comments to the solo vets via Solo Nexus. Others out there may be able to provide guidance.

Spread the word around the blogosphere!

Use the d30 image above as a logo!

Tell everybody who enjoys the solo tabletop experience to plan some free time for themselves to do something exciting and memorable!

[As previously stated: Of course, if you think planning your game six months in advance is too soon, then feel free to take your time. Having fun is what this is all about! However, some of us have responsibilities and schedules that demand that we scrupulously select and protect our personal game-time, and what better way to do that than by marking our calendars far enough in advance to stave off any unwanted "treading" on our special days?]


So, make your pledge today or at any time before 11/11! We look forward to hearing from you!

[Also, as previously stated: My November 2011 pledge is a Solo Heroclix Wargaming Campaign across NYC. I've been testing and developing the rules for the campaign on this site since Solo Nexus began, and I've more to share as 11/11 approaches. The campaign will require 10,000+ points of Heroclix characters, multiple battlefield maps keyed to real NYC locations, and a final battle that - if my original solo rules work out - should be extremely surprising and gigantic!]