
His rules and charts are available for free: link It plays extremely well, and you'll be surprised how often the enemy "cleans your clock!" Roll a die, compare to the clock orientation, and the maneuvers for the IO are set by chart. Ogre falls into this category.įinally, if you have Wings of Glory, TMP's own Herkybird has an excellent solo system for it, based on the opponent's planes' maneuver ratings and the orientation of the enemy in a plane's "clock" direction (the classic "12 o'clock, 6 o'clock," etc.).

weaker yet more numerous intelligent defenders also can work well- you play the defenders, and the attacker takes the most aggressive approach possible whenever a decision has to be made.

Similarly, any game that involves a singular "unstoppable" attacker vs. You play the side that is weakest and/or has the most difficult victory conditions.Īnd of course, any game with an asymmetric scenario, especially one where one side is essentially a "ravenous horde," is often easily played solo- just have the horde always attack everything in sight/reach, and you control the "organized" defenders/commando team- Space Hulk, The Awful Green Things From Outer Space, pretty much any zombie or space bug game should be solo playable in this way.

Give the IO the most favorable side to control and the most easily obtained victory conditions.

Restock that hand by adding cards when the rules call for them to the bottom of the hand, etc. Just give the Invisible Opposition a hand of cards, randomly shuffled, and draw the top card, carrying out the orders shown as aggressively as possible for "his" side. For example, any two-player card activation system should work well, especially if the cards are tied to specific units or areas of the battlefield (as C&C does for the latter). There are lots of two player games you probably already have that are easily turned into a solo game.
