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David H. Jackson - Solo Games: 12 Exciting New Board Games to Be Played By One Person

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David H. Jackson Solo Games: 12 Exciting New Board Games to Be Played By One Person
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Complete instructions, game boards, and markers for playing all twelve games.

David H. Jackson: author's other books


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Table of Contents ACKNOWLEDGMENTS The author wishes to thank his - photo 1
Table of Contents

ACKNOWLEDGMENTS

The author wishes to thank his friends:

Todd Cline

Brian Doubleday

Doug Doubleday

Scott Ziegenhagen

For their testing of these games and their review of the manuscript.

ANIMAL
Scenario

A group of animals has escaped from a zoo. It is your job as zoo-keeper to bring them back. To accomplish this return you send out some of the remaining animals from the zoo to bring back the escapees. However, some of the rescuers that you send out may defect with the escapees. The winner is you or your opponent (the escaped animals)whoever is the first to obtain all the animals.

Equipment Required

10 Elephant Markers
10 Lion Markers
10 Kangaroo Markers
No board required

Setup

Put five each of elephants, lions, and kangaroos face down to one side away from the playing surface. The markers should be mixed. This group is the escaped-animal compound. The rest of the markers are placed face up on the other side away from the playing surface. These markers represent the remainder of the zoo. The animals in the zoo must bring back the animals in the escaped-animal compound.

Play

The zoo-keeper (you) must decide how many and what type of animals that he wishes to send out from the zoo to bring back the escapees. He cannot choose more animals than are available in the animal compound. These markers are placed face up in a column near the center of the playing surface. The same number of markers are drawn from the animal compound and are placed next to the zoo animals that are already chosen. The compound markers are then turned over and the results of the individual confrontations are determined.

If a zoo animal wins the confrontation, both markers return to the zoo and are turned face up. If an animal from the escaped compound wins, both markers go to the escaped compound and are turned face down. If both animals are the same, the result is a draw, the animals decide to elope, and both are removed from the game. The play continues until all of the remaining animals are either in the zoo or in the escaped compound. The escaped-compound markers that are turned face down should be mixed before the selections are made for a new turn.

Confrontation Results

An elephant frightens the lion and wins the confrontation.

The lion frightens the kangaroo and wins the confrontation.

The kangaroo looks like a big mouse and so it frightens the elephant and wins the confrontation.

In each of these three results the frightened animal returns with the victor to the victors home, either the zoo or the escaped compound.

If both animals are the same, they decide to elope and disappear from the game altogether. That is, their markers are removed from the playing surface.

Victory

The winner will be first opponent, the escaped compound or the zoo-keeper, to have possession of all the animals, except for those that have eloped, after all of the confrontations have been resolved.

If there are no animals remaining in the zoo, then the animals in the escaped compound win. However, if there are no animals remaining in the escaped compound, then the zoo-keeper wins. A draw occurs when all of the animals have eloped.

Alternative Games

Among other game situations that may be used, turn over all the markers and choose 15 random markers for the zoo. The remaining markers are used as the escaped compound.

A second game situation is to throw two dice to determine how many animals have escaped or how many animals remain in the zoo. This method of determining how many markers are to be used may be applied to both sides. Any extra markers may be removed from the game.

ASSAILANT
Scenario

You have been challenged by an unknown assailant to a duel to the death. You will establish your personal characteristics for the game, purchase your weapons, and go out for mortal combat.

Equipment Required

Pencil and paper to record the game data 2 dice to determine characteristics listed below and make decisions for the game No board required

Setup

Use the pencil and paper to set up a status sheet for your characteristics and for the challenger. The status sheet for each opponent should look like this:

Name
Strength (ST)
Dexterity (DX)
Money
Offensive Weapons (OW)
Defensive Weapons (DW)

The information is written on your paper in the following manner:

Nameuse any name you desire.

Strength (ST)Roll the dice. This number, between 2 to 12, is the offensive factor which determines the ability of the character to inflict damage upon his opponent.

Dexterity (DX)Roll the dice again and subtract the result from 20. This value, between 8 to 18, is the characters defensive factor and defines how well he can take punishment from the opponent.

Note: If you wish to reuse a character that was successful in a previous bout, then reenter the numbers that were used for that contest and add one to them as a bonus for success. The rest of the setup is the same whether a new or previously successful character is being used.

MoneyRoll the dice again to determine the number of credits you have at your disposal. Use the credits to purchase one offensive weapon and as many defensive weapons as possible from the weapons tables. Record the weapon names in the offensive and/or defensive part of the status sheet. In addition, record the hit data, OW or DW, after the weapon name. If more than one defensive weapon has been purchased, the sum of the hit data should be calculated and entered on the sheet. The usage of the hit data will be explained later.

You cannot purchase weapons that cost more than the number of credits that you have. For instance, if you roll a 4 for your money, you may purchase a small shield (2 credits) and a sword (2 credits) for a total of 4 credits. However, you may not purchase leather armor (3 credits) and a sword (2 credits) because that would total 5 credits.

When you have completed the setup for your character you should set up a status sheet for your opponent using one of the following methods. In either of the following methods the money entry on the status sheet should be ignored.

Predetermined Method

Roll the dice and record the data for your opponent, using the information listed in the opponent table, beside the number thrown on the dice. In general, the table has been set up to provide a more difficult opponent when a specific type of number is rolled. For instance, a giant (produced by a roll of 7) is very difficult to defeat.

Variable Method

Give your opponent whatever name you wish. Determine his strength and dexterity as you did for your own character. Roll a single die and use this number to pick his offensive weapon from the table. Repeat the process to determine his defensive weapon.

After completing all this data, compare the strength (ST) number of one opponent to the defense weapon number (DW) of the other opponent. If the ST is not at least 3 greater than the DW, then reroll the ST until it is. That is, ST minus the opponents DW must be greater than 2. Repeat the process for the other opponent if necessary. This adjustment prevents the development of an impossible no-win situation for a low ST character.

OFFENSIVE WEAPONS TABLE

DEFENSIVE WEAPONS TABLE OPPONENT TABLE - photo 2
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