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Twilight Struggle

SoloPlay Rules
Original game design by Ananda Gupta and Jason Matthews 2005
Additional rules 2011/2012 SoloPlayTM (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
Variable Starting
player (not to exceed 4) and either 4 on a low roll of 4, 5 or 6 in West Germany, 3 on a low
Position:
roll of 3 in France or 2 on a low roll of 2 in Italy for the US.
The lowest die of the 2
rolled determines
ii. Place 1 (additional) influence in each of the following countries, in order, until all
where the initial
remaining setup influence has been placed: the USSR/US place an additional 6/7
influence will be placed
influence during the game setup above what is marked on the game board which
at game start.
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

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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
Drafting Cards:
following drafting restrictions/notes:
To setup the player's hands
1. Balancing OPs: The total OP value on the cards you keep may not exceed those
for the coming turn a
balancing draft mechanic
given to the AI. It can be equal.
will be used.
2.
You
may keep any combination of your/shared/AI events. After a little bit of
This will build a "deck/
practice you should be able to make more knowledgeable decisions. For your
hand" for each player from
which actions will be
first time you might want to keep as many events that apply to your side as
selected/drawn.
possible.
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 players 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
Drawing cards:
condition exists do not draw a card). You may not need to draw any cards.
During this turn's setup
process, cards will be
ii. Step 2: Draw 6 cards from the draw stack for drafting (keep/give 3, balancing OPs)
drawn from the deck.
1. Possible Bonus Scoring: Gain 1 VP if you decide to keep 3 cards that total 3 or
Those that are not being
drafted are not to be
more OPs less than the AI.
looked at. You will not
iii.
Step
3:
Draw
1 card, without looking at it, for each player with 4 cards (it is possible that
have perfect knowledge
about what is in play.
one 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 players 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.
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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.
vi. Step 6: Shuffle each players 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
Using Scoring Cards "deck"
(no penalty). This includes all countries in the primary region and any
connection to a country neighboring the primary region that the player is
Scoring
Primary
Secondary
able to place influence in. (Example: If the Middle East is the primary
Card Deck
Region
Region
region and you have influence in Iran (dont have to control), you may
Both faceup regions cannot be early war cards
place influence into Pakistan or Afghanistan like it was being placed in
during turn 1, 2 and 3.
the Middle East)
2. Step 2: Reveal the next scoring card faceup and determine if a further draw is
Turn Setup / Region Play
needed.
Restrictions Example:
a. A further draw is needed only if both of the first 2 cards revealed are
Draw the top scoring card from the
draw stack. The Europe score card
early war scoring cards and it is turn 1, 2 or 3 otherwise an additional
was revealed, it becomes the primary
draw is not needed. If an additional draw is required, the second card
region for the first action round. Place
drawn is set aside and reveal another scoring card. If it is also an early
the card to the left of the scoring card
draw deck.
war card, set it aside and draw one more card.
The Middle East scoring card is
b. The early/mid-war scoring card revealed will now be the secondary
revealed next. Since it is also an early
war scoring region it is set aside. The
region for the round. Place the card faceup to the right of the scoring
South America scoring card is then
card pile.
revealed. Since it is not an early war
scoring card, it qualifies as the
i. The players may place influence into the secondary region at a
secondary region card. Place it to the
penalty cost of 1 OP regardless of how many OPs are placed in
right. Shuffle Middle East card into
the scoring card draw deck.
the secondary region reducing your available OPs to a minimum
of 1. This does not extend to neighboring countries in this case.
Therefore Pakistan would not qualify if the Middle East was the
secondary region assuming that you had influence in Iran.
1. Example: If you had 3 OPs and you wanted to place
some or all influence in the secondary region you may
How many OPs points will I
do so as if you had played a 2 OPs card.
have to place influence if I play
a ? OPs card to a primary/
3. After the regions are determined, you will have either one early and one midsecondary/other region?
war card or 2 mid-war cards faceup or possibly 2 early war cards after turn 3.
1 OPs: 1/1/Not allowed
a. Return all excess scoring cards drawn, if more than 2 cards were
2 OPs: 2/1/1
revealed during this process, and shuffle back into the scoring card deck.
3 OPs: 3/2/1 (excess is lost)
4 OPs: 4*/3*/2*
4. What if you want to place influence in another region not shown on a faceup
* The China card permits the gain of 1
scoring card?
additional 1 OP cost influence in
Asia/SE Asia if all of the OPs are used
a. Only you can choose this option at a cost of 2 OPs per influence placed
there. Therefore with the China card
(2/4 OPs needed to place 1/2 influence in any one region of your
you would have 5/4/3 OPs for Asia.
choice). However, if the China card is played and all of the OPs are used
The China card also permits the only
exception to the maximum of 2
in Asia then 1 additional 1 OP cost influence may be placed in Asia/SE
influence placed in a country per
Asia. Therefore if Asia/SE Asia are not faceup, you still may be able to
round. The maximum in an Asia/SE
Asia country is 3 with the China card.
place 3 influence in Asia even in the same country which exceeds the
normal restriction.

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i. Any excess OPs are lost which will only happen if you are using
a 3 OPs card.
ii. You must have at least 2 OPs to choose this option.
b. Headline Phase: The headline phase is performed using the sequence noted below (you select
first, the AI turns a card(s) and then resolve) unless you have advanced the space race to the 4th
position and the AI has not cancelled the privilege granted to see the AI headline action first.
Refer to the primary and secondary region cards to assist in making your choice.
i. You: Draw 3 cards from your deck/hand and choose one to play (required).
1. If you have advanced the space race to the 4th position and the AI has not
Headline Phase:
(normal process)
cancelled the bonus, the AI will perform his choice first. You can then make
- You draw 3 cards
your selection with this additional knowledge.
- Choose 1 for play
- AI turns his top card
2.
Move
the 2 cards that you are not using to the bottom of your deck/hand in
- Determine if playable
any order.
- Resolve events in
descending OPs order
ii. AI: Chooses a headline event by revealing the top card of his deck/hand.
(This process and sequence
1. If the event is solely your event, he continues to draw cards until he finds one
may change by the state of
the space race)
that is not solely your event.
a. If, in the extreme chance, there is not one, he will play the lowest OP
value card.
b. Any additional cards that were drawn and not used are then shuffled
back into his deck/hand.
2. If the event is not solely your event, it is played as his headline choice if
permitted. (Some cards cannot be chosen during the headline phase (the China
card is one) and others are disallowed by the card appendix below. If a
disallowed card is turned, set it aside and draw another card until a card
qualifies for play.)
a. If the AI has advanced the space track to the 4th position and you have
not cancelled the bonus, the AI will continue to reveal cards until the
OPs value of a qualifying card turned equals or exceeds your headline
choice OPs value and is not solely your event.
i. If the Defectors card is turned at any point and the AI is the US,
the card is used to cancel your USSR headline event.
ii. If unable to match/exceed the OPs value, the lowest value for
the side he is playing is chosen.
iii. Resolve the headline phase normally (descending OPs value with US first if tied). Refer
to the card appendix/influence placement/region-country sequence (pg 6) sections as
needed to determine how the AI will react to the card played.
1. If the AI is dictated to place influence during the headline phase, he will add to
Europe unless otherwise specified. See AI Influence Placing Sequence below.
2. If you are permitted to place influence, only the primary and secondary (no 1 OP
penalty) regions can be chosen unless specified by the card event.
c. Playing cards: The USSR will go first each round unless you are playing the US and the round
will be a scoring round. In this case, you will go first.
i. Influence Placement Restrictions: Neither you nor the AI may place more than 2
Influence Placement
influence in a country using a cards OPs in a single round (except with the possibility of
Limit:
a China card play). It is possible that it can happen through other means (coup or event)
Neither you nor the AI may
place more than 2 influence
which is permitted.
in a single country during a
ii.
Your Action Round: Draw the top 2 cards of your deck/hand (this may be 1 or none
single round without
depending on the actions of previous rounds) and decide which one you will play. Move
assistance from the China
card.
the other card to the bottom of your draw deck/hand, if applicable.
1. Choose how you will use your card, making note of your coup and realign
options. If you choose to use UN intervention as an event, only the "other" card
event can be cancelled.
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a.

When can you coup? Only if one of the following conditions exist are
you permitted to coup within DefCon restrictions:
i. If you have zero military operations and the AI has more.
ii. If it is action round 4+ and you have not met the required
military operations.
b. When can you realign? Anytime within DefCon restrictions.
iii. AI Action Round: Turn the top card of his deck/hand. Depending on the type of card
turned and if it is a scoring round a reaction will be chosen using the following sequence:
(Reminder: The AI will always play second during a scoring round)
1. If it is not a scoring round ...
Action Round
a. and the card turned is UN Intervention. Continue to turn cards until one
Sequence:
USSR will play first in all
of your events is revealed, the OPs value of that card will be used this
action rounds unless you
round. Any cards not used will be shuffled back into the AIs
are playing the US and the
deck/hand. If none, set aside and draw another headline card.
round is a scoring round.
You will play first in all
b. when will the AI play to the space race? If the card turned is solely your
scoring rounds.
event and the AI has not played to the space race (or played a second
card if applicable) and the card qualifies, the card is played to the space
race. Roll a die and determine the result. Make sure to turn the space
race marker facedown to indicate the play made.
i. If the space race cannot be played to, the OPs will be used as if it
is a scoring round explained below or the China card may be
used to place influence.
c. and the card revealed is a shared or AI event. Determine if the event is
triggered based on the possible effect of the event or as noted in the card
appendix at the end of these rules. If the event is not able to be activated,
the OPs will be used as if it is a scoring round explained below.
Definitions:
2. If it is a scoring round, perform the best option(s) in the order listed:
BG = Battleground
a. Important Note: If the event would have a stronger impact in the
non-BG = Non-battleground
primary region (better scoring, more controlled countries etc.) than just
placing influence, this option must be chosen. This is dependent on the
sequence that follows:
Determining how the AI
b. AI Influence Placing Sequence:
will take action:
1. Influence placement is considered before attempting a
The most complex component of
this variant is determining how
coup/realignment. The AI wont gamble if an improvement can
the AI will place influence. In
be guaranteed.
brief, if he turns your event he
2. Important Placement Notes: Each step is considered only if it
will try to send it to space but not
in a scoring round. In a scoring
improves the scoring award/position first and then the one that
round his goal is to increase his
provides the best AI expansion possibilities for later in the game.
scoring potential.
Considered in order are:
Use the region/country sequence as needed.
- Potential of his played event
a. The maximum total influence that the AI is permitted
- Gain control of BG countries
- Gain control of non-BG
to have in a BG/non-BG country is the amount needed
countries to gain dominance/
to gain control +1/0 respectively. Your presence in a
control
country will affect the total amount of influence
- Strengthen current positions BG
and then non-BG countries
required. Example: If you have 2 influence in France,
- Expand into BG countries
the AI is permitted to place a maximum of 6 influence
- Expand into non-BG countries
there. 2 + 3 (stability # ) +1 = 6 influence. This would
If influence placement cannot
achieve a scoring gain, the AI
be 4 without your presence. However, a coup or event
will attempt a coup or
can cause the AI to exceed this limit.
realignment in the scoring
region.
b. Reminder: The maximum amount of influence that
each player can place in a country each round is 2.
However, it may require 3 or 4 OPs to place the 2

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Increase/expand Definition:
Increase/expand = add 1 or 2
influence to the country type specified
to meet the requirements of the
option. Countries that the AI occupy
are considered first unless a better
scoring option exists such as breaking
your control in a BG country next to a
superpower. If not, then expanding
into countries that grant the most
connections to BG/non-BG countries
is considered first.
Note: The AI always wants to
conserve his OPs and will place
influence for 1 OP before expending 2
if the options are similar.

Region/Country AI Priority
Sequence
Europe:
US: West Germany, France (mid war +),
Italy, Canada, Spain, U.K., Greece, Denmark,
Sweden, Benelux, Turkey and Norway.
USSR: East Germany, Poland, Romania (mid
war +), Finland, Czechoslovakia, Yugoslavia,
Austria, Hungary and Bulgaria
Middle East:
US/USSR: Iran, Egypt, Iraq, Libya, Israel,
Saudi Arabia, Jordan, Syria, Lebanon and
Gulf States.
Asia: (Southeast Asia is integrated into this
list)
US/USSR: Pakistan, North Korea, Thailand,
South Korea(after Korean war played as an
event), India, Japan (US: mid war +)
Afghanistan, Malaysia, Burma, Indonesia,
Laos/Cambodia, Philippines, Taiwan,
Vietnam (USSR: mid war +) and Australia.
Central America:
US/USSR: Panama, Mexico, Cuba (mid war
+), El Salvador, Nicaragua, Costa Rica,
Guatemala, Haiti, Honduras and the
Dominion Republic.
South America:
US/USSR: Venezuela, Argentina, Brazil,
Chile (not until Allende or late war +),
Paraguay, Columbia, Uruguay, Peru,
Ecuador, and Bolivia.
Africa:
US/USSR: South Africa, Zaire, Algeria,
Nigeria, Angola, Sudan, Tunisia, Zimbabwe,
Ethiopia, Botswana , Saharan States,
Morocco, Ivory Coast, Cameroon, SE African
States, Somalia, West African and Kenya.
Feel free to alter priorities if your experience
dictates differently. The better your
opponent performs, the more interesting the
variant will be and your play will become.
The regions are not prioritized necessarily
because game conditions can alter the
priorities. The header is just a reference to
indicate that the list breaks the countries into
regions.

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influence. The AI wants to use as few OPs as possible


when placing his influence.
c. Note: Once an influence placement creates minimum
control in a country or the condition mentioned is met,
the sequence is restarted to determine if the conditions
have changed such that a different option needs to be
considered for any remaining influence to be placed.
For example: if after adding influence to control a nonBG country domination + 2 countries has occurred
that option is no longer considered.
3. Option 1: Increase(expand) influence in(to) a BG country to gain
minimum control or to eliminate your control considering those
next to a superpower first and the closest to gaining control.
This would be 5 in the France example above. The best scoring
option is chosen. This option is not considered if increasing a
non-BG would give the AI domination/control of a region.
4. Option 2: Increase(expand) influence in(to) a BG country to gain
minimum control +1 considering the higher stability number
countries first and in the case of similar options increase those
that neighbor your countries first. This option is not considered
if increasing a non-BG would give the AI domination/control
of a region.
5. Option 3: Increase(expand) influence in(to) a non-BG country
next to a superpower to gain minimum control considering those
with AI influence first and closest to control.
6. Option 4: Increase(expand) influence in(to) a non-BG country to
gain minimum control, closest to control first. This may be
important to gain presence in a region and can be selected only
up to the point of domination/control + 2 countries.
7. Option 5: Increase influence in a "connected" BG country with AI
influence to gain minimum control. Pakistan is "connected" to
the Middle East, for example, which can be selected if the AI has
influence in Iran. If multiple options, choose the one closest to
control.
8. Option 6: Increase influence in all BG countries the AI currently
occupies by 1 influence considering those closest to gaining
control first. If there are still similar choices and you share a
country with the AI, the AI chooses this country. Otherwise the
country with the higher stability number is selected.
9. Option 7: Expand into a primary BG country or neighboring
region BG country ("connected" to the primary region) gaining
control if possible. This is similar to Option 5 except the BG
country currently does not have AI influence.
10. Option 8: Increase influence in all non-BG countries the AI
currently occupies by 1 influence considering those closest to
gaining control first. If there are still similar choices and you
share a country with the AI, the AI chooses this country.
Otherwise the country with the higher stability number is
selected.
11. Option 9: Expand into a primary non-BG country or neighboring
region non-BG country ("connected" to the primary region)
gaining control if possible.
6

c.

AI Coup Limitations:
The AI will not coup a
country with a combined
stability + your influence
greater than 5. At this point a
realignment may be chosen
instead.

AI China Card
Limitation:
The China card cannot be
chosen as an option by the AI
if leading in the primary
region, nor to coup or realign.
The China card can only be
used to place influence.

If it is determined that playing the OPs in influence does not change his
scoring potential/position and the AI is not leading and/or present in
the region, he will coup/realign a BG country if able (DefCon), country
next to a superpower or a non-BG country in the region, choosing the
lowest stability number country first. This option is only chosen if the
chance of success will improve the AI's scoring position in the primary
region.
i. The countrys stability number being couped or realigned must
be equal to or less than the OPs value of the card used.
ii. Is a coup an option? A BG/non-BG country with a combined
total (stability + influence) of 5 or less is a viable option.
Example: If Cuba had 3 of your influence it cannot be a target of
an AI coup (3 + Cubas stabilization # of 3 is more than 5).
iii. Realignment is chosen due to the lack of a country to coup,
DefCon position or due to the fact that the only countries have a
total stabilization + your influence value of 6 or higher making a
successful coup unlikely.
1. A BG country is chosen before a non-BG country with
the following restrictions:
a. Only countries with 3 or less influence are
considered.
b. Countries with favorable to zero modifiers are
chosen before those with no more than a -1
modifier.
c. The AI will not realign countries that he has
influence in.
d. Refer to the region/country order as needed.
d. If the AI is tied or leading in the primary region and the OPs/event will
not change his scoring position then the event is reviewed to see if the
requirements are met to activate the event as if a non-scoring round.
i. If it does not and it is a shared or AI event, then the AI will
follow the sequence noted above; AI Influence Placing Sequence
placing influence into the secondary region. A country which
grants access to another region (which the AI does not have
presence in) is more important than a country that provides
multi-country access in the same region.
ii. If the event is yours, the space race is considered first as noted
above and if not the AI will either coup (considering
DefCon)/realign in the secondary region, using the following
order: (the China card may not be used in this case)
1. Option 1: Coup a BG/non-BG neighboring
superpower/non-BG country with an equal or lower
stability # than the OPs on the card played is considered
first with stability + influence 5 or less.
2. Option 2: Realign a BG/non-BG neighboring
superpower/non-BG country with an equal or lower
stability # than the OPs on the card played is considered
first.
3. Additionally, the country chosen will have the lowest
stability number and then have the least influence in the
event of a tie. In the case of a further tie, a country that

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does not neighbor one of the AIs occupied countries


(does not have to control) is selected.
e. If no option improves his position at all due to it being late in the game,
or the AI is playing the USSR and has no presence in the Americas with
only an America primary region etc. then the influence is used without
penalty to expand the AIs presence in Europe using the AI Influence
Placing Sequence and country order.
3. China Card: (cannot be used as a headline event nor to coup or realign)
a. The AI will choose to use the China card to place influence if:
China Card Flexibility:
i. The card was placed in his deck/hand at the end of a previous
The China card provides extra
turn and is the card turned during an action round.
flexibility in placing influence
and strengthens the placement
ii. The AI has emptied his deck/hand during the course of the
of influence in Asia. Its
turn and there are one or more rounds to be played.
strength should not be
underestimated if used timely.
iii. If the China card is in his possession but not in his deck (like at
the beginning of the game) and it is a scoring round and the card
turned has solely your event on it.
1. Your event that was revealed is moved to bottom of the
AI "deck/hand".
b. China Card Bonus Influence: Each player gains 1 additional 1 OP cost
influence if by using the China card all influence is played into Asia/SE
Asia. The additional influence can be used to place a 3rd influence in a
country.
c. You may choose to use the China card whenever it is face up in your
area instead of the card(s) drawn. You cannot opt to play the China card
without drawing cards from your deck/hand.
i. However, if the card has been moved into your deck/hand
then it can only be selected when it is drawn during your action
round.
1. If either player is required to give the China card to the
other, it is given regardless of the location of the card. If
a deck/hand has to be searched to find the card, the
deck/hand must be shuffled after removal.
d. Note: China card influence can be placed anywhere in Asia/SE Asia if
the Asia or SE Asia card is the primary/secondary region. Asia and SE
Asia are considered 2 different regions for all other non-event placement.
iv. Remove events that have occurred as normally required and place the other used cards
into a discard pile, faceup.
3. Ending a round, scoring or determining if the next round is a scoring round
a. If it is a scoring round, perform scoring normally after both players have executed their action
round. There will be a maximum of 17 scoring rounds and a final scoring, if necessary, during
the contest.
i. The earliest that a scoring round can occur in the early war is the 3rd round but it could
Early War Scoring:
be as late as the 6th.
There will be one scoring
round each turn during the
1. A scoring round will only occur in the early war from the 3rd round + when the
early war. It can occur as
next early war scoring card is revealed becoming the primary region of play for
early as round 3 or as late as
round 6. The appearance of
that round. (This is either the 1st or 2nd early war scoring card revealed
the first early war scoring card
depending if one was revealed at the beginning of the turn) See example below.
after round 2 will trigger a
scoring round to occur in that
ii. Mid/Late War scoring occurs in the 3rd and 6th rounds regardless of the scoring cards
region after actions are taken.
turned.
b. Determine the primary and possibly a secondary region for the coming round
i. If the last round played was the 1st or only scoring round of the turn, turn the next 2
scoring cards faceup creating a primary and secondary region again.
Intellectual Properties of SoloPlay (BGG User GameRulesforOne)

Mid/Late War Scoring:


There will be two scoring
rounds each turn during the
mid/late war which will occur
at regular intervals, round 3
and round 6.

1.

Exception: the last scoring card is not turned over during the early war.
Therefore if the scoring round is late during the early war (round 5 or 6), you will
turn 1/0 cards respectively. A facedown scoring card is retained during the final
round to help indicate the primary/secondary regions and create a play
restriction.
ii. If the last round was not a scoring round, set the primary region card aside and either
move the secondary region card to the primary region position or draw a new primary
region for the coming round if no cards are currently faceup. Therefore, there will only
be one faceup primary region after a non-scoring round.
1. Process Change: At the start of round 3 from turn 4 (mid war) and on, retrieve
the bottom scoring card from the draw stack (do not look at the card) and the
first 2 region cards used for the first 2 action rounds, shuffle and return all 3
cards to the bottom of the score card draw stack.
a. Full Turn Example: (Early War)
i. Round 1: Europe (primary) and South America (secondary) are
put into their positions to start the round.
ii. Round 2: South America (primary) is moved to the primary
position after Europe is set aside. No secondary region.
iii. Round 3: SE Asia (primary) is revealed and placed in the
primary position after South America is set aside. No secondary
region.
iv. Round 4: Middle East (primary) is turned and placed in the
primary position after SE Asia is set aside (this will be a scoring
round, after actions are taken, as it is the first early war scoring
card to appear after round 2). No secondary region.
v. Round 5: Central America (primary) and Asia (secondary) are
revealed and put into their positions after Middle East is set
aside.
vi. Round 6: Asia (primary) is moved to the primary position after
Central America is set aside. No secondary
vii. Turn End
b. Mid War Turn with SE Asia Removed Example:
i. Round 1: Middle East (primary) and Asia (secondary) are put
into their positions to start the round.
ii. Round 2: Asia (primary) is moved to the primary position after
the Middle East is set aside. No secondary region.
iii. Round 3 (scoring round): [Retrieve the Middle East and Asia
scoring cards and the bottom scoring region card and shuffle,
moving all 3 cards to the bottom of the scoring card stack] then
Central America (primary) is revealed and placed in the primary
position (this will be a scoring round/region). No secondary
region. Scoring in Central America will occur after both players
have completed their action rounds with you playing first.
iv. Round 4: South America (primary) and Europe (secondary) are
revealed and put into their positions after setting aside Central
America.
v. Round 5: Europe (primary) is moved to the primary position
after setting aside South America. No secondary region is
revealed.
vi. Round 6 (scoring round): Middle East (primary) is revealed and
put into the primary position after setting aside Europe (this will
be the scoring round/region). No secondary region. Scoring in

Intellectual Properties of SoloPlay (BGG User GameRulesforOne)

the Middle East will occur after both players have completed
their action rounds again with you going first.
vii. Round 7: Asia (primary) is revealed and put in the primary
position after setting aside the Middle East. There is no
secondary region because this is the last round of the turn. Note:
In this example the Africa region did not appear as a primary
nor secondary region.
4.

Ending a Turn:
a. After 6 (early war) or 7 rounds have been played, the turn has ended. Perform the following
actions to reset for the next turn:
i. Note the required military OPs required as determined by DefCon and subtract points
Required Military OPs:
from your score accordingly. The AI does not lose points by not meeting the military
Only you suffer a penalty for
OPs requirement.
not executing the required
1. Raise DefCon one position
number of military OPs at
turn end. It will be important
2. Return both military OPs markers back to zero
setup up yours and the AI's
ii. Retrieve the scoring cards and shuffle, placing them facedown until after the card
coups properly to reduce your
potential losses.
drafting actions at the start of the next turn are completed. Be sure to take the SE Asia
card out of play if scored during the past turn.
iii. If a reshuffle is required due to a different war period or the deck running out, add cards
as needed and shuffle the draw deck as required.
iv. Continue play by following the instructions above, Preparing the player hands for turn
play making the slight changes when the mid-war begins. You will retain 9 cards for
instance.
5. Game End Conditions:
a. The game ends immediately without final scoring
i. If a player has moved the VP marker to 20 points at any point during the game.
ii. If you are the phasing player and DefCon drops to 1, you lose. The AI will never lose
this way. The DefCon reduction text is ignored but the rest of the event does occur.
iii. Europe is under player control during scoring:
1. AI has control, AI wins.
2. You have control and have a positive score, you win with that score.
iv. The War Games card has been played.
b. Otherwise, after 10 rounds have been completed a final scoring of all regions occurs with the
winner being the one with the VP marker on their side of 0. Note: Southeast Asia is part of
Asia during final scoring and is not scored separately in the event that the card has yet to be
removed which is possible.
6. Determine Your Victory Rating:
a. Score <0 or the AI scores 20+ during the game; you have lost
b. Score 0; draw
c. Score +1 to +3 Game Victory
d. Score +4 to +6 Major Victory
e. Score +7 to +9 Complete Victory
f. Force a 20+ point condition before game end or 10+ after final scoring: Master Level Victory
Card Appendix: The following card list indicates when the AI is permitted to trigger an event card. Cards should
be used by the AI for OPs influence instead of the event unless a condition/restriction is mentioned below or the
card's event is less than playing OPs. You may choose to use your card as you desire unless you are specified
below.
Additional Notes:
1. If at any point the AI is required to go through the discard deck and there is not a card that fits the
requirement or there is no discard pile, turn the top draw deck card until a qualifying card is found.

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10

2.

3.

If when performing a draw from another player's hand, the China Card is pulled. It cannot be taken,
draw another card. If trying to fulfill an OPs requirement for an event (Quagmire, for example), it can be
chosen. Reshuffle the "deck/hand" as needed.
The AI would rather spread into another region than gain control of a country if not a scoring round or it
would have no effect.

Early War: (The AI will activate an associated event only in the noted phase(s) if the condition(s) mentioned, if
any, are met.)

Arab-Israeli War: Headline / non-scoring round (if modifier 0 or -1 but only if a victory could win the game.)
Blockade: Headline / non-scoring round; you may only cancel the event by choosing to use one of the 2 cards
drawn on your turn otherwise you will be affected by the event. You must use the other card during your action
round if the event was canceled. If AI is affected: the AI turns a card(s) until a 3+ OPs card is shown and
discarded. Event will take place otherwise.
Captured Nazi Scientist: Headline / non-scoring round; if AI is behind on the space race.
CIA created: Headline / non-scoring round; you must sequence your hand in descending OP order (top to
bottom) AI only events, then combining (shared/your) events put in increasing OP order (largest OP values on
the bottom of your "deck/hand"). Shuffle like OP values without looking at the order when building deck. If AI
is affected: You may view the AI "deck/hand" but do not change the card order.
COMECON: Headline / non-scoring round (if AI can gain control in 2 or more countries)
Containment: Headline / round 1 only.
De Gaulle Leads France: Headline / Europe or non-scoring round (only if 3 influence affected)
Decolonization: Headline / non-scoring round: Attempt to control multiple BG countries first that do not
neighbor each other, if none, place in neighboring non-BG countries to gain control where possible. The
countries taken should give the AI the best ability to spread out.
Defectors: Headline only: May not be played during action round for the OPs value unless it is the only card in
hand including the China card if applicable. If drawn during an action round, move Defectors to the bottom of
the "draw/hand" and draw another card for play.
De-Stalinization: Headline / non-scoring round: The AI will use the event if he has at least 2 "excessive" (above
control) influence in country(ies) to use to spread to at least 2 different BG countries in at least 2 regions. If he
can gain control of 2 different BG countries in the regions, he will choose to do this. The BG countries considered
in order are Panama, Thailand, Venezuela, Argentina, Nigeria, Zaire otherwise gain control of one of these BG
countries and 2 non-BG countries or as many non-BG countries as possible.
Duck and Cover: Headline / non-scoring round: Activated if 2+ VP are earned or in any scoring round: if the
VPs earned achieve victory.
East European Unrest: Headline / European scoring round: Activated if the effect of the event in the scoring
round is greater than using the OPs to place influence.
Fidel: Headline / Central America or non-scoring round
Five Year Plan: Headline / non-scoring round
Formosan Revolution: Headline / during an Asia scoring round: Event is only used in the scoring round if the
additional influence is not needed and it will benefit scoring.
Independent Reds: Headline (only if 2+ influence affected otherwise draw another card) / Europe or nonscoring round if 3+ influence gained.
Indo-Pakistan War: Headline / non-scoring round: Attack the direction providing the AIs greatest benefit and
only use as event if 0 or 1 adjacent controlled countries during headline or 0 during a non-scoring action round.
If both options are the same, India invades Pakistan.
Korean War: Headline / non-scoring round (if US has at least 1 influence in South Korea with a zero modifier or
US influence 3+ and a +1 modifier)
Marshall Plan: Headline (if 6+ influence can be placed or 2+ countries can gain control) / Europe scoring round
(if 2+ countries can gain control)
Nasser: Headline / non-scoring round unless the 1 influence would have an effect on scoring.
NATO: Event never activated, play for OPs only. If drawn in Headline phase, redraw.
Nuclear Test Ban: Headline / non-scoring round: Activated if 2+ VP are earned or if achieves victory.
Olympic Games: Headline / non-scoring round: Boycotts only to prevent victory and won't choose the event if
DefCon is at 2. If you boycott the Olympics, the AI places influence in Asia without penalty using the country
sequence noted above.
Red Scare/Purge: Headline / round 1 only:

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Romanian Abdication: Headline (as long as 1 or more influence is affected) / Europe or non-scoring round if 2+
influence removed/added.
Socialist Governments: Headline / Europe scoring round (if favorable for scoring)
Suez Crisis: Headline (if 3+ influence can be removed, draw another card otherwise) / non-scoring round but
only if 4 influence can be removed. Remove influence from France, Israel and then the U.K. taking 2 from the
first country possible in the order.
Truman Doctrine: Headline (only if influence can be removed, redraw otherwise) / Europe or non-scoring
round (if 2 or more influence can be removed)
UN Intervention: (Cannot be used during the headline phase.) Can be used in any action round. The AI will
turn cards from the AIs deck until an event revealed is solely yours, the event card will be used for its OPs value
to place influence. Reshuffle any other cards turned into the AI deck. If no suitable card is found, the card is
used for its 1 OP value. If you choose to play UN Intervention you may only cancel the "other" card drawn
during the action phase.
US/Japan Mutual: Headline only
Vietnam: Headline, Asia/SE Asia / non-scoring round
Warsaw Pact Formed: Headline / Europe or non-scoring round

Mid-War

ABM Treaty: Headline / all rounds (Always play event)


Allende: Headline or South America scoring round (only if AI does not control Chile, redraw during headline
phase as needed)
Alliance for Progress: Headline / non-scoring round (only for 2+ VPs)
Arms Race: (Not during the headline phase) / non-scoring round (if the AI has used more military actions than
you. Compare his used MA to the current DefCon to determine if 3 VPs earned instead).
"Ask not what your country can do for you ...": Headline / non-scoring round (Looks through his cards and
discard all events that are solely yours then reshuffles his "deck/hand".) You: You may not review the cards that
you drew and must shuffle your deck/hand after adding the cards to your "deck/hand".
Bear Trap: Headline or non-scoring round (If AI affected, AI draws cards until a 2+ US OPs card is revealed
otherwise selects a 2/3/4 (in order) OP shared event before rolling. Activate event otherwise. If you are
affected, you may only block with the 2 cards that you draw. You may choose to not discard a card and skip
your turn.)
Brezhnev: Headline or action round 1 only
Brush War: Headline or any action round (Scoring region chosen first (BG before a non-BG Country), if
applicable. Otherwise a BG country in the secondary region or a country in Europe (BG before non-BG).
Countries with a zero modifier are considered first in all cases. If none, then only those with a -1 modifier are
considered, otherwise the event is not activated and influence is placed.
Camp David Accords: Headline or Middle East or non-scoring round (only if control in 1+ BG country gain or
control of 2 countries)
Colonial Rear Guards: Headline or non-scoring round (Refer to the AI influence placement sequence. None
should be placed in neighboring countries, if possible. Gain control of 2+ countries if possible.)
Cuban Missile Crisis: Headline (only if influence can be removed) or Europe scoring round (Set DefCon to 2 (or
leave there) and remove 2 influence from West Germany/Turkey whichever is yours but only if it affects scoring
more than placing OPs. All other text is ignored.)
Cultural Revolution: Headline or 1st action round (if can gain China card otherwise draw another card) / later
action round only if VP gain achieves victory.
Flower Power: Headline (only if leading by 5+ VPs, otherwise draw another card)
Grain Sales to the Soviets: Headline (3+ OPs with AI or shared event, otherwise draw another card) / any action
round (use event if favorable to his position otherwise return and use OPs).
How I learned to stop worrying ...: Headline or non-scoring round (AI sets DefCon to 5 and gains 5 military
OPs).
John Paul II Elected Pope: Headline (2+ influence exchanged) / Europe or non-scoring round (if 3 influence
exchanged)
Junta: Headline or Central America or South America scoring round (Place influence according to AI sequence
in a scoring region, if applicable, then the region which the AI has the least control. Coup a 2 stability BG
country but if none, realign considering a country with a 2 then a 1 stabilization number. The AI wants to access
the most countries.

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Kitchen Debates: Headline or non-scoring round (only if 2 VPs can be earned. Redraw during the headline
phase as needed)
Latin American Death Squads: Headline or Central America scoring round (AI will immediately coup Central
America using the card effect and referring to DefCon. BG countries, next to superpower and then non-BG
countries are considered in order. If none, the OPs are used for influence placement in Central America. The
cards effect stays active.
Liberation Theology: Headline or non-scoring round (Refer to the AI influence placement sequence. None
should be placed in neighboring countries, if possible. Gain control of 2+ countries if possible.)
Lone Gunman: Headline or non-scoring round (If you are affected you must sequence your hand in descending
OP order (top to bottom) AI only, then combining (shared/your) events but in increasing OP order (highest OPs
values at bottom of deck). Shuffle like OP values without looking at the order when building deck.
Missile Envy: Headline or non-scoring round (If you played it, expose the AI "deck/hand" and choose the
greatest OPs value card if 3+, solely your event is taken, if possible. Shuffle like valued cards and choose
randomly, if needed. Reshuffle the AI hand after the selection has been made. If AI played, you must choose the
highest value OP card. If 2 or more are the same, you choose between the options.) In either case give the
Missile Envy card to the other player for OPs use in the next action round.
Muslim Revolution: Headline (Must be able to remove 4+ influence to activate the event, draw another card
otherwise) / non-scoring round (Must be able to remove 5+ influence to activate the event.) If activated BG
countries considered first in the following order: Iran, Libya, Egypt and the Iraq before other non-BG countries.
Refer to country sequence as needed.
Nixon Plays the China Card: Headline / Non-scoring round (AI must have the China card.)
Nuclear Subs: Headline only (the first time the AI coups this turn he will coup twice, in the appropriate country
sequence noted above.) Leave card visible if/until activated.
OAS Founded: Headline or South America or Central America scoring round (scoring then weaker positioned
region is chosen first considering score and then country access)
"One small step": Headline or non-scoring round (only if behind in the space race).
OPEC: Headline or non-scoring round or scoring round if OPs have no effect (use only if 2+ VPs can be earned.
Draw another card during headline phase if needed.)
Panama Canal Returned: Headline or Central America scoring or South America scoring or non-scoring round
(must be able to gain/break control of at least one country or expand into two. Redraw during the headline
phase as needed.)
Portuguese Empire Crumbles: Headline (only if not controlling both countries, redraw if needed) / Africa
scoring round (if has a greater effect on the region)
Puppet Governments: Headline or non-scoring rounds (take control of 2 countries that dont neighbor each
other, if possible)
Quagmire: Headline or non-scoring round (If you are affected, draw your top 2 cards, if both are 1 OPs do not
roll and lose your turn. You may also choose not to roll but just to discard and not play the round. If the AI is
affected, turn cards in the AI deck until a 2+ OPs card with your event is revealed. If none, choose another
2/3/4 OPs card in sequence. Then roll to see if the event is cancelled. Reshuffle the AI deck after selection has
been made if additional cards are drawn.)
Sadat Expels Soviets: Headline or Middle East scoring or non-scoring round (only if USSR has influence in
Egypt or control can be gained)
SALT Negotiations: Headline or non-scoring round or leading in a scoring round (AI will go through the
discards from top down; gaining the first solely AI, 3+ OP event card that he comes across. Reshuffle his deck)
Shuttle Diplomacy: (Not during headline phase, draw another card) / Middle East scoring or Asia scoring (the
card's effect must be able to alter scoring when played.
South African Unrest: Headline (only if influence placement does not over control (+2) any of the countries, if so,
redraw) / Africa scoring or non-scoring round (U.S. controls South Africa and control can be taken away or the
USSR already controls the neighboring 2 countries, the South Africa only option is chosen. Otherwise must be
able to take control of one country or expand into 2)
Summit: Headline or non-scoring round (Only if even or has an advantage. Redraw in headline phase if
needed. If the event is used, the AI will move the DefCon up one level.)
U2 Incident: Headline / any other round (only to achieve victory)
Ussuri River Skirmish: Headline or Asia scoring or non-scoring round
Voice of America: Headline or any round other than a European scoring round (unless no effect) The scoring
region is considered first. The AI will want to gain control in the most BG countries as possible before
considering non-BG countries unless domination or control can be achieved in the primary region.

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"We Will Bury You": Headline or non-scoring round (Event cannot be chosen if DefCon is currently 2. If forced
to play the event for OPs and DefCon is 2, do not reduce DefCon. The AI cannot be forced into thermonuclear
war.)

Late War:

Aldrich Ames: Headline or non-scoring round (If you are affected, expose your hand, discard your highest OP
card that is solely your event, if none, choose the highest OP shared event card (not the China card). Then you
must sequence your hand in descending OP order (top to bottom) AI only cards, then combining shared/your
events but in increasing OP order. You as the US player must play the cards in sequence and will not "draw 2
cards and select" for the remainder of the turn.)
An Evil Empire: Headline / any round (only used to achieve victory)
Chernobyl: Headline (effect is delayed until the first scoring round and protects the region) / scoring round
(protects the scoring region only if the AI is leading in the region)
Glasnost: Headline / any other round (only if "The Reformer" is in effect or the 2 VP will gain victory)
Iran-Contra Scandal: Event never activated, play for OPs only. If drawn in Headline phase, redraw.
Iran-Iraq War: Headline (modifier of 0 or -1) or non-scoring round (modifier of 0 or -1 only to possibly achieve
victory) Attack the direction that favors the AI or Iran, otherwise.
Iranian Hostage Crisis: Headline or non-scoring round (if USSR does not control Iran)
Latin America Debt Crisis: Headline or non scoring round (If you are affected, the 3+ card must be in the 2 cards
drawn or the other card playing on your phasing turn, otherwise the event happens.)
Marine Barracks: Headline or Middle East scoring or non-scoring round (Activated only if US has influence in
Lebanon and control can be eliminated or control can be gained in 1+ countries.) Redraw if needed during
headline phase.
North Sea Oil: Event never activated, play for OPs only. If drawn in Headline phase, redraw.
Ortega Elected in Nicaragua: Headline or Central America scoring or non-scoring round (Activated only if the
US has influence in Nicaragua and neighboring country with influence.) Redraw if needed during headline
phase.
Pershing II Deployed: Headline / Europe scoring (if influence removal affects scoring or VP achieves victory) /
non-scoring round (if VP achieves victory)
Reagan Bombs Libya: Headline or non-scoring round (activated only if USSR has influence in Libya. If you as
the USSR has 3+ influence in Libya the AI will activate the event and gain 2 VP instead of 1. If no USSR
influence in Libya and the event is headlined, another card is drawn meeting the headline requirements.
Solidarity: Headline or Europe scoring or non-scoring round
Soviets Shoot Down KAL 007: Headline or Asia scoring round or non-scoring round (May not be played if
DefCon is at 2. If AI forced to play when DefCon is 2, only the VPs are applied. The AI playing the USSR cannot
cause thermonuclear war by using the event.)
Star Wars: Headline or scoring round (if leading in the primary region) Look for a 3+ US event to execute
choosing the first one you come across.
Tear Down this Wall: Headline or Europe scoring or non-scoring round (used only gain or break control of East
Germany) Redraw if needed during headline phase.
Terrorism: Headline / non-scoring round (if "Iranian Hostage Crisis" is active) / scoring round (if OPs have no
effect)
The Iron Lady: Headline (playable if 2+ influence can be removed from U.K. and/or US has Argentinean control
that is not lost by the addition of the influence) / any round (only if the VP gains US victory)
The Reformer: Headline or Europe scoring or non-scoring round or any other scoring round (if OPs does not
make a difference in the scoring round.)
War Games: Headline or any round (only to achieve victory)

Optional:

AWACs Sale to Saudis: Headline or Middle East scoring or non-scoring round (only if US does not control
Saudi Arabia) Redraw if needed during the headline phase.
Che: Headline or Central America scoring or non-scoring round (lowest stability BG and then non-BG country
chosen first which must have a 1 or 2 stabilization number. If successful, repeat. Choose the scoring region or a
region that has yet to be seen first, if applicable.)
NORAD: Headline or non-scoring round (Place influence in a BG country that affects control first before
considering other BG countries (early war regions during early war and weakest region thereafter))

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14

Our Man in Tehran: Headline (Draw 5 cards and keep all US or shared event cards, shuffle into "deck/hand" or
non-scoring round (only in turns 4 to 9)
Special Relationship: Headline or Europe scoring or non-scoring round (only if countries neighboring UK are
not controlled) Redraw if needed during headline phase.
The Cambridge Five: Headline (place one influence in the current primary and secondary region according to
the AI region/country sequence) or any scoring round (only if able to break control in a BG country, place one
influence in the country)
Yuri and Samantha: Headline only

Influence Placement Decision Examples:


The following are examples of AI influence placement decisions referencing images in the rule book. Each
decision is performed as if the AI is playing the noted side and had to play the noted influence because the event
was not more favorable in the scoring region. Reminder: If the event is yours, the AI may choose to coup a BG if
able of equal or lesser stabilization than the OPs on the card (as long as the stabilization + influence present does
not exceed 5). If there are similar options, the country with the least influence is chosen to coup in
region/country sequence.
South America scoring round (pg. 14) (Reminder: in all scoring rounds the AI will play second)
1 OP:
USSR: 1 influence to Argentina (Country priority sequence and spreads out countries controlled) or coup Columbia if playing a card with
solely your event to gain domination of the region.
US: 1 influence to Panama (Placing influence in South America would not change his scoring potential. Therefore, referencing the AI
Influence Placing Sequence, since he has influence in Columbia he can place influence in Panama.)
2 OPs:
USSR: 1 influence to Argentina and Brazil (Gaining control of 2 BG countries) or coup Columbia as noted above.
US: Use the 2 OPs to place 1 influence in Venezuela (Neutralizes the region(improving his scoring by reducing yours) and spreads his
position) or, if your event, coups Argentina, if solely your event and DefCon permitting.
3 OPs:
USSR: Use all 3 OPs to place 2 influence in Columbia (gaining control). (Gains domination in the region. AI would rather place to take control
than to coup.)
US: Use 2 OPs to place 1 influence into Venezuela and place 1 influence into Panama (Neutralizes region and gains control of a battleground
country) or coup Argentina as noted above, if solely your event and DefCon permitting.
4 OPs:
USSR: Use 3 OPs to place 2 influence in Columbia (gaining control) and place 1 influence in Argentina. (Gains domination and an additional
battleground country)
US: Use 2 OPs to place 1 influence into Venezuela, place 2 influence into Panama (Neutralizes region and gains control +1 of a battleground
country) or coup Argentina as noted above, if solely your event and DefCon permitting.

Asia scoring round (pg. 14)


1 OP:
USSR: Place 1 influence into Laos/Cambodia (Gains domination of the region, Laos/Cambodia is chosen due to the sequence above also
because it provides access to 2 countries)
US: 1 influence to South Korea (Since the scoring potential cannot be affected, the option to over control a BG country is the best option)
2 OPs:
USSR: Place 1 influence into Laos/Cambodia and 1 influence into North Korea (Laos/Cambodia play provides domination and since
controlling an additional non-BG does not affect scoring, the over control of North Korea is chosen)
US: Use 2 OPs to place 1 influence in North Korea (Chosen for the greatest effect on the scoring region reducing the USSR scoring by 2 VP)
3 OPs:
USSR: Place 1 influence into Laos/Cambodia and use 2 OPs to put 1 influence in South Korea (Laos/Cambodia play provides domination and
the South Korea play increases his scoring)
US: Use 2 OPs to place 1 influence in North Korea and place 1 influence into South Korea (North Korea play was chosen for the greatest effect
on the scoring region reducing the USSR scoring by 2 VP and given that controlling another non-BG country would not affect scoring further,
the over control of South Korea was the best option).
4 OPs:
USSR: Place 1 influence in Laos/Cambodia, use 2 OPs to put 1 influence in South Korea and place 1 influence into North Korea
(Laos/Cambodia play provides domination, the South Korea play increases his scoring and given that gaining additional of additional
countries would not improve scoring, the over control of North Korea is the best option)
US: Use 2 OPs to place 1 influence in North Korea, place 1 influence into South Korea and 1 influence into the Philippines (North Korea play
was chosen for the greatest effect on scoring, given that controlling another non-BG country would not affect scoring further, the over control
of South Korea was the best option and now that all BG countries that the US controls in the region are now +1 over control, the Philippines
play to gain control is the next best play).

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Middle East scoring round (pg. 15)


1 OP:
USSR: Place 1 influence in Syria (Syrian play provides domination)
US: Place 1 influence in Jordan (Jordan play provides presence and is a country which already has influence which permits better expansion
possibilities)
2 OPs:
USSR: Place 1 influence in Syria and 1 influence in Iran (Syrian play provides domination and since occupying another non-BG country would
not help scoring increasing influence in Iran to control +1 is the best play.
US: Place 2 influence in Egypt (Egypt play provides presence and is a BG country improving scoring. Additionally, Egypt provides access to
Africa and the Middle East BG country, Libya)
3 OPs:
USSR: Place 1 influence in Syria and 2 influence in Iraq (Iraq play gives another BG country to the USSR improving scoring)
US: Place 2 influence in Egypt and 1 influence in Jordan (Jordan play gains control of a non-BG country which solidifies his position in the
Middle East and ranks as a higher priority)
4 OPs:
USSR: Place 1 influence in Syria, 2 influence in Iraq and 1 influence in Pakistan (With all countries now controlled the AI want to solidify its
BG countries. Since Iraq has already had 2 influence played to it (2 is max per round) and Iran is not accessible to the US, the Pakistan play
increases control to +1 helping to protect the region)
US: Place 2 influence in Egypt, 1 influence in Jordan and 1 influence in Iraq (Iraq play increases access to countries in the region also putting
the US within 2 of controlling the country. The additional access is what ranks the Iraq play above playing to Israel.)

Europe scoring round (pg. 17)


1 OP:
USSR: Place 1 influence in Romania (Control of a country next to a superpower improves scoring)
US: Place 1 influence in West Germany (Since any other play will not improve its scoring position, he looks to strengthen a BG country to
control +1. Since France and Italy are beyond that point (which is not likely to occur but it is possible in this variant), the West Germany play
was the only option)
2 OPs:
USSR: Place 1 influence in Romania and 1 influence in Poland (Playing to Poland increases a BG country to control +1 ranking higher)
US: Place 2 influence in Spain/Portugal (Spain/Portugal play provides dominance in the region and grants additional access to another
region making it a better move than playing to Greece)
3 OPs:
USSR: Place 1 influence in Romania and use 2 OPs to add 1 influence to West Germany (West Germany play increases the scoring result
adding to the domination)
US: Place 2 influence in Spain/Portugal and 1 influence in West Germany (combination of both moves already explained)
4 OPs:
USSR: Place 1 influence in Romania, use 2 OPs in West Germany to place 1 influence and place 1 influence in Poland (all reasons have been
explained)
US: Place 2 influence in Spain/Portugal, 1 influence in West Germany and 1 influence in Algeria (Algeria play increases country access and
expands into a BG country in another region)

Central America scoring round (pg. 19)


1 OP:
USSR: Place 1 influence in Panama (Since the USSR already has domination the Panama play strengthens his position in a Central American
BG country ranking as a better move to take)
US: Realign Panama (1 OP is not enough to effect control in the region and therefore a realignment attempt must be made. Since Panama is a
BG country and has a lower amount of influence, it is the target. Had it been equal to Costa Rica, it still would have been the target given it is
a BG country. Either country has 1 support which is the maximum for such an attempt.
2 OPs:
USSR: Place 1 influence in Panama and 1 influence in Nicaragua (Nicaragua play gains control of another country in the region and ranks
higher than expanding and not controlling Columbia since the USSR already has presence in the region)
US: Place 2 influence in Mexico (Mexico play improves scoring by providing a BG country and a country next to a superpower, +2 VP)
3 OPs:
USSR: Place 1 influence in Panama, 1 influence in Nicaragua and 1 influence in Honduras (Honduras play ranks a better play because it grants
increased access in Central America and is the only other move since all countries that the USSR controls are now at maximum permitted
influence (BG countries: control +1 and non-BG countries: control)
US: Place 2 influence in Mexico and 1 influence in Cuba (Cuba play is the best available play given that a maximum of 2 influence may be
played to any country in a given round. There is no other place that the US can play to in Central America.)
4 OPs:
USSR: Place 1 influence in Panama, 1 influence in Nicaragua and 2 influence in Honduras (Honduras play takes control of another non-BG
country)
US: Place 2 influence in Mexico and use 2 OPs to place 1 influence in Panama (Panama play improves scoring and expandability)

Intellectual Properties of SoloPlay (BGG User GameRulesforOne)

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Africa scoring round (pg. 19)


1 OP:
USSR: Place 1 influence in Sudan (Sudan play provides domination but even if it didn't is a stronger play due to its proximity to another
region. The country has a higher priority ranking.)
US: Place 1 influence in South Africa (South Africa provides US presence and improves scoring)
2 OPs:
USSR: Place 1 influence in Sudan and 1 influence in Egypt (Egypt play was created by the play to the Sudan since playing to a neighboring
region with influence in a connecting primary country allows it to occur. The additional influence is enough to take control Egypt improving
the USSR position there. An additional play to Zimbabwe which is a higher ranking country would not improve scoring "globally" and
therefore ranks lower due to this.)
US: Place 1 influence in South Africa and 1 influence in Sudan (Sudan play strengthens the US connection with the Middle East and provides
control of a non-BG country)
3 OPs:
USSR: Place 1 influence in Sudan, 1 influence in Egypt and 1 influence in Algeria (Algeria play strengthens the highest stability BG country in
the region to control +1. While playing influence to Zimbabwe (non-BG that provides the best access) would add another controlled non-BG
country, it would not aid in scoring. If it would have been needed to gain domination, then it would have been a priority.)
US: Place 1 influence in South Africa, 1 influence in Sudan and 1 additional influence in South Africa (The second play to South Africa was the
best play given the sequence and the importance of the AI to protect its limited control of a BG country taking control to +1)
4 OPs:
USSR: Place 1 influence in Sudan, 1 influence in Egypt, 1 influence in Algeria and 1 additional influence in Egypt (The second play to Egypt
follows the same rational as the play to Algeria with 3 OPs. Given that Egypt is "part" of Africa due to its connection, it has the next highest
stability number in "Africa" that the AI does not have at control +1.)
US: Place 1 influence in South Africa, 1 influence in Sudan, additional 1 influence in South Africa and 1 influence in Botswana (Botswana play
is made because all regions are controlled and the AI in not able to control another this turn. Therefore using the country sequence Botswana
is the better play due to its proximity to South Africa and its position to support 2 different BG countries.)

Final Comments:
It is not possible to cover all possible scenarios that might occur using these rules. It is important that the
decisions made by the AI are consistent and provide a logical and methodical way to spread its influence about
the world. This is most important when it comes to deciding whether an event is going to provide a better impact
elsewhere than playing influence in the primary region. Due to the balancing mechanics that are in these rules it
is suggested that you stay as close as possible to the methodology discussed when choosing the action to perform.

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