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ISLEBOUND SOLO-RULES (breathofj Variant 1.

1)

SET-UP:
1. Normal 2-player game Setup and Rules (2 neutral cubes on influence-track).

2. AI gets no starting money.

3. Roll a d6 to determine the region the AI-ship starts in (count clockwise starting from the north
region, not including home ports). Place AI ship on any space within that region.

SPECIFIC RULES FOR AI PLAYER:


1. Human player always goes first.

2. Close-Quarters-Variant is used (if Player controlled ship moves into same region as AI, player must
exhaust one administrative crew member). In addition, player must also pay AI one coin.

3. AI-ship has no home port, and never moves into any port. The AI-ship is always placed on sea in
one of the four quartered regions.

4. AI never VISITS a town. All actions are determined by the Action dice roll (see later Action section).

5. When human player resolves Brag-cards, AI always has MINIMUM of 2 pieces of the resource. If AI
has greater than 2 resources, score as normal. This is the only way AI ever gains renown on tracker.

6. When human player visits an AI controlled town, he/she pays money to the AI.

7. Game ends per normal 2 player rules - if either player acquires 8th building, one more round played.

8. Every time AI reaches 16 gold, it AUTO-PURCHASES the top Renown Board by paying 7 gold to
the bank. AI also gets the benefits of that board, just like a human player would.

1. Supplies such as fish or wood are only used by AI if User BRAGS, or for end-game scoring.

SCORING for AI at END OF GAME:


Per normal rules, tally up renown points for all unused coins, renown from the tracker, and all buildings.
But, no bonus renown is given for special abilities on building cards.
- AI gets 1 additional victory point for every 2 fish and/or wood.
- AI gets 1 point for every cube it has left on the Influence tracker.

ISLEBOUND SOLO-RULES (breathofj Variant 1.1)

MOVEMENT for AI:


Roll a D6 for AI-ship movement and resolve as follows:
• 1: AI stays in current region

• 2 or 3: Move 1 region clockwise

• 4 or 5: Move 2 regions clockwise

• 6: Move 3 regions clockwise

ACTION PHASE for AI:


AI action (AFTER rolling for movement) is dependent upon another D6 roll:

1. If 1: GAIN 3 Influence cubes. AI immediately puts them on the influence track.

A. If Influence track ever fills up, AI uses required cubes to AUTO-ALLY with town requiring MOST
Influence points. This can include a user-controlled town, with usual +2 influence required. 


2. If 2: DIPLOMACY - AI uses it’s influence cubes to take control of town with least diplomacy value in
current region. Remove needed leftmost AI cubes from influence track. AI also gets spoils as usual.

A. If target belongs to human player, +2 requirement according to standard rules.

B. If diplomacy action isn’t possible (not enough influence), add ONE INFLUENCE token to track.

C. If influence track ever FILLS (on human or AI turn), AI player IMMEDIATELY allies with highest
priced town in AI’s region. If they can’t afford highest priced, then go to next highest, etc. If they
still can’t afford in their region, they go clockwise to next region. 


3. If 3: HIRE PIRATES - AI takes 3 Pirates immediately into his supply.

B. IF action gives AI 9 or more Pirates/Sea serpents combined, AI AUTO ATTACKS highest value
city in current region. Every pirate is worth 2 attack for the AI; Every Sea Serpent worth 3.
Needed pirates/serpents are discarded as normal.


4. If 4: ATTACK!! - AI uses pirates to attack town with lowest attack value in current region (if AI already
owns lowest attack value, go to next lowest).

A. Every AI Pirate always has 2 strength. Every Sea Serpent always has 3 strength. Discard
needed Pirate cards, and AI gets spoils as usual.

B. If target is owned by human player, +2 requirement per standard rules.

C. If AI doesn’t have enough pirates to attack, AI instead GAINS 1 PIRATE. 


5. If 5: BUILD LOWEST COST BUILDINGS - AI instantly gains the lowest priced building (without
paying for it), ignoring all book requirements, and ignoring AI’s money.

A. If AI has less than 4 buildings, and has enough gold to afford 2nd lowest cost building, it also
gains that building (without paying for it). AI ignores book requirements.

B. If AI has 4 or more buildings – AI takes only the 1 cheapest building, but places 1 influence cube
on the influence tracker. 


6. If 6: BUILD HIGHEST COST BUILDING and HUNT FOR TREASURE:

A. AI acquires most expensive building without paying cost (but must have that money in supply). If
AI can’t afford most expensive building, AI does not acquire a building at all.

B. Regardless, AI also gets to HUNT FOR TREASURE. If there isn’t any treasure to hunt, AI gets 1
gold coin from the bank. 

ISLEBOUND SOLO-RULES (breathofj Variant 1.1)

TIPS:
I’ve play tested this a few times, and have had extremely close games. Won some, lost some. But I think
this solo variant has a lot of tension, and keeps the game fun while retaining the core mechanics of a
multiplayer game. Here are some tips I’ve learned from playing a few rounds:
- Watch that influence tracker, as preventing the AI from filling it up can be key.
- Also watch the treasure map. It’s easy to forget money is there, then suddenly AI rolls a 6 and takes it
all. Even though it sucks to essentially lose a turn by hunting for treasure, it can be essential to winning
- If there’s a renown board that has a bonus you want/need, make sure to get some renown quickly a
grab it before the AI reaches 16 gold and buys it out from under you (happens quite a bit)

Have fun!

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