@CWO-Marc said in Axis & Allies: Solitaire variant:
I have a few books on wargame design, which is a topic that’s interested me over the years (though I’ve never had the time to actually design a full game, and which I’ll probably never have the time to do until I’m retired), and solo wargaming is one aspect of this topic which has always intrigued me because it poses such a difficult technical challenge. Game designers have come up with different ways to tackle that challenge, with varying degrees of success; I’ve never come across any solo-game system that I’ve found completely satisfactory, though I’ve sometimes come across some clever mechanisms that can be used in such games. I noticed your thread on your A&A solo-gaming project and I look forward to reading more about it.
I don’t have the A&A gaming expertise you’ve requested (I’m more of an A&A sculpt collector than anything else), so unfortunately I can’t provide the help you’re looking for, but there’s something I’m wondering about. It sounds as if you have an existing AI-based solo gaming system that you’ve already used with other games, and now you’re developing an A&A variant which uses this existing system. If, however, I understand correctly (which perhaps I’m not) your most recent post about the 4-territory objectives, it sounds as if you’re adapting A&A to fit your AI-based solo system, rather than adapting your AI-based solo system to fit A&A. That’s a perfectly valid approach, but one potential consequence is that the result might be a game that is conceptually and functionally quite different from A&A. To use a chess analogy: converting a full-sized table-top chess game to a portable pocket version (by, for instance, using a little magnetized board in a folding case, and round checkers-type magnetized tokens with chess piece pictures printed on them) doesn’t alter the nature of the game in any way, but converting it into a three-dimensional chess set produces a radically different game with very different strategies. But I may simply be misunderstanding the concept behind your project, which is one reason I look forward to learning more about it.
Thank you for your answer. I’m pleased for your interest to have a look to the solo rules I’m preparing. However there is a lot of work to do before to have something that works fine. In fact I would prefer to wait for have a tested version before upload it. Anyway if some of you are interested in see a draft and unfinished version in order to see more or less how I’m designing the rules, I haven’t inconveniences.
I’m a solitaire wargamer so I have some experience in play solo games. Furthermore I have designed solo rules for some games for my personal use in Spanish language for example: Twilight Struggle, Memoir’44, Battle Cry, Commands & Colors Ancients. Even I have designed solo expansion packs published by the Spanish publisher Draco Ideas:
- Napoleonics 20: here
- Alone in the Storm (War Storm Series): here
For A&A I’m not trying to adapt rules for other games, I’m trying to do a new set of solo rules specifically. Obviously, I have some ideas about how a solo game should works that I’m trying to apply as the same as for other designs. For example I consider that for an AI is required to define an ofensive and defensive attitude, and according to that attitude the AI side should act or react.
So for A&A I’m trying to associate an attitude for each AI nation depending to its current income. According to that attitude the AI nation shall order new units, define its objectives and move/attack.