I just noticed this product at THW: http://www.twohourwargames.com/riandre.html<br /> I instantly realized that it could be used to run a solo game, you against the zombies.<br /><br />It reminded me of a solo wargame scenario I read in one of my old magazines. Similar mechanic of deck of cards. Good bad and neutral things in the cards and you turn them to see what turns up.<br /><br />The scenario I read was from the Napoleanic era and a group of French soldiers were essentially cut off from the rest of the French army in Russia. The Rest of the French Army was somewhere down this road that they must travel. Player gets random assets and must arrange them on the road. You dont move the miniatures just image that road as moving beneath their feet.<br /><br />A card may say something like Road block x# of inches ahead, manned by artillery crew and one 3 pound cannon. plus y # of infantry. Or it could say 2d6 Cossacks appear on random flank and attack. You simply place the miniatures and resolved the battle.<br /><br />Good stuff could be run into d6 Voltigeurs (light infantry), two engineers join you (they can quickly remove fallen trees from the road)<br /><br />Other rules in play is that you need horses to move wagons and cannon or men can push them but speed becomes an issue. injured can ride in wagons and not slow you down, if cannon and wagons are slowing you down (because of the loss of horses) then they can be abandoned. Speed of the French is tracked and higher speed is better as the French must travel a certain number of inches then points are calculated to rate the player. abandoning wounded who are slowing you down is negative, bringing along cannon is good (higher command likes you for that) etc.<br /><br />So I thought we might round table discuss the possibility of a solo SF scenario. <br /><br />Setting is important in two ways obviously it determines what might be encountered if its Volturnus then Ul-mor, lopers, shard grass, quickdeaths, and strangler chutes. But also setting impacts how you will run the game: gaunlet game-must move down this road and no choice of side routes, Zombie infested deserted city means laying out a ruins map and turning cards to see whats in each building for some reason -your mission is to find something before sun down when d6 groups of zombies will come out and wander the streets randomly.<br /><br />Right now, off the top of my head I only have the <font size="3"><b>1.</b></font>gauntlet and <b><font size="3">2.</font></b>Random Event settlement idea I'm sure another set up is possible. Though it comes down to rail road (guantlet) or sand box (zombie town) I suppose the third would be the <b><font size="3">3.</font></b>random dungeon map (Space Hulk) <br /><br />With a <b>Random Event Settlement</b> sand box option I would make the center buildings worth more in some fashion, draw two cards or have a special deck with the mission objective schuffled in but that the bad stuff in the special deck is pretty bad. Consequently to prevent players from bypassing the outer buildings there would need to be good stuff there that can help them in the inner buildings. Limits on the scenario can be time- number of turns or simply finding objective.<br /><br />With <b>Gauntlet </b>its simply random events and setting doesn't change much though new features in the environment are added ahead on the road and moved down the road at the character's movement rate. guantlet can be limited by time and distance- Game over when x distance travelled or x distance must be travelled before turn y or you lose. <br /><br />With <b>Random Dungeon</b> you are randomly determining the layout and the events. In this set up distance would seem to be irrelevent. game goes for x number of turns or until certian dungeon tile discovered or certain event happens. Event and dungeon tiles can be separate or tied together. If separate, dungeon tiles can require drawing 0,1, or 2 event cards.<br /><br />Maps are important in Random event settlement and random dungeon <br />scenario can be designed to use strickly the AD counters or new counters could be developed (suppose you really wanted sci-fi zombies)
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