Monday, September 9, 2019

Solo Gaming Frac'd Earth



For the gamer who has everything except an opponent. Disclaimer: these rules have not been play-tested much so they may not work in all encounters.
 
The non-player crew should have a separate action priority deck with the jokers removed because the jokers lack specific suits.

In the Opening Phase draw a card for each figure’s primary action for the turn. Actions and suits are arraigned in alpha order for easier recollection (call it the A.D.I.M. system)

Attack if Clubs   //  Defend if Diamonds   //  Interact if Hearts   //  Move if Spades

The value on the cards determines the order that figures will activate. Figures with the Defend primary action may be placed on “Wait” to cover an ally or the objective if they have Line of Sight and range to that ally or objective.

When a figure activates, check initiative normally and declare the highest value drawn.

Attack actions

Figures with primary fight abilities will choose Fight while primary shooters will Shoot. This is based on the figure’s best combat skill. If their skills are equally balanced, an even numbered primary action card will indicate a Fight action and an odd-numbered card indicates a Shoot action.

Fight if engaged or able to Move, Run or Rush into melee with the nearest opponent. Shoot if they have Line of Sight and range to the nearest opponent. Lacking range or Line of Sight, a figure will Move or Run and then Shoot if able. Otherwise a figure will Move, Run or Rush to a shooting position for the next turn.

A figure engaged in a fight remains in the fight until they win and draw a new action priority card.

Defend actions

A figure will act to defend an ally or objective by attacking an immediate threat or taking a “Wait” to cover against an attack for an ally or objective. If unable to do either action, a figure will Move, Run or Rush to gain a position to attack or to better defend in the next turn.

An Attack primary action card may be treated as a Defend action if it allows the figure to remain in an interaction position with an objective.

Interact actions

These actions allow a figure to interact with an objective in a manner that advances or completes a mission. A figure may treat a Defend or Move action as if it were an Interact primary action if they are in position and it is possible for an immediate interaction to advance or complete a mission. 

Move actions

If a figure has a Fear or Panic effect on them that movement takes priority. Other moves will take a figure closer to an objective by a route that offers the best cover or concealment. If a figure has a drawn a “1+” or face card, they may move by a more direct route regardless of exposure to attacks.

Challenges

The non-player opponent always draws after the player has taken their draw and has a selected card face-up (i.e. active). 

They always select the highest value card unless a lower value card gains them an Attack Force advantage without sacrificing the hit. The emphasis is on getting a successful attack but they will take a small point reduction for a Force bonus card if they still get the hit.

Buffing

A figure will buff if they are losing after seeing the player’s buff card. Like the Draw Step, the player buffs and reveals first, regardless of whether they are losing or not.

A figure’s priority in Buff card play is to increase their draw card by either reinforcing or replacing it with their best available Buff card. Secondary priority is reducing the player’s Margin of Success by eliminating their Edges gained.

All other available plays will be used if it increases a figure’s advantages; point values, Force values and then Edges.

Pushing

Save the Push points for non-player Protection or Resistance Checks of their highest ranked figures.

I will post the results of my own play-test of this solo system starting tomorrow as the Reivers walk into a Feudal ambush using that scenario from the Frac'd Earth rule book.

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