TS Wilde - Apr 1, 2006 11:14 am (#13093 Total: 13246) In a world in which the dead are coming back to life, the word 'trouble' loses much of its meaning. Solo Nappy Wars As i said, it's fairly arbitrary but it does make solo play more fun and manageable imo. let me know if any of these points aren't clear. 1. Play each nation's hand in the way that will best increase its VPs (I'm afraid some measure of impartiality or multiple personality is still required!). Pact allies must follow the goals of their patron Power, e.g. Spain is basically a French drone as long as it remains in the Imperial camp. 2. Response cards can only be played by a nation when it is directly affected by the action being taken, e.g. an enemy force moving into that nation's territory, next to one of its Formations, or within two spaces of one of its Army (armies are more responsive than garrisons). 3. Powers may not modify the peace die roll by 'burning' cards. If it's 6, it's 6! 4. There is no submission - Powers must be conquered. (It's hard to negotiate terms with yourself.) 5. Austria and Russia can switch camps in the interphase. Roll one die for each power - if one Power's die roll is higher than the other, that power may switch camp. Then roll one die for France and one for the Coalition power. if the numbers are the same, the Coalition Power switches to the Imperial Camp. If one Power switches Camps, it may switch back again using the same procedure in a subsequent Interphase (again, only the Power with the higher initial die roll may switch camp, and only if its second die roll matches that of France or Britain as the case may be.) 6. Prussia begins as a neutral Power and can be dealt with in two ways. In the last game, I played it as a normal neutral Power whose allegiance must be bought with CPs or events (which worked very well - as Prussia's armies grew, a fierce diplomatic struggle broke out as the Brits and Austrians desperately tried to prevent a Franco-Prussian pact). Alternatively, after the first impulse round of 1805-6, Prussia can join a camp in a manner similar to that used by Aus and Rus - Britain and France roll one die each, and the highest gets to roll a seoncd die along with Prusisa - if the nuymbers match, Prussia joins that camp. Note that a camp may not refuse a Power as a new member! If Prussia is a liability, too bad... (This does not apply to Minors - if Russia attacks Turkey, for example, France is not obliged to accept pact status; this is the same as the normal rules.) The advantages of playing solo Nappy this way are that it reduces the amount of time spent looking through all those cards to see if there's a potential response, and there's far less predictability about who will be in which camp. (All my previous solo games had static camps, with Prussia as the only potential loose cannon among the Powers... zzzzzz.) It's in need of extensive playtesting to see if it's balanced (I suspect it favours France), but it can give a great game experience with plenty of swings of fortune.