Rules to play Command and Colors when there is no opponent came about after trying two different systems that are available on line but seemed to be cumbersome and although effective so I decided to find something that was a bit easier, I hope you do as well.

Unlike a normal game, you will not have a “hand” dealt out like normal. The hand will change from turn to turn based on the scenario rules.

Combat/Tactical Cards will be dealt out to each side as dictated in the scenario rules face up so they are visible.

Command Card Play

Each turn, the active player will draw a number of Command Cards from the deck based on “Command Hand” dictated by scenario rule:

Command Hand Draw
6 3 Cards, +1 die for additional
5 3 Cards
4 2 Cards, +1 die for additional
3 2 Cards
2 1 Card, +1 die for additional
1 1 Card

Before looking at cards, roll dice equal to card draw adding additional die if applicable, if a symbol rolled per game played is rolled, receive one additional card.

Ancients, Battle Cry, Napoleonics, Samurai Battles, American Revolution, Medievals, Battlelore Swords
Great War, Red Alert Bursts
Memoir 44 Grenade

You now look at the card choices to select a card to play for that turn, discard the remainder EXCEPT when a card that can be played during opponent’s turn(i.e-FIRST STRIKE), this card is held onto for future play(this will be discussed later) and there is no limit to how many of these can be held at one time.

Combat/Tactical and held Command Cards

When a situation arises where a Combat/Tactical card or a held Command Card can be played, the player must decide to use then roll dice equal to command cards drawn that turn.
To be able to use that card, player must roll a symbol based on game being played as below:

Ancients, Battle Cry, Napoleonics, Samurai Battles, American Revolution, Medievals, Battlelore Swords
Great War, Red Alert Bursts
Memoir 44 Grenade

If at least one of those symbols are rolled, the card can be played, this can be done as many times during play as the original rules dictate(some C&C games limit you to one Combat/Tactical card play per game phase).

No other special rules are needed using these rules. I have played over 60 games using these solitaire rules and have played at least 5 games in each of the versions of Command and Colors. While the hidden secrecy of Combat/Tactical cards and First Strike type cards is lost, I have found that there was little lost in the feel of the games without an opponent. I hope those who try these enjoy and help to fill those times an opponent can’t be found or even used to hone your playing skills with whatever version you play.

Steven Malecek

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kduke42 replied the topic:
3 years 3 months ago
+1

I tripped over the
"came about after trying two different systems that are available on line but seemed to be cumbersome and although effective so I decided to find something that was a bit easier."
I don't see anything 'easier' here and, in fact, lots of die rolling instead of playing, which some people might find "cumbersome."

"Little darlings" will embarrass us. "I made that" = 'easier.'
Mattart replied the topic:
3 years 6 months ago
Hi there, I have just commented on these rules on BGG and thought I should share my thoughts here as I may be overlooking something obvious? What I said was "I have not had a chance to play with these rules yet, but would make these two observations:

This isn't a set of solo rules. It is a mechanism for deciding on limiting the choice of cards available to you each time. Despite having a whole section entitled "Command Card Play" there is no guidance on selecting the actual card for play. It is like the old cartoon with the complicated process, and in the middle a black box with "here a miracle happens". This bit, deciding on which card to play, what to play it on and what to do with the ordered units is actually what is needed by a true solitaire system, and is completely missing from these "rules".

The other point is that I am not convinced that there is any benefit to these rules over simply playing each hand as it arises as normal, just playing both sides. Indeed, it rather detracts from some of the strategy of trying to build a collection of two or more cards which when played sequentially allow your cunning plan to unfold, for me an important part of the game. The only bit of these I like is the management of out-of-turn cards, which might be worth playing with.

I enjoy playing solo by just playing both sides, and think that the constraints of available cards prevent the player from favouring one side or the other too much. But to see a solo system that seems to do the whole job for one side, Hostile Tactical AI provides some ideas, and on its page here has an implementation specifically for Memoir '44." Cheers, Matt