The Great War - Commands and Colors System
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Solitaire Command and Colors

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Written by: Steven Malecek
Category: Solo Play
Published: 06 October 2020
Last Updated: 06 October 2020
Hits: 2003

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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Solo Rules (by Denell)

Details
Written by: Alessandro Crespi
Category: Solo Play
Published: 22 November 2019
Last Updated: 22 November 2019
Hits: 834

Setup

Setup the game scenario as normal, with the following exceptions:

  1. To keep the sim opponents COMMAND cards secret from you; keep them all in a draw pile. No cards are held in the A.I.'s hand for you to see/review or cheat. Instead draw the required number they are holding 'as & only when needed' (keep track by note pad of any # changes) and "always" 'Draw BLINDLY & ONLY As & When Needed'. Any of those cards not played/ not enacted or unused etc. are placed in the A.I.'s discard pile. To Refresh the Command deck: When there are exactly (1/2 +1) of the A.I.'s cards in their discard pile, shuffle them back in to the A.I. deck to renew the deck at that time.
  2. To keep the sim opponents COMBAT cards secret from you; keep them all in a draw pile. The opposing players (A.I.)’s Combat cards are shuffled into its own deck and once again are 'Drawn BLINDLY - ONLY As & When Needed'. There should never be a time you, as the player could, should or would review them or the Command Cards, except when it is time to play them. If they are not being played or going to be played by your sim opponent in its immediate turn (not kept for future turns), they are discarded into the discard pile and Renewed the same as explained above for the command cards.

Game Turn

When it is your turn you play, play as normal.

EXCEPTION: All your units that can move, may freely within their rules instruction, move 1 space. Any movement beyond that 1 space you must roll a 1d6 = 5 or 6 to successfully enter that hex for every unit attempting it, and for as far as their normal movement is permitted; for every new hex entered they must make a (1d6 = 5 or 6) check to see whether or not they can move into it or not. Once they have failed a move die roll they must stop that unit and it can move no further that turn.

The A.I.’s turn first consists in playing the top 2 cards of its command deck. Play the cards in a way which maximizes each cards potential. (Remember it can't think, the A.I. needs this edge to keep you from running away with the game).

COMMAND CARD

To determine if the A.I. plays a combat card along with its command card:

  1. see if any combat cards are applicable to the situation at this time and;
  2. whether or not the (HQ-1) cost can be paid for any combat cards.

If there is more than one combat card which is applicable at that time;

  1. Find the one with the highest (HQ-1) cost that can be paid for. If a tie exists, assign odd/even or 1,2,3 to determine which card is played.
  2. Roll a dice (1d6 = 5-6) to determine if that combat card is played by the A.I. [DO THIS FOR EACH CARD. If there's an obvious one that maximizes its capabilities. Select it first!] Otherwise pending (cost-1) determination: Randomly select and roll a 1d6 & upon 5-6 plays that card if applicable.
  3. If a card is selected in this manner, pay for its [cost-1 (it cost 1 less)] (as indicated by the (HQ-1 [it cost 1 less]) instruction above) and play it in a manner that maximizes its capabilities.

Interrupt Combat Cards

[Combat Cards played other than in the command step].

  1. Check any applicable cards [Cost-1 (it cost 1 less)] as to it cost playability.
  2. The A.I. will automatically default to the best card @ highest capable cost.

ARTILLERY BOMBARD:

To determine if the A.I. plays a combat card along with its Artillery Bombard:

  1. see if any combat cards are applicable to the situation at this time and;
  2. whether or not the (HQ-1) cost can be paid for any applicable combat cards.

If there is more than one combat card which is applicable at that time;

  1. Find the one with the highest (HQ-1) cost that can be paid for. If a tie exists, assign odd/even or 1,2,3 to determine which card is played.
  2. Roll a (1d6 = 1-4) to determine if that combat card is played by the A.I.
  3. If a card is selected in this manner, pay for its [cost-1 (it cost 1 less)] (as indicated by the (HQ-1 [it cost 1 less]) instrucion above) and play it in a manner that maximizes its capabilities.

Artillery Priority Placement

If enough Stars and any a,b or c is possibe: Roll a 1d6: On a roll of 1 thru 4 Bombard! a)priority first then b, then c...

  1. Is there a thorn? A unit or cluster of units that are or have been a continuing problem? If so eliminate the thorn.
  2. Are there units in No Man's Land? If so would it be possible to affect 2 or more units there? If so Target there.
  3. Is there a cluster of 3+ units? If so Target target the largest concentration of units.
  4. If none of the conditions above are met and there are 2 units that could be targeted then target.

End of the A.I.’s turn

Roll a 1d6 to determine whether it receives a new combat card or it takes a HQ (4 command tokens NOT 2). On a roll of 5-6 the A.I. takes 4 HQ, on 1-4 it takes 2 combat cardS. EXCEPTION: When the A.I has less HQ than the ([highest cost combat card in hand x 3] - the lowest Combat cost card)Total in its hand it takes the 4 HQ.

In situations where a one of the board sections is to be selected for the A.I.

  1. An obvious choice that maximizes its capabilities, if you see it, then what are you waiting for? You think he/she wouldn't?
  2. If its difficult to select, and two are selectable: Assign what seems the better of the choice 1-4, the other 5-6. Or simply Roll 1d6 select one sector and whatever the dice rolled, that's what its random number spread is within. For example you select Left sector and roll a 3, that left sector is now the 1-4 selection on the next dr, the other one is the 5, 6 die roll sector. Now roll again to resolve.
  3. If all three sectors and seems to difficult to assign: Select one and Roll a 1d6: If that dr is 1-3 then assign a dr of 1-3, If 4-5 then assign dr of 4-5, or 6 then assign 6: Select the next sector and roll a die. If <=4 then assign whichever is not assigned or failing that, assign 4-5. If 6 and 6 isn't assigned, assign 6 to that sector. Otherwise assign 4-5 first, then failing that, assign 1-3. Now roll that 1d6 again and select a sector based upon the random process above.

o The opponent will always activate (if possible) any unit that can counter [by movement/attack/arty or other] any Forward movement of the enemy, ESPECIALLY if those unit(s) are in or adjacent to any of their Trenches &/or their units!!! THese hexes are ALWAYS a priority1 - ALWAYS!

o Otherwise player units in No Mans Land are then 2ndry priorities. As they are likely to attack or are attacking or are going to try and breach our lines. AND if there are no priority1 spaces, then any of the Player's units in 'no man's land' automatically become the new Priority1 space(s), and are then immediately subject to their [Priority1 - movement/attack/arty or other] means to stop their advance until such time that such advance either stops or is beaten back!

o Only if none of the above are in effect may fire be selected as 'best fire' when and where needed, Or movement be considered.

 

NOTES
What is needed here is not what some would consider an equal chance to win by either side, that would still give the Player an advantage of somewhere in the 2 to 1 advantage area; and wouldn't produce the desired effect. What is needed and what I've tried to simulate is in the 66% chance the A.I. side needs to succeed in most situations, in order to compete with a human sentient brain. This then reduces the human opponents chances in most situation to about 33% chances of success.

Taken from BGG with direct approval from original author.

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