SoloRules - Eagle

SoloRules - Eagle
Solo Rules
After a near death experience related to a temporal-hitchhiking dinosaur, your eccentric boss Mr. Loop is starting to look towards the future. More
specifically, a future that allows him to retire and still collect some sweet, sweet dividends from the company while he does nothing. Unlucky for
you, he has just the perfect person in mind to succeed him as the president of the company: his own son, Richard Loop Junior. To prepare for his
eventual takeover, Junior has been assigned a time machine right next to your own. Now you must compete against Junior to get that big bonus at
the end of the day, and you can expect him to use every advantage he has in order to get a leg up on you.
All the components needed for the Solo Game are included in a copy of Loop, Inc. The solo version only uses the retail version of the game, and
additional mini-expansions are not used. However, you may use additional anomalies.
The setup of the game is identical to the two player game, with the following comments and changes:
• Assign a Player Color to both you and Junior. Each of you will get your own colored components.
• Each day the component board is setup with the following components:
• Day 1: Two of Each Type
• Day 2: Three of Each Type
• Day 3: Four of Each Type
• The action cards are setup as follows:
• 3 Garage and Shop Cards
• 2 Armory, Advertising, Move, Exchange, and Trash Cards
• Between rounds, two Anomalies will get added.
• You must setup three extra mini decks for Junior. Each deck consists of a Garage, a Shop and an
Armory Cards. Shuffle these three decks individually and then stack them one on top of another,
face down. This will form his single deck of action cards.
• During the game, you should setup Junior’s time machines just as you would do your own. In
other words, for Day 1 you should place the Mark I machines on your board. For Day 2 you should
place the Mark I and II machines on your board. This will allow you to easily see which ships he
has launched and which ones he hasn’t.
You go first at the beginning of each round. Your turns will progress just as in a normal game. After you take your turn, Junior will take his. On
Junior’s turn, flip over the top card on his action deck and play it. He does not take cards from the general supply. His card will always be one of the
three component card types. He takes one of each component shown on the played card. For example, if he played the Garage he would take one
Wheel and one Propeller from the general supply. For the Armory he would take one Armor. The drawn component(s) are added to his leftmost
unlaunched time machine.
After placing the components, you should instantly check if he can launch that time machine to a trip. He only focuses on his leftmost unlaunched
ship when checking if he can launch. He will not visit a trip that you have already visited that day, a trip that has an Ad on it, nor a trip he has visited
on a previous day. If he launches a time machine, move his token to the trip as if he was a human player and adjust his score accordingly.
Junior has the following advantages when launching a time machine and/or playing a component card:
• He incurs no tears if components are not available
• He incurs no waste penalty (unneeded components stay on his time machine when launching)
Once a time machine is launched, Junior will then focus on the next unlaunched time machine. Once Junior has launched all of his available time
machines he takes no more actions for that round. Junior only plays up to as many actions as he would as if he was a human player. For example,
on the second day he would only play up to six actions. He will not potentially use his entire deck until the final day. Even if Junior takes no more
actions for a round, you must still take all of yours.
At the end of the round, shuffle Junior’s played action cards and place them face down on top of his action deck.
End of Game
At the end of the game, whoever has the most points wins! In the event of a tie, Junior wins.
Difficulty Levels
Level 1: The game described above as-is
Level 2: Let Junior go first during the game
Level 3: Start Junior’s Mark I time machine with an Armor, Mark II with a Propeller and a Net, and Mark III with a Wheel and Camera
Level 4: Add in an extra BC card at the beginning of the game.
Level 5: If Junior is able to go to a trip that you have already visited that day, he may do so, and YOU get a Tear instead of him.
Level 6: If you cause any Waste, the components go to Junior’s current time machine instead of yours. If he has launched all of his ships, they
go onto the ship that will be brought into play for the first time next on the day next. On the third day, this has no effect and you
should keep the components in your penalty box.
Level 7: Even if Junior has launched all of his ships, he may continue to play cards up until the day’s action limit. The played cards go on the
time machine that will be brought into play for the first time next round. On the third day, this has no effect.
Additional Stretch Goal Rules
Performance Goals
Components: 7 Performance Goal Tiles (Placards)
Rules: At the beginning of each game, randomly deal one placard face
down to each player. Each player keeps this hidden through the game
and reveals it at the end. The player may look at it during the game. If
they have fulfilled their goal, they gain the points detailed on the card.
Waste Memo
Components: 5 Waste Memo Tiles (Placards)
Rules: At the beginning of the game, randomly draw 1 of the Waste
Memo placards. In this game, the component penalties are not worth
just minus one point, but rather the penalties indicated on the placard.
You may leave the component tokens face-up in the penalty area to
prevent confusion.
Designed by Scott Almes
Published by Eagle-Gryphon Games
Butterfly Effect
Components: 4 Butterfly Effect Tiles (Placards)
Rules: These are shuffled and placed above the furthest back trip
cards, face-down. One placard goes above a trip card, and you do this
for as many placards as there are players. When that trip is visited, that
player picks up the placard, and places it face up on a trip card that’s
later in the timeline. A face-up placard affects both trips on a trip card,
and rewards or subtracts points at the end of the game.
A trip card may not have more than one placard above it. At the end
of the game, players gain and lose points based on whether they
have traveled to the trips with butterfly effects. These points are not
counted until the end.
© 2015 FRED Distribution, Inc. All Rights Reserved
Adaptation by Brendan Riley with permission of Eagle-Gryphon Games
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