It’s better to state it clearly from the beginning: if you like to play a solitaire game every once in a while, you’re not weird. Solitaire games were born when there was a much higher probability to be alone: think of Napoleon at St. Helen, who played often the solitaire card game that still bears his name.
Even if today it’s easy to meet a hundred people a day and it’s possibile to connect via the Internet to millions of gamers, sometimes playing solitaire is plain relaxing.

There are, in any case, two broad categories of gamers which have to tackle long sessions in solitude: the first one is made of authors. After having created the first prototype, and before showing it to anyone else, they have to split their personality and deal themselves four different hands of cards, or set up the pieces for a six-player game, perhaps giving each of them a different playing style – an interesting case for psychiatrists all over the world.
The second category is made up by games collectors: these martyrs of gaming are the ones who keep the market afloat, and have to undertake the hard and unforgiving task of explaining the rules to mobs of friends which, in a “beer and pretzels game”, more often than not appreciate the beer and the pretzels more than the game itself. The better way to capture the attention of the “pupils” is to learn all the mechanics of the game beforehand, to keep the explanation the shortest possible. What better way than playing a game against oneself?

Thus, in these pages we are going to present solitaire boardgaming. The topic is huge: in the first part, instead of compiling a simple list of titles, we are going to try to understand in how many different ways one can implement the solitaire practice when the presence of a flesh-and-blood opponent would almost seem a necessary prerequisite. In this first part we’ll focus on so-called “German games”, which lend themselves better to the analysis of the game mechanics. In the second parte we’ll take a step back in time to examine the first examples of solitaire play in wargames, which are definitely out of fashion today, but dominated the gaming landscape for the whole 70s and 80s.

A last premise before going on: several solitaire systems implement more than one mechanism to “run” the game: for the sake of simplicity, we’ll divide them up according to the principal one.


Player VS Luck
Tre broadest category of solitaire games is based on the challenge between Man and Fate. In less pompous words, success and failure depend not only on the choices of the player, but also on luck.
Card games, using French or other kinds of standard cards (in Italy, for example, we use the typical 40-card decks) are certainly the most common kind of solitaire games of the last centuries. Who hasn’t ever played SPIDER or KLONDIKE, maybe on the screen of a computer powerful enough to render in real-time a Pixar movie?
It’s a pity that many solitaire games look very similar to each other (which has given birth to books like “100 card solitaire games, 90 almost identical”), when cards can be used in a much more creative way… we are presenting this category anyway, at the beginning of our overview, because we recognize that they are the foundation of a long series of games which use cards in the most different ways.



In WINGS OF WAR - BURNING DRACHENS you can fly
all by yourself now …

Passing to much more interesting games, fate is implemented in a brilliant way in WINGS OF WAR - BURNING DRACHENS (Andrea Angiolino and Pier Giorgio Paglia - Nexus, 2005).
In this new edition of the aerial dogfighting game, the introduction of new elements (anti-aircraft flak and snipers) has allowed for the first time the creation of solo scenarios. The player has to prepare his mission, usually based on an attack against enemy trenches of aerostatic balloons, having only a fixed number of turns to carry it out.
Each time that, maneuvering his plane, the player falls in the firing range of sinipers or flak, he has to pick a card to see if they shoot and, in that case, another to see if he got hit and the damage received. Anti-aircraft usually does less damage than enemy planes, so the player must organize his attack in the best way to gain good firing chances without remaining too much time exposed to enemy retaliation. The enemy, thus, is nothing else than Fate, since the enemy attacks as soon as possibile.
The weird thing is that ina similar game (set during WWI) this mechanic is much more realistic than it could appear, since at that time most fights were won also (or mainly?) because of luck…

A famous solitaire classic is the old CHAINSAW WARRIOR (Games Workshop, 1987). The player plays a tough, heavily armed clod who find himself thrown among zombies and other assorted monsters, while the evil character “Darkness” (!) wants to destroy New York.
Each turn the player picks a card representing an event (usually a monster encounter), decides which weapon to use and throws the dice according to that choice, hoping to get a successful outcome and another turn of survival…
The fame reputation of this game is really a mystery: for today’s standard one could almost say it’s a “non-game”, since the choices are severely limited and his chances of survival are based mostly on the initial die rolls, which determine the character’s physical abilities.
The game, so to speak, “plays itself”, although we must admit that – thanks to the nice graphics and the fun setting – it’s a pleasant experience every once in a while.

Player VS Bot
We are borrowing from the videogaming world the concept of “bot”: in many online games, bots are used to substitute for one or more human players. They are virtual players, programmed according to a series of fixed rules (like “if you see the player, shoot. If he throws a grenade, run”. Sadly the real programming is not that simple, but it’s just to give an idea…).
A simple bot in the boardgaming world would be the monster from FINSTERE FLURE (Friedeman Friese - 2F-Spiele, 2003). When he has to move, the monster takes a certain number of steps, but if “looking around” he manages to “spot” a player-driven character, he turns and start to “follow”.
Here the terms “looking around”, “spot” and “follow” seem to indicate a certain degree of intelligence which, actually, the monster lacks. In fact, “look around” means “check if there’s a pawn on your row or column”, “spot” means “check if there is no obstacle between monster and pawn” and “follow” would be better described by the sentence “rotate the monster 90 degrees and start moving in that direction”.
The artifice is clear, but that notwithstanding, the monster’s behavior appears coherent within the game world, which leads us to believe that FINSTERE FLURE would be a nice solitaire game. Try to put together a rule set!

More elegant bots are those present in AL CABOHNE (Uwe Rosenberg - Amigo, 2000), the solitaire version (although it’s playable by 2 humans, too) of the classic BOHNANZA.
Three unpleasant characters (Al Cabohne, Don Corlebohne and Joe Bohnano) from the “bean mafia” are challenging the player. During the game each of the three bosses start collecting a particular kind of bean choosing it by chance or among the player’s discards. When the price of the bean field reaches the level set by the boss (1, 2 or 3 coins), it get automatically sold.
AL CABOHNE has been the inspiration "THE LONE GUNSLINGER", the solo variant for BANG! that you can find in this issue of GiocAreA OnLine. The idea, by the way, was probably already in the air, since one of our readers (Luca Revello) has recently created a very different solitaire variant of BANG!, which we are going to show you in the next future.

Player VS a Story
The classical way (and very common in the 80s) to play “against a story” in solitaire is represented by the so-called “gamebooks”, better known in the anglosaxon world as “Choose Your Own Adventure” books.
Gamebooks are a sort of hypertextual entertainment on paper: in simple words, books that let you play. Perusing a gamebook one can instantly note that the text is divided in hundreds of progressively numbered paragraphs.




The cover of the Italian edition of one of the first librogames published by E.Elle, part of the Lone Wolf saga.

To start, you have to read the first paragraph, which typically contains the beginning of a story. At the end, you will be presented many different options, each linked to another paragraph numer. For example: “You keep walking (23) or you stop and talk to the old man (149)?”. Once an option has been chosen the reader has to jump and read the corresponding paragraph, which will lead to other story paths…
The mechanism we have described, together with a simple dice-based combat system (as in the most successful series, the fantasy “LONE WOLF” by Joe Dever, which sold 8 million copies...) and perhaps additional skills and inventory systems, has been enough to ensure the gamebooks’ success.
Sometimes the authors have been able to add particularly clever innovations: in the SORTILEGE books (written by Steve Jackson), for example, before starting the game the reader must “study magic” committing to memory a series of 3-letter magic formulas with their effect. The anxiety of finding oneself face to face with a vicious monster without knowing if it’s better to yell “HOT” rather than “RES” expresses well the sense of powerlessness of someone who embarked into an adventure without the necessary preparation!
Anyway, we have already talked at length about gamebooks in issue #10 of GAOL (Italian only, sorry!), so we’ll not delve further, pointing the interested reader to the site http://www.magnamund.net/ramas/
The boardgamer will perhaps be more interested in experimenting a fusion of the gamebook mechanics with a real, full-fleged boardgame: an example is TALES OF THE ARABIAN NIGHTS (Eric Goldberg - West End Games, 2005), where the random encounters on the map are resolved by reading the correspondent paragraphs on the included booklet…
Another very interesting game is SHERLOCK HOLMES CONSULTING DETECTIVE (Gary Grady, Suzanne Goldberg & Raymond Edwards - Kosmos, 1981), a sort of murder party game playable (also) solo. The box contains all the clues necessary to solve several crimes playing the role of the famous detective, questioning suspects, reading the local paper and much more…
We finally cite here, although it’d deserve a category unto itself, Beniamino Sidoti’s crazy “solitaire live role-playing game” with the unlikely title MUCHO GRAXXIAS VERSUS FRANKENSTEIN, THE MUMMY AND THE VAMPIRE ON THE PIRATES' SHIP IN A PERFECT STORM (i Giochi del 2000, 1996).


Player VS a Puzzle
Another classic way of playing with no opponents is the puzzle game: this is so true that the very game of “solitaire” falls in this category.
We are actually referring to SOLITAIRE, the game in which you have to jump a peg with another to capture it and you have to remain with a single surviving peg.
Games much more fascinating in this category are the ones from ThinkFun, like RUSH HOUR or TIPOVER. Every one of them shares the same main approach: given a starting state and constraints on the possibile moves, the player has to reach a particular goal state (remain with a single peg, drive one’s car out of the traffic…).
Even TANGRAM, in its own way, represents an incarnation of the same gaming concept: the starting state is a bunch of pieces in different geometrical shapes (triangle, square, etc.). The pieces can be combined freely, but the player must use them all; the goal is composing a particular shape.
It seems, though, that we are moving farther and farther away from the kind of games usually considered by GiocAreA’s readers...

Player VS an Abstract
Abstracts (like checkers, or GIPF) are an extremely old category of games. There isn’t yet a total agreement on the definition of “abstract game”, but in short, we could say that the main characteristic is that a pawn is just... a pawn, all the pieces are visible and there is no luck. This definition is quite imprecise, because it would exclude games like CHESS (where every piece represents a military unit), several DOMINO variants (with hidden pieces) or BACKGAMMON (where the players rolla die to move), but we have to content ourselves. We are going to consider here every possibile kind of abstracts, anyway...

One of the best recent abstracts playable in solitarie is BLOKUS (Bernard Tavitian - Alary Games, 2000): each turn the player must place one of his 21 “poliminos” on a checkered board in such a way that it touches the corner of a previously played piece.
While the multiplayer game is based on spatial control and invasion of enemy territory, two solitaire variants are included: the best is probably the one that asks the player to place on the board alla the 84 pieces (in 4 colors) according to the simple rule above.

Another very interesting, recent abstract is INGENIOUS (aka EINFACH GENIAL, aka MENSA GAME… Reiner Knizia - Fantasy Flight, 2004), a game “from 1 to 4 brains”, as the box says.
On a board made of hexagons the players place, in turn, pieces made up of two hexes with a common side.

Each hex contains one of six different symbols: every time a piece is played, an imaginary line is traced in every direction; all the symbols of the same color on that lines are worth one point. However at the end of the game, as in EUPHRAT & TIGRIS, the only score that counts is the lowest one. It’s possibile to play this game solo, picking randomly one piece after the other and placing them on the board, trying to maximize the final score. It’s a nice challenge, but it could be even better if the game defined in advance score intervals corresponding to different “degrees of victory”. For example, which is the maximum theoretical score?
Another very brilliant abstract game (and it’s free!) for 1 or 2 players is Jean-Francois Lassonde’s MICROPUL.



MICROPUL: solo game for free, but you can also order a good looking handmade set ...

The game is made of 48 tiles, all different. Each side of a tile can contain a micropul (a white or black solid circle) or a catalyst (one or two little dots, or a plus sign).
The aim of the game is to connect all the tiles playing them one by one, creating big conglomerates of micropuls of the same color. Micropuls act as “glue” between two tiles, that can be placed next to each other only if they share a micropul on the common side. Catalysts allow to pick new tiles (and this is the only way to get new tiles besides the starting six). We won’t delve further, since you can find the (simple) rules online at this address:
http://neutralbox.com/micropul/
If it’s not enough, you can also play online with a handy Flash interface: the address is http://hozo.hp.infoseek.co.jp/micropul/index.html
MICROPUL is one of the most fun solitaire games ever, which requires the player to ponder carefully every move.

Player VS a Record
We admit it: this taxonomy is stretching a little bit too far. Wanting to break a record, in fact, is more like an impulse to play than a true opponent. Sometimes, though, the urge to beat one’s own time or score is a good motive to keep playing, as all those who have spent years trying to solve RUBIK’S CUBE in the shortest possible time, long after having memorized the resolution algorithms, know well.
The difference between solitaire playing in BLOKUS vs. MICROPUL is thus evident: the former has a “solution” (the games “is beaten” or not), the latter ends in any case, but it’s possibile to calculate one’s own score and try to beat it.
This record-seeking is common to many of the games we are already presented in this article and, more broadly, in this whole issue. The classic DUNGEON QUEST (Dan Glimne - Games Workshop, 1987 – see “Golden Oldies”), for example, is in itself little more than a game “VS Luck”, but one can write down the number of gems obtained and try to beat that score the next time.
This possibility is explicitly stated in LORD OF THE RINGS (Reiner Knizia - Kosmos, 2000), which contains a (“Heroes’ Gallery”) sheet whose purpose is just to keep track of the best scores. There are many variants that allow to play that one solitaire…
Another fun pastime is to run around the track solo in the just-released BOLIDE (Ghenos Games, 2005), a very clever and enriched remake of LA PISTA (“The Track”), a traditional paper-and-pencil game played by middle-schoolers all over Italy since forgotten times. The rules do not explicitly anticipate solitaire playing, but it’s very easy to keep running around the track trying to beat one’s own best lap. Of course this is also true for other racing simulations (PITSTOP, FORMULA DÈ…), but it fits particularly well such a game, which the constant search of the “perfect path” makes almost similar to a puzzle game.

And now something completely different: wargames and such
Let’s move our focus now from classic card games and modern “designer games”, or German games, or Eurogames... or whatever you want to call them (argh) to good, old-fashioned wargames.
In fact, although most of the war simulations are made for more than one player (typically 2), it’s fairly common for a single “grognard” to tackle the long setup and the even longer play of a battle with no company but his own curiosity and strategic theories. More often than not the wargamer, always observant of the quality of the simulation, rather than winning is interested in seeing “what would have happened if” at Gettysburg Pickett instead of charging... or if Napoleon had decided not to... and at Zama, maybe, if the elephants... you got the concept. And then there’s the desire to replay that particular situation that came up during the last battle, perhaps to be better prepared next time!

This kind of solitaire experiments, almost scientific rather than ludic, are made easier by the fact that most wargames don’t have secret information, which tend to abound in german games. Of course there are some exceptions, mainly “block games” (from Columbia... the ones with the little wooden blocks, set upright to keep the units’ identity hidden... think Wizard Kings?) and “card-driven” wargames, strategic-level sims based on a card mechanic which, from the dynasty founder WE THE PEOPLE, have enjoyed a great success that spawned masterpieces like Ted Raicer’s famous PATHS OF GLORY.

If we refer to the taxonomy presented above, most of these games uses pre-programmed “bots”: it’s the case of TIME TRIPPER, a tactical fighting game from SPI (James F. Dunnigan, 1980) which won’t certainly be remembered as a masterpiece, but we want to cite since it accompanied for long years one of the authors’ youth. In this game the main character, an American soldier fighting in Vietnam, finds himself thrown by chance in the middle of the most famous battles of the past (but also the future!) and he must survive long enough to “master the flux” and get back to the present. Enemies are represented by generic counters and move according to a few reaction rolls and a simple set of easy rules that make them real “mindless automatons”.
Most of the times, anyway, the programming does non concern simulated players (or “dummy players”, as they’re usually called) or single counters, but the entire game system: in other words, the whole “world” which the player must fight against. Obviously it can’t be a complex system, and this is the reason why solitaire wargaming has been traditionally confined to specific scenarios. A typical characteristic is the presence of an asymmetrical situation, often heavily slanted towards the “system”. In this way the player may play the role of the hero and fight against impossibile odds, against an enemy much more powerful, but so less clever... a good way to tickle the self-esteem of potential customers! Moreover, usually the simulated players’ strategic choices are not as interesting as the human’s: the optimal solution, in these cases, is simply to eliminate it and create a system which allows the world to function and assures a random behavior (the random element is always present, as die rolls, secret cards, counters picked from an opaque cup and so on).
The most famous scenario for such games is probably the Battle of Britain, the aerial campaign which, from July to October 1940, pitted over the English Channel Goering’s Luftwaffe against RAF’s heroic pilots. There are two well-known solitarie simulations of this battle: LONDON’S BURNING (AH, 1995) and RAF (West End Games, 1986). In both cases the system keeps the player busy with a constant stream of incoming bombing missions; the player must lead the defense, that is absolutely incapable of going face-to-face against a much superior enemy. The player must thus (but we’re simplifying...) manage his resources (aircrafts, pilots etc.), decide which objectives protect with priority and, most of all, decide when to give battle.
Another scenario, which we want to cite because of the quality of the game itself, is MOSBY’S RAIDERS from Victory Games. The player plays the roles of Mosby, a great Confederate cavalry leader during the American Civil War. Here, the “powerful but dumb” system is represented by the Union war machine: at the head of his followers Mosby must operate behind enemy lines and sabotage their communication, blow up bridges and railroads, hitting without notice and even going as far as kidnapping enemy generals. In short, a typical partisan guerrilla in a very original setting, at least for an European gamer. A recommended title, that you can find with relative ease on Ebay!

As far as paragraph-based systems go, “gamebook-like” so to speak, we have already cited WEG’s TALES OF THE ARABIAN NIGHTS. There are many more old titles, once again from SPI, which merge a textual system with typical wargaming mechanics: the science-fiction VOYAGE OF THE B.S.M. PANDORA (SPI, 1981), for example, at a “strategic level” has a monthly temporal scale based on written paragraphs, with an added turn-based tactical system taking place on several maps which represent the surface of the many different planets.



AMBUSH, the king of the numbered-paragraphs games.

The king of the numbered-paragraphs games, however, is surely AMBUSH! (1983) from Victory Games, a super-tactical wargame set during WW2 which merges paragraphs with the complexity of Squad Leader’s iperrealistic rules, throwing in random events and a bunch of other stuff to boot! There’s no need to say that, in order to even start playing, a gamer must dedicate a huge number of nights (nights, not hours) to the tireless study of the rules. That notwithstanding the game is considered a true classic, together with its modules and the twin game BATTLE HYMN, set in the Pacific (VG, 1986).

Unfortunately we’re running out of space and we cannot talk at length (as we would) about pure simulation systems, based on many complex tables and a huge quantity of die rolls. It’s the case of B-17: QUEEN OF THE SKIES (AH, 1983). These games consist mainly on a long sequence of random events and are often criticized because they don’t let the player make many meaningful choices: in fact that’s exactly the point, since missions like those tackled by the “flying fortesses” were often decided by chance and almost always the commander found himself overrun by events. It’s a pity that nowadays sims like that have been totally abandoned, mainly because of the computer’s diffusion. The problem is that it would be a trivial task to implement a system like B-17 on PC, but (besides a total lack of commercial interest) it would lose completely its charm, since the long times of consultation of the charts and the many die rolls convey a tension that an automatic computer generation could not but destroy. In other words, the approach is almost similar to a role-playing game: the commander leaves for his mission, more often than not find himself in big trouble (the game is fiendishly hard!) and can only watch the events unfold, hoping to save his own life and that of his crew. And it’s hard to explain how fond one can grow of his poor soldiers...

Well, we said there was no time to talk of B-17, and we ended up doing it anyway. Now we’re really closing, but before that, we really have to cite the most original solitaire system of them all: it’s PELOPONNESIAN WAR (1991), once more from Victory Games. Here the system is different from any other, since the player is required to take the role of both nations at war! This way, instead of fighting against a dumb system, he will always be able to say that his opponent is the toughest one... himself. In short, the player will keep playing for the same side as long as it’s losing, while the other is “auto-played” by the system. As soon, with great effort, he will have managed to change the fate of the war, he will be forced to swap sides and start commanding the armies that, up to that instant, he was trying to wipe away! An original idea, isn’t it? It’s obvious that such a game will appeal to people that like to watch events unfold and experiment new strategies, and not only “win”: in any case the game includes a way of calculating victory points, based on the player’s actions and the total duration of the war.

And Then There Will be One
So, now we’re really over. Maybe this long overview of solitaire gaming has convinced you to try it... if you want to give it a shot, you can find many titles in the great web site Game-it-Yourself! (http://www.runestoneit.com/~dseagraves), an archive of “free” downloadable games, or you can print ZOMBI NIGHTMARE right away, from the “To Play” section of this very issue.
We are now leaving you alone... have fun!

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