Purpose:

Saboteur: A Solo Dig

https://boardgamegeek.com/thread/988448/saboteur-solo-dig

Simplify AI considerations by just considering only 1 card drawn from the Deck each time per character slot.

The main purpose of this is to minimize the AI considerations it’ll take to monitor a player’s entire hand and looking up a cumbersome priority list of actions.

Also, it keeps the player’s entire hand primarily his to work out and plan accordingly, so the player doesn’t have to worry about losing his cards to the opposition if he intends to save/use such cards for later, knowing that the saboteurs can’t steal them under normal cirucmstances.

Also, it works great with Saboteur-2 roles as well, adding a great deal of “color” to the game.

Setup:

Beginning:

Game flow:

Can’t see table fully of 6 columns? View in HTML format http://www.gingkoapp.com/sabosolo.html

Card drawn / by: Miner of different color Saboteur Boss Geologist Profiteer
Path Play only to get closer to gold (only if reachable without opposing color door) Play only to get further from gold Play only to get closer to gold Play only to get further from gold Draw another role-card from remaining deck and assume role.
Path with Crystal Play only to get closer to gold (only if reachable without opposing color door) Play only to get further from gold Play only to get closer to gold Play it as long as it’s possible, placing it to further delay a path closest to gold, else play closest from start ladder Draw another role-card from remaining deck and assume role.
Dead end path Discard Play to block area closest to gold Discard Play to block area closest to gold Draw another role-card from remaining deck and assume role.
Path with door of different color Discard Discard unless got usable dead-end Treat as regular path Discard Draw another role-card from remaining deck and assume role, but treat as regular path ignoring colored door.
Break item Use on first active Saboteur Use on first active Miner Use on first active Saboteur Discard Discard
Jail Use on first active Saboteur Use on first active Miner Use on first active Saboteur Discard Discard
Repair item Use on first disabled Miner of same color Use on first disabled Saboteur Use on first disabled Miner of any color Use as personal shield in order to stay active throughout every round. Discard
Collapse Destroy last dead end path closest to gold (only if reachable without opposing color door) Destroy the recently last non-dead end path built by any miner/boss Destroy last dead end path closest to gold Discard Discard
Map Discard Discard Discard Discard Discard

Comments on the AI rules

Other rules

Improving strength of Saboteurs

There’s a tendency for all/almost-all Saboteurs to be locked down out of play later in the game (unable to rescue themselves) due to the lack of a 4 card-hand that the Player character has.

Some rules to make saboteurs more competitive:

Include 9 + 1 (permanent miner) player.

This makes the game slightly easier, but also more fun because you’re always ensured the ability to at least play/discard a card from your hand every round, adding more player involvement in the game instead of waiting for your Blue/Green miners to appear.

It also provides a fail-safe in case ALL of your blue/green miners are “out-of-play”, though that is highly unlikely.

Saboteur: Het Duel

https://boardgamegeek.com/boardgame/168215/saboteur-het-duel

Using dead ends and collapse cards for more interesting maze layout results.

https://boardgamegeek.com/article/19770754

With the following rules above, a player’s hand can often contain dead-end cards at times (which he can freely discard), and occasionally collapse cards which he can retain as “good” cards in case he needs to clear those dead ends. In other cases, he’d probably have a better chance detouring and finding other ways to reach any of those gold zones.

There can be no consecutive “bad” collapses or consecutive dead ends or dead ends/collapses occurring simultaneously with other bad cards being triggered, controlling the “difficulty” accordingly.

Alone in the Mines

https://boardgamegeek.com/thread/1016732/alone-mines-solitaire-variant

Spatial movement along tiles will result in further discarded “unknown” cards from deck.

Some movement rules can involve:

Any excess moves will cost time.

Intended result:

Arcade game variation:

Setting:

At 1 movement point toll:
“We cannot move further unless you hand me over a (known) selected card to use/discard, or sacrifice 1 (unknown) card from the deck!”

  1. Give selected card from your hand to use/discard.
  2. Sacrifice 1 faced-down unknown card from deck

If option 1 is used, guards can move up 1 cards from current position, which is now the new position. This happens whenever something is built, used, or discarded form your hand.

If option 2 is used, guards will stay put but let you move 2 steps beyond current position until you “call them”, or move beyond the 2 steps to the next step area, in order to automatically call them to “fall-in” on the zone that you exited from.

  1. Call guards to move up in order to fall-in on your new position.
  2. Call guards to move up in order to build something new at your position.
    Or automatically call guards to fall-in closer when you exit out beyond the 2 extra steps.

OR