I have expanded a bit on the solo system. The solo system is workable, but IMO, too dependant on "bypass what the AI would do because it's stupid". And it lacks some information about decision making (like how many units to activate, how to set up etc).
Of course an AI-paper system will never be as good as a computerized system, but I tried to make it less dependant on AI-overrule:
1. I included the "Random Setup" rule designed by Gábor Venczel here
2. I clarified the "key" card definition and added decision-making tools, specifically referring to "causing damage"
3. I added a system of "AI Fate Points" which are randomly generated by the system and spent mostly during the Rally Phase to reduce overhead. It gives the AI an impredictable edge.
I'm starting to hit a sweet spot with those rules where you don't have to overrule too much the AI, I'd say maybe 20% of the time. The AI is still a bit dumb (and I am not even a great player) but it also now has an edge with its Fate Points, so it evens out the odds.
You will find my rules here, please feel free to comment here, or directly on the google docs document:
Of course an AI-paper system will never be as good as a computerized system, but I tried to make it less dependant on AI-overrule:
1. I included the "Random Setup" rule designed by Gábor Venczel here
2. I clarified the "key" card definition and added decision-making tools, specifically referring to "causing damage"
3. I added a system of "AI Fate Points" which are randomly generated by the system and spent mostly during the Rally Phase to reduce overhead. It gives the AI an impredictable edge.
I'm starting to hit a sweet spot with those rules where you don't have to overrule too much the AI, I'd say maybe 20% of the time. The AI is still a bit dumb (and I am not even a great player) but it also now has an edge with its Fate Points, so it evens out the odds.
You will find my rules here, please feel free to comment here, or directly on the google docs document: