Conquest of Paradise: Solitaire Rules

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Quite some time ago, Gene asked me to write an InsideGMT article to help support Conquest of Paradise in its pursuit of pre-orders for its new, Deluxe Second Edition printing. Even though there were plenty of improvements from the original printing- such as a mounted map, wood pieces, the new event deck, and improved graphics- Gene wanted more. He strongly suggested a set of solitaire rules for the game.

I had not been very supportive of this idea in the past. Some fans of the game had posted their ideas for solitaire rules, and I encouraged them to do so, but never gave any of them “official” status. I think the game works quite well as it is for solitaire “noodling”. You can run the exploration and economic systems, and get a very good simulation of Polynesian expansion into the Pacific, if it had happened without any opposition or conflict. But of course Conquest of Paradise is also a war game, and there was no easy way to incorporate conflict with this sort of solitaire game play.

But with the new Deluxe edition, new design opportunities were presented. Since the villages in the game would now be represented by wood pieces, we now had a few dozen extra counters on the ½” marker sheet. (The 5/8” marker sheet will remain essentially unchanged, except for the new improved colors.) Some of these ½” counters were used for new markers to go with the Random Event cards, as well as a few other miscellaneous markers. But we still had a bunch of extras.

Opportunity being the father of invention (mother was already taken), the design ideas began to flow. Since Conquest of Paradise already utilizes a chit-pull system to simulate the randomness of exploration, why not also use chit-pulls for a solitaire system? Since the exploration system already uses the two sides of every chit to convey two separate but linked outcomes (what you discover plus how difficult it was to do so), the solitaire system does the same: one side to show how your imaginary opponent expands, and the other to show what actions he takes.

The Action side of the chits focus on attacks. This was the one aspect missing from the peaceful solitaire “noodling” you could do with the first edition, so this is the focus of the new solitaire rules. The rules do not create a full opponent, only the edges of an opponent- or even several opponents!- that you might encounter as your own empire expands. Attacks can be unpredictable, even striking parts of your empire that you thought were safe.

Your opponent’s exploration might grab places that you planned to get, and occupy any islands there before you can do so. Even during your own exploration, as you get further from your home islands, you become more likely to find islands that have already been occupied by some other, unknown opponent!

Meanwhile, your opponent continues to build and develop his empire- the Expand side of every chit. These builds will sometimes provide the striking force that he will use against you. Or maybe, they are only desperate attempts to defend targets that you will attack and incorporated into your own empire!

The solitaire rules and chits here will be included with the Deluxe Second Edition of Conquest of Paradise. But you can use them right now with the first edition of the game! It will take a little bit of craftsmanship. Print out the chits, glue the fronts onto some cardboard, and then carefully glue the backs on so that they align correctly. Then cut them out. Enjoy the game!

 

 

Kevin McPartland
Author: Kevin McPartland

Designer of Conquest of Paradise and Banish the Snakes for GMT Games.

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