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Solo/2-player Variant

Setup
1. Establish a dummy as the first and third player for a solo game by
setting one unused gear/fire power color. If playing with 2+ human
players, only set up a dummy as the first player.
2. Set the dummies fire power to 3 and use 3-4 player rules.
3. Set out a dummy player mat (or an unused machine without the 8
Machine Segment Pieces) to hold / / / .
4. Add a d6 to the game.
5. Give the dummies 2 (not one).
6. All spots are considered "unlocked” for dummy player (so they
dummy can hold up to four at game start).

Spoils
• Dummy agents resolve spoils at London and America, or whenever
they gain or , by putting them on the designated spot on the
dummy player mat (or beside, not on, their machine).
• Whenever the dummy has 4 / in any combination: return the
4 items and give the dummy a mayhem chit.
• and are placed on the designated spot on the dummy player
mat ( or on their machine) and firepower is raised as usual. If
1-5 are gained each has a value of 1. If 6-10 are gained each
has a value of 2.

Dummy Player's Turn


Roll a d6 to determine the placement of the top unused chip from their
agent stack:
⚀ London | ⚁ Moscow | ⚂ Paris | ⚃ Rome | ⚄ Washington
⚅ Check →
0-1 scientists: re-roll until the result is ⚀ to ⚄.
2-4 scientists:
(1) Return 2 scientists and place an agent on the highest
valued city without a dummy agent of its color:
1 Moscow | 2 Rome | 3 Paris | 4 London | 5
Washington
(2) Roll die for a second placement.
• If a second six is rolled and the dummy has 2
scientists, place an agent on the lowest valued city
without a dummy agent of that color: 1 Moscow, 2
Rome, 3 Paris, 4 London, 5 Washington, otherwise
roll until you get a 1-5.

Agents
In addition to gaining the spoil for the city, the dummy’s agents are
resolved as follows:

Number 2 and the Saboteur are resolved as usual.

The Engineer gains a Mayhem token.

The Henchman takes the city’s Mission Card if they qualify. If


they do not qualify and have three plates/screws (in any
combination) the parts are returned and the Mission Card is
gained anyway.
The Gunner gains, if they have enough fire power, a building. If
the dummy has zero or three parts, take the rightmost most
building. If the dummy has one or two parts take the leftmost
most building.
End of game
Add cities, missions and mayhem for total. Dummy wins all ties.





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Draw Discard 1
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Draw Discard 1
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x4
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