Solitaire by Brien Martin

My solo system does *not* use the card deck. I've found (having played Wrasslin' solo) that it's more difficult than usual to play a card game when you can see some/most/all of both hands. Instead, my solo system uses 2d10 and a d6 to "draw" a card for each side in turn. Sometimes, the card drawn is useless (much like having a discard turn). There are two ways you can use this system:

  1. Keep track of each card rolled, much as you would have an actual discard pile. Probability becomes a "without replacement" distribution. When a particular type of card has been "exhausted" (ie, you roll a Probe, then roll Left four times), then re-roll until you get a card that is still "in the deck".
  2. Let the solo system generate cards completely at random without regard for card limits. In this way, the All-Out Offensive card might be generated more than once, or not at all. If using the completely random method, the All-Out Offensive card activates any four units, rather than all of the units on board.
At the start of each side's turn, roll once on the first chart below (and follow up as necessary on one of the other two charts). Then play that side to the best of your ability given the card you've just "drawn". All other Battle Cry rules (save the change to the All-Out Offensive card if using the random method) are in play.

Using 2d10, roll on the Order Chart:

01-30: Roll again, using Special Orders Chart
31-52: Probe, roll again on Sector Chart
53-69: Attack, roll again on Sector Chart
70-84: Skirmish, roll again on Sector Chart
85-94: Assault, roll again on Sector Chart
95-00: Coordinated Attack
If the result is in the range of 01-30, roll 2d10 on the Special Order Chart:
01-06 Call For Reinforcements
07-17 Bombard
18-23 Construct Fieldworks
24-34 Fire and Hold Position
35-40 Rally
41-51 Force March
52-57 Short Of Supplies
58-68 Hit And Run
69-73 Counter-Attack
74-84 Leadership
85-89 All-Out Offensive
90-00 Sharpshooter
If a Skirmish, Probe, Attack or Assault card was selected on the Order Chart, determine the sector for that order by rolling either a 2d10 or a d6 in the Sector Chart:
        2d10     2d10     d6       d6    
Sector  Probe   Attack  Skirmish Assault 
Left    01-31   01-30   1-2      1-2 
Center  32-69   31-70   3-4      3-4 
Right   70-00   71-00   5-6      5-6 

I hope that if you give this system a try, you'll contact me privately or here on this board and let me know what you think. Brien Martin (bkmartin26@aol.com)