From: Doug Murphy Subject: The Far Seas: Solitaire As is stated in the Web-Grognards review of this naval game from S&T, the solitaire rules are very lame. And the situation is such that a solitaire playing would be enjoyable, as my readings on the hunt for German raiding cruisers in 1914-15 reveal rumour and confusion played as big a role as "real" intelligence in the deployment of Allied warships. So I came up with some "better" IMHO solitaire rules for this game. All other rules apply except as noted. Playing from the Allied perspective: Change sequence of play to read: 1) Allied player moves a ship or squad. 2) German ship/squadron Placement; On turn 1, roll two dice once for a squadron of Scharn, Gneis, Nurnbg; and separately for each of the remaining Ger ships (incl. AMCs) to determine the area in which to place the counters. (each area is designated by a number). Adjust the result of one die to represent the first digit of a two-digit number (6: 3; 5: 2; 4: 2; 3: 1; 2: 1, 1: 0) and place it together with the result of the second die representing the second digit: example: roll of 6 and 1 is adjusted to 3 and 1 or area 31. example#2: roll of 1 and 5 is adjusted to 0 and 5 or area 5. If the second die result is too high, reroll it until the combination of an adjusted first die result and second die result represent an area on the game map. Place the German ships/squad in the German Area Start box. 3) Allied player moves a different ship/squad. A ship/squad cannot move twice in the same segment. 4) Resolve Allied Searches. 5) For any area which at least one German counter shares with ONE allied ship, roll for a German surprise of the Allied ships: 1,2 successful. Go to Combat. 6) Combat - If a German counter is in the same area as an Allied convoy counter, roll one die: 1-3 convoy surprised and attacked before escort can intercept; reroll one die per ship for #VP; 4-6 fight escort. 7) Merch Captures/Station Raids. Roll one die per German ship/Squadron per area: 1-4 capture merchants; 5-6: raid station in area. 8) Return to Germany: any German ship/Squad in area 2 can attempt. Playing from the German perspective. Change sequence of play. 1) Place all German ships anywhere on map. Allied warships are not initially placed on the map. They are placed upside down in a pile 2) Roll for Allied presence in each area with a German ship. 6: Allied warship(s) present in area. DRM: +1 for area per Allied station within it. 3) Reroll per Allied presence for number of Allied ships in area and randomly choose that number from pile. Reroll for placement: 1-2: ? of Allied ships on merchant escort, ? searching; 3-4: ? on station, ? searching; 5-6: ? merchant escort; ? on station. If no station in area, place on search. 4) Combat 5) Merch Capture/Raids 6 Return to Germany Enjoy. Doug Murphy