Circle the Wagons: Lone Cowboy
Circle the Wagons: Lone Cowboy Rulebook
Table of Contents
Table of Contents
Solo Rules
Setup
Select a scenario card. Find the two goal cards listed on the scenario and place them on the table. Shuffle the remaining cards and cut the deck. Starting with the newly revealed card, make a circle of 8 cards and place the remaining cards in the center. This pile is known as the preference deck.
Gameplay
The game is broken into two rounds of several turns each. The first round lasts until all 8 starting cards are drafted. The remaining cards in the deck are then dealt to form a second circle, and round 2 begins.
The player has the first turn, and drafting starts with the 1st card placed in the circle. The player will draft and place cards as normal; skipped cards are placed into the opponent's draft pile, called their town.
Note: the opponent's town should always have a single card on top for gameplay purposes, but the pile may be viewed at any time by the player. You may make the town a column or pile, as you see fit.
The opponent will draft differently based on which round it is.
Round 1
The opponent will skip up to 2 cards in order to draft a card with an icon that matches (icon and color) an icon on top of the preference deck. If they are able to make a match, both the drafted card and the top card of the deck are placed into their town. Otherwise, place only the drafted card into their town.
Round 2
The opponent will skip up to 1 card in order to match an icon showing in their town. There may also be additional draft rules on the scenario card.
Note: turn order is maintained between rounds 1 and 2; it does not revert back to the player.
Scoring
Player scoring is identical to the 2p game. Opponent scoring is outlined on the scenario card. In addition, identify the 3 most common territories in their town. They score 1 point for each territory in those 3 types. (For example: 5 prairie, 5 snow, 4 forest = 14 pts.)
Scenarios
Each scenario card gives a 2nd Round Opponent Draft rule and Opponent Scoring rules. Choose one scenario card for the game and apply its rules as described above.
Boomtown [Smalltown Charm, Boom or Bust]
2nd Round Opponent Draft: If tied or fewer territories after Round 1, will skip draft every time.
Opponent Scoring: Mountains count as Mines for Boom or Bust.
Gold Rush [Claim Jumpers, Gold Country]
2nd Round Opponent Draft: Will skip up to 2 for a Gun, but not past a Mountain or Mine.
Opponent Scoring: 2 Points per set of Mountain & Mine. Claim Jumpers scores as normal, but opponent starts with 2 Guns.
Through the Desert [Wagon Train, Badlands]
2nd Round Opponent Draft: Will skip 1 to a card with two or more of Wagon, Gun, or Desert.
Opponent Scoring: 1st six Wagons score as normal. +2 each additional Wagon. 4 points per set of Gun and Desert.
Out-Drink the Competition [Bootleggers, One Too Many]
2nd Round Opponent Draft: Will skip 1 to a Wagon, or over a card with 2 or more Beers on it.
Opponent Scoring: 2 Points per set of Beer + Wagon. Cannot lose points from One Too Many.
Water the Herd [The Herd, Cool Water]
2nd Round Opponent Draft: Will skip 1 to a card with two or more of Wagon, Cow, Water.
Opponent Scoring: 3 points per Wagon. 2 points per Cow.
Cattle Drive [Happy Cows, Prairie Life]
2nd Round Opponent Draft: Will skip 1 to any Cow or Prairie.
Opponent Scoring: Do not divide by 2 for Prairie Life. Ignore Snow for Happy Cows.