This is my unofficial Home Brew version of Pub Battles. This is the way I play when it is just me. Not a true solitaire game, there is no AI, but just a way of playing when no opponent is present. Pub Battles is well suited to solitaire play as it is simple and the chit draw serves as a convenient ‘save point’ if you get called away.
One of the ways I frequently play Pub Battles solitaire is as a simulation engine. I have an idea for a different strategy or I want to try out a new rule with a familiar strategy and this let’s me “run it through” a few times. Pub Battles plays so quick and easy that this is a viable option.
Pub Battles is an amazingly robust system. I have seen many different rules tried (and mostly discarded) and the system works with them or without them.
Of course you can always add rules that factor in this or that. You can always add different combat modifiers and effects that give the game a slightly different feel. Maybe there is one thing that blocks your enjoyment of the game. Fine, add it in and have a blast.
I generally go the other direction. I try to eliminate every rule that isn’t absolutely necessary. I find this speeds up the game. The whole point of the rules is to focus on command interaction, and simplify and gloss over combat detail. This is the main reason I developed a single die per side combat system. It’s quicker and easier. Not a huge difference, I am happy to play “the right way” when playing in public or introducing new players to the game.
The really cool thing I find about this is that by not specifically trying to model one thing, the system models everything in general. So let’s dig into my version. I’ll add my designer’s notes in italics.
All official Pub Battles rules are in play, except as modified below:
Alter Turn Order – For the most part, when I play solitaire, I just deal with the chits as they are drawn. This forces me to learn to roll with fate. As a consequence, I rarely try to Alter Turn Order when playing versus a live opponent!
- Developer’s Notes
I don’t care for Field of Engagement. I find it time consuming and inelegant. No unit is ever necessarily just sitting, they are always in motion. Their fluid movement is chopped up by the arbitrary turns that are superimposed over the battle simulation. In addition, there are plenty of incidents where a unit did not do what it should have done, maybe they didn’t recognize the identity of the unit, maybe they were confused about there orders, maybe a regiment got lost, or the commander just had cold feet. All the game shows are those combats that actually were executed to the extent that resulted in an entire division suffering some sort of dramatic effect. Also, all you are really seeing is your best intelligence as regards the unit’s position. Maybe it’s not attacking because its not precisely there! Hopefully, your next orders will make sense for them to follow (or will they have to write for clarification?). The system doesn’t attempt to tell you precisely why a unit did or didn’t follow your orders, it merely shows what happened.
Field of Engagement doesn’t allow for implied combat. Nearby units may be exchanging shots and the pickets or skirmish troops may even be engaging in some very hot exchanges, but nothing that results in the parent divisions being adversely affected to the extent modeled in Pub Battles.
Flanking by merely having a single unit attack along the side of a block is gamey in the sense that it takes advantage of the wooden block’s inability to curve and deny a flank the way actual formations did.