Solo: Green Opponent
Set up and operate the automated green opponent using the solo cards and four difficulty levels.
Setup
Set up the game for two players. Use a player board with its solo side up and any character board for the green opponent; set aside components of any color. Shuffle the 20 solo cards. Put the solo supply token on the middle of the
taxonomy track, shuffle six green solo
lenses and place them face-down above it. Put the opponent’s marker on the top
taxonomy space, give it a random starting
book and its matching
sample, sort its
flowers into the three piles shown, and put three
coins in the printed starting slots. Give it a random starting
voyage card and a ship on its harbor. Put the opponent in the rightmost turn-order position and take that reward, then place your marker in another position and take that reward. The human player always goes first. Choose difficulty by starting with zero, one, two or three green
lenses on the opponent’s instrument spaces: Student, Journeyman, Master or Genius. In the advanced game, the opponent starts at least at Journeyman and does not use a character power.
Turn structure
At the start of each opponent turn, draw and place solo cards according to the solo player-board sequence. Resolve the indicated rows at the instrument’s strength: one for glasses, two for magnifier, three for microscope. The cards automate
Explore/
Research,
Correspond,
Grow and
Sail. If an indicated task cannot be performed, follow the card’s fallback; do not substitute a human strategy. The turn-order token uses the solo instructions and its printed track.
The solo opponent follows its own simplified rules for costs and rewards. For example, a required paid effect it cannot afford is replaced by the printed
point fallback, and its
Explore movement ignores route costs. Apply the solo page’s specific row instructions whenever they override the multiplayer rule.
Round end and scoring
At income, discard the opponent’s three played solo cards. It does not gain recurring income from completed
voyage and
book pairs. After five rounds, score the opponent using the game’s normal categories with the solo exceptions: it automatically scores its
exotic samples, then converts
coins and scores its remaining components. Compare its total with yours; the difficulty level changes only its starting green
lenses.
The solo cards provide exact row-by-row instructions and should remain available during play. See Actions and Rounds for the shared rules and Advanced Game for character-mode restrictions.