Solo: the Councilor
Prague Unseen's solo mode: play against the Councilor automa, driven by Solo action cards and two Aim cards, at four difficulty levels.
You play against an automated opponent, the Councilor. Score more points than the Councilor to win. Its board is the back of a player board; each one is a different difficulty, marked in its bottom-right corner (start with the lowest).
Solo components
| Picture | Description |
|---|---|
![]() | Councilor board — the solo side of a player board; four difficulty levels. |
![]() | Aim cards (5) — the Councilor’s preferred Neighborhood and the symbols it looks for. Two are used in slots A and B; when an action or reward names a slot, consult that card, with A preferred over B. |
![]() | Solo action cards (8) — try the rows from top to bottom; the first legal action is performed and the card is discarded. Reshuffle the discard pile when the deck runs out. |
![]() | Solo help cards (2) — the Councilor’s minigame priorities and the final |
![]() | Councilor Reward tokens (5) — when triggered by a full |
Solo setup
Set up a 2-player game, virtual player included, then:
- Choose the difficulty: put that board, solo side up, next to yours.
- Shuffle the 5 Councilor Reward tokens beside its
Rumor track; its marker goes on 0. - Shuffle the Aim cards and deal one beside slot A and one beside slot B; box the rest. Leave the Witch Aim card out of a first game; use it only at difficulty 3 or 4.
- Shuffle the Solo action cards face down.
- Put the 2 Solo help cards nearby, on the side for with or without the Witch Aim card.
- Flip the Bridge tiles on the Councilor’s board Guild side down.
- You are always the first player. The Councilor takes its first
Influence and starting reward in the
Neighborhood next to slot A and a random level 0 Building card there.
The Councilor’s rules
It plays by the normal rules, except:
- Resources: every basic Resource it has is wild; a
Garnet stays a
Garnet when one is required.
Rumor track: it never converts
Rumors or changes Worker types. When its track is full it flips
the top Reward token and resets the track to 0.- Guilds: all are wild; for a Bridge it pays any 2 and takes its topmost tile.
Mug cards: it gets none and advances on its
Rumor track instead, one per card.- Upgrades and Milestones: never; it flips a Reward token instead.
- Items: it ignores Item types and places them face down in its Display Case (from the top row) or Repair area.
The Councilor’s turn
Flip the top Solo action card. Try its rows from top to bottom in the place shown (Neighborhood A,
then counterclockwise, or A then B); the first row it can do is its action and the card is
discarded. If it can do none, check the
Bench help card: if it can build a Bridge (in the most
Popular Neighborhood, on the best space) or a Building (where its Worker is, the most Popular
Neighborhood, or anywhere) it must; otherwise it passes. Reshuffle the discards when the deck runs out.
Place a Worker
It chooses the Worker that gives the best result, gets the reward and Witch as usual, and plays the minigame:
| Minigame | The Councilor… |
|---|---|
| Golems | uses the Worker at the top of the Priority track and moves the Golem counterclockwise (starting upward from the middle) |
| Horned | picks by the Flame board: Repair > any Resource > |
| Vodniks | picks the Worker that sails farthest, then the one with more Mill rewards; always moves the rightmost Reward token on |
| Robots | picks the Worker with most Idea steps; takes the Crate matching its Aim cards (A before B), otherwise the left one; when both are taken, flips all back for |
Enter, Build and Bridge
- Enter a Building: prefers a card with an Aim reward (A before B), then a higher level, then the
one nearest the board edge; it uses Bridges and must respect the Worker type. Mug or Upgrade
costs are paid in
Rumors. - Build a Building: pays with any Resources. It never builds a card its waiting Worker couldn’t use; prefers an Aim reward, else the leftmost card; places on an empty space, then the cheaper, then the one nearest the edge.
- Build a Bridge: in the most Popular Neighborhood, on the space worth the most.
- Witch: prefers Aim rewards; otherwise moves her to Neighborhood A for a Resource, or the most Popular one if she is already in A. New Witch tokens are drawn at random.
Influence always goes to the most Popular Neighborhood.
End Game Scoring bonuses: first
place on table A or B, then second place there, then the most promising minigame.




