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Insane Solo Rules
Are you a brave adventurer seeking to conquer the untamed world alone? Do you dare to embark on a perilous journey, armed with only your wits and courage? If so, then you’ll be thrilled by the challenge of the maniacal solo experience!
These rules are not for the faint of heart. They will push you to your limits, testing your resolve and strategic thinking. But fear not, for with great risk comes great reward. By conquering the solo mode, you will elevate yourself to a new level of greatness, brimming with confidence and accomplishment.
When it comes to the art of solo play, choosing the right game is paramount. You need a game that offers deep complexity and intricate decision-making. It should provide a multitude of options and strategies to keep you engaged and immersed for countless hours.
But selecting the perfect game is just the beginning. Understanding the rules and mechanics is essential. You must familiarize yourself with every aspect of the game, analyzing its intricacies and pondering the repercussions of each move. Only then can you hope to achieve victory in the face of adversity.
And if you’re looking for a challenge that keeps on giving, then you’ll love the maniacal solo mode. With ever-changing scenarios and unpredictable outcomes, no two games will ever be the same. You will face new obstacles and dilemmas with every playthrough, requiring you to adapt and strategize on the fly.
But beware, dear adventurer, for the maniacal solo experience is a double-edged sword. It can elevate you to the heights of triumph, but it can also crush your spirits with relentless defeat. Prepare yourself for both the sweet taste of victory and the bitter sting of failure.
So, if you’re ready to embark on a journey like no other, take up the challenge of the maniacal solo mode. Arm yourself with knowledge and perseverance, and let the games begin!

To set up the game, start by shuffling the Heroes deck and putting it near the gameboard. Next, choose a set of wooden tokens to represent the automata.
Unlike the players, the automata don’t need a score token. Put the automata’s 4 small tokens on the starting spaces of the Attraction score tracks, alongside the players’ tokens.
As for the automata’s Time token, place it on the “1st” space of the Player Order track. Determine randomly who will be the second and third players. Remember, their positions on the Player Order track determine how much money they’ll get ($9 for 2nd, $10 for 3rd).

Base Building Phase: Constructing the Foundation
Once I finish each Build/Sell action, it’s time to uncover what the Heroes deck has in store for me. I reveal the top card, and it holds the key to the automata’s Attraction points.
Take a look at this Heroes card. It presents 3 Beast attraction points for the automata. Remember, I’ll need to draw a new Heroes card for each of the 3 Build/Sell actions during the Base Building Phase.
Henchmen Phase: Competing for the Best Allies
Now, it’s time for the automata to flex its recruiting skills. It’ll compete against me and the other players, all following the same set of rules. Whoever has the most Attraction points of a particular type gets to recruit that powerful Henchman.
If the automata outshines all of us and successfully recruits a henchman, that Henchman card is taken out of play for good.
So, get this – the Heroes went ahead and nabbed all the henchmen before the supervillains could even recruit them! Poor supervillains, right? Well, now the automata has to step up and pay for these henchmen using attraction points, just like the players do.
Phase of the Contract
During the Contract Phase, the D.O.P.E. squad has to go to different places around the world in an attempt to ruin all your evil plans. The automata follows the same rules as the active player does.
When the automata becomes the active player, they have to reveal the top card from the Heroes deck. Look at the bottom of the card to find the target continent, the mission (either “Patrol” or “Foil”), and the amount of time it will take to complete.
Here’s the deal: you move the automata’s Time token on the Time track a number of spaces equal to the time cost shown. After that, you gotta resolve the mission effect. But hold up! If the automata doesn’t have enough time left to complete the mission, then:
When I, as the automata, follow a mission during my turn, there are a few important things you need to know. First, I move my Time token to the next spot on the Player Order track. This means I won’t draw any more cards this turn. Second, I don’t complete the current mission for the automata. You can’t play Scheme cards against me.
Now, let’s talk about the different types of missions. If the Heroes’ mission is “Patrol,” something special happens. We place a +1 token next to that continent location on the world map. For the rest of this round, all contracts at that location will have their target value increased by +1 for each token there. Remember, we clear these tokens from the world map at the end of each round.
On the other hand, if the Heroes’ mission is “Foil,” things change right away. We immediately discard the Contract card at the specified continent location. No replacement contract card is drawn. This means that for the rest of this round, there will be one fewer contract on the world map.
I hope this clarifies how missions work for the automata!