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Rules for Playing Black Angel Solo
Hello there! Have you ever played Black Angel? If you enjoy this game, I have some great news for you – there are solo rules available that allow you to play on your own. Let’s dive in and take a look!
First of all, playing a board game solo can be a bit intimidating at first. But fear not! I’m here to guide you through the rules and help you have an awesome experience.
So, how does playing Black Angel solo work? Well, the first thing you need to do is set up the game just like you would for a multiplayer game. Place the game board in the center of the table and make sure you have all the necessary components ready.
Once everything is set up, it’s time to choose your colors. In the solo variant, you will be controlling two colors, which adds an interesting twist to the game. Make sure you keep track of which color is doing what, so things don’t get too confusing.
Now that you’re ready to start, you’ll need to take into account a few specific rules for solo play. Don’t worry, I’ll explain them to you in detail.
One important thing to note is that the neutral color is also involved in the solo game. This means that when a neutral mission card is revealed, you’ll have to follow its instructions. It adds an extra challenge to the game, but it’s also an opportunity for you to get some extra points, so keep an eye out for those missions!
As you play, you’ll notice that you have a limited number of rounds to complete your missions. Don’t rush, though! Take the time to plan your actions carefully and make the most out of each round. Remember, strategy is key!
Another important aspect of solo play is the AI system. This system controls the actions of the neutral color and adds some unpredictability to the game. The AI system follows a set of rules that determine its actions, so you’ll have to adapt your strategy accordingly.
As you progress through the game, you’ll encounter new and exciting challenges. Don’t be discouraged if things don’t always go according to plan. Sometimes, the unexpected can lead to the most interesting outcomes.
In conclusion, playing Black Angel solo is a unique and thrilling experience. It allows you to fully immerse yourself in the game and explore different strategies. So, why not give it a try? Grab your game and get ready for an adventure in space!

Imagine you’re playing a game against an AI opponent named Hal. Just like in a multiplayer game, your goal is to gather the most VP (victory points) by the end of the game. Hal is a tough competitor who will do everything possible to outsmart you! This variant of the game can be played with or without the advanced rules.
Let’s get started with the setup. It’s the same as the setup for a multiplayer game, but with a few differences. Here’s what you need to know:
– Step 2: Place four dice of each color in the supply areas of the Black Angel.
– Step 3: Use only five strips to build the Space board.
– Step 8: Take out twelve Ravager cards from the Ravager deck.
Once you’ve completed steps 9-14, choose a different color for Hal, separate from your own. Then, follow these instructions:
– Put Hal’s player board back in the box; he won’t be needing it.
Now you’re ready to go head-to-head against Hal! Good luck!
Alright, let’s get started with setting up Hal, the AI player. Here’s what we need to do:
First off, place one of Hal’s discs on the 5 VP space of the score track, and put the other one on the compartment you want for him.
Next, put one of Hal’s robots in each of the 3 assignment rooms. As for the rest of his robots, they should go in the break room of the Black Angel.
We won’t be needing Hal’s 3 Starting Technology tiles, so just put them back in the box.
Now, Hal doesn’t need a Mission card of each color or a Ravager card, so let’s skip those.
Lastly, Hal doesn’t require any resources, Damage/Debris cubes, or ships, so no need to give him any.
Oh, and don’t forget to shuffle Hal’s cards to form a face-down deck. Just make sure that the side showing Hal’s gain weightings is visible.
And that’s it! Hal is all set up and ready to go. Let the game begin!
I’ll be the first player, and after me, it will be Hal’s turn. Now, Hal doesn’t have any storage. Whenever he gets an item like a ship, resource, robot, Technology tile, Advanced Technology tile, debris, or Ravager card, it immediately turns into VP, which is based on the weight summary on the back of Hal’s cards.
How to Play
After I’m done with my turn, it’s time for Hal to take his turn. There are two scenarios:
Scenario 1: Hal has at least 1 die in his compartment.
Scenario 2: Hal has no dice left in his compartment.
Choosing a Die
Hal always goes for the die with the highest value among the dice of the indicated color. If there are multiple dice with the same value, Hal will use his own die. However, if the die with the highest value belongs to me, Hal will buy it by taking 1 resource from the supply as compensation. Just like before, Hal can’t buy a die that I’ve reserved.
Figuring Out What to Do With Hal
When it comes to determining what to do with Hal and his actions, it’s important to consider what will help him in his quest to become VP. If a Ravager card interferes with his action, Hal should still carry out the action as usual, only taking into account effects that add a Damage cube.
If an action is compromised, Hal’s die value will decrease by 1, just like it would for you. It’s crucial to remember this as you make your decisions.

Ready, Set, Technology!
So, here’s the deal. My card tells me what I can do with technology:
I can take 1 Advanced Technology tile. If I roll a 1, I get a cost-1 Technology tile if there’s one available. If I roll a 2, I get an Advanced Technology tile. And if I roll a 3, I score big by taking both an Advanced Technology Tile and a cost-1 Technology tile (if one is available).
Or, I can just grab some Technology tiles.
When I grab tiles, I always start with the ones that are closest to the ejection point. And for the Advanced Technology tiles, think of the 4 spaces as a fancy display – I snag the one that’s farthest away from them (the tile that’s closest to the Technology tile display).
After you’ve moved the remaining 3 tiles, make sure to fill the display again.
If Hal’s die shows a value of 0 (indicated by a star) or if Hal is unable to perform the action because there are no Technology tiles available or because a damaged action reduces his die value to 0, Hal will simply gain 3 VP.

Task: Fixing the Black Angel
Whenever I activate the Black Angel character, I get to remove one Damage cube. Now, the interesting part is that I have to follow a specific order, as indicated on Hal’s card:
- First, I remove the Damage cubes in a clockwise direction, starting from location 1 and moving all the way to location 6.

- Then, I remove the Damage cubes in a counterclockwise direction, starting from location 6 and moving back to location 1.

I can only remove the Damage cubes from the damaged dice. If there are no Damage cubes anywhere else, I can then remove them from my dice. But here’s the catch: if my die shows a value of 0 (a star), or if I don’t have any Damage cubes left, or if a damaged action reduces my die to 0, I won’t be able to remove any cubes. In that case, the good news is that I still gain 3 VP (victory points). So either way, there’s a win-win situation for me!

Task: Obliterate the Ravagers
Each time I spring into action, I’ll eliminate 1 Ravager card. How I go about this is determined by my card:
- I’ll go clockwise
(from location 1 to location 6) - I’ll go counterclockwise
(from location 6 to location 1)
I’ll always strive to demolish as many Ravager cards as I can, based on my rolled die. This means that if skipping a location helps me destroy more Ravager cards, I won’t hesitate to bypass it.
If my die shows a value of 0 (star) or I’m unable to carry out this action (no Ravager cards remaining or an impaired action brings my die to 0), I’ll simply gain 3 Victory Points.

Take Command: Control Your Fleet!
When I’m in action, it doesn’t matter what number I roll on my die.
First, I draw a card that matches the color of the die I picked.
If it’s a neutralization Mission card, I put it on a hex of the same color on the first strip. If there aren’t any hexes left, I put it on a hex of the same color on the second strip, and so on. If the strip has two hexes I can use, I put the card on the one with the comet and get an extra 3 victory points right away.
If it’s an activation Mission card, I put it on a hex of the same color on the fifth strip. If there aren’t any hexes left, I put it on a hex of the same color on the fourth strip, and so on. If the strip has two hexes I can use, I put the card on the one with the comet and get an extra 3 victory points right away.
Then I’ll go ahead and resolve the action just like a regular player would. I’ll place a robot on the reward and collect it. Oh, and if Ravagers appear or new Technology tiles are revealed, those things happen too, just like normal. But here’s the thing, when it comes to Hal, I don’t have to worry about placing a ship and a pilot. It’s not necessary for Hal.
Now, let me clarify a few things for you. If you activate a card that has an activation mission, and it’s Hal’s card (not yours), Hal always takes that activation. So keep that in mind. And when Hal’s deck runs out, I’ll shuffle the discards to form a new deck for him. Don’t worry, he always has the robot he needs for his action, so no need to stress about that.
Oh, and one more thing. If you decide to buy one of Hal’s dice, you’ll have to pay him 1 resource. He’ll discard that resource and gain 1 VP. It’s a fair trade, really.
Now, let’s talk about the end of the game.
The end of the game works the same way as it does in a multiplayer game. But here’s the twist: Hal doesn’t get any extra points at the end. So if you have more points than him, you win!
If you want to make your next game more challenging, you can give Hal a head start. Just give him some points at the beginning of the game.
- For an easy game, Hal starts with 0 points.
- For a standard game, Hal starts with 5 points.
- For a difficult game, Hal starts with 10 points.
- For an extreme game, Hal starts with 15 points.