by sorennarnia
Tokaido seems to be a game that can be soloed while still keeping its strategies mostly intact. Try this out:Set up the game as if you’re playing against 2, 3, or 4 other travelers. Assign coins as usual.
The movement of your fellow travelers is dictated by the roll of 1 D6. Move the traveler this number of spaces forward on the journey, making sure to include occupied spaces in your count. If the die dictates that he stop on a blocked space, he moves one more, or as many as it takes to bring him to a legal space.
Travelers take advantage of the benefit of each space as normal with the following exceptions:
If a traveler stops in a village, he takes the top card from the souvenir deck, paying for it only if he has sufficient funds. If he does not have sufficient funds, a kindly merchant takes pity on his poverty and gives it to him for free.
If a traveler stops at a temple, he donates up to half his coins, rounded down, to a maximum of 3.
When a traveler stops at an Inn, he takes the top card from the meal deck, paying for it only if he has sufficient funds. If he does not have sufficient funds, a kindly innkeeper takes pity on his poverty and gives it to him for free.
If a traveler draws a meal he has already had on this journey, he discards the card and picks another--as many as it takes to eat a new meal.
At the end of the game, add to each traveler’s score one victory point for each coin he holds.
Exceptions to the traveler abilities
Hiroshige always takes the panorama card that will give him the most immediate points; if two or more would give him the same total, choose one randomly.
Yoshiyasu always takes the encounter card that will give him the most immediate points; if two or more would give him the same total, choose one randomly.
Satsuki never pays for meals.
Sasayakko always takes two souvenirs, not just one.
Victory conditions remain the same as in a multi-player game.
One way to make the difficulty of the solo game scalable is to play with the "Off the Beaten Path" rule: At least twice per game, you yourself must allow the D6 to dictate your movement, simulating those moments in a long journey when you decide to wander off a little and let blind chance take you somewhere unexpected. Make the game tougher by adding another day like this... and another... and another...
Suggestions welcome!