Alone in the Desert
This expansion includes rules for playing Armageddon War solitaire¸ six solitaire scenarios in a loose campaign¸ counters and cards. Each hex of enemy units in a solitaire scenario will have a "stance" counter¸ "aggressive"¸ "cautious" or "defensive". When an enemy formation activates¸ each hex of units will draw a card and act according to the keywords on the card. These are shorthand and more fully delineated in the solitaire rules¸ but you can get a feel for them from the card. For instance¸ "Close(2)" means close 2 hexes with the nearest appropriate enemy unit (if "close" is in gold you close with armor¸ red is infantry). "Cover" would mean movement that utilizes available cover instead of open terrain¸ and the way you would decide is covered in the rules. Fire would be at the appropriate armor or infantry target¸ and so on. On the player turn¸ the player draws a card each time a unit declares a movement¸ to see if an AI unit declares opportunity fire¸ and when that opportunity fire happens. For instance¸ "Strongest(1)" would mean that of all the AI units which can see your unit after it moves 1 hex¸ the strongest one able to opportunity fire does so. Tie-breaker situations are covered in the rules to determine who does it. For instance "Strongest(1)" would have a tie-breaker of "Color-Closest"¸ so if two possible Opfire units had the same firepower¸ you would check to see if one had the same color firepower as the defense type (armor vs. armor¸ infantry vs. infantry)¸ and if still tied¸ then the closer of the two would make the attack.