Is there any way?
Or any game that you know of?
That prevents players from cheating while playing alone?
The only way that I can think of is that a player can play for more then 1 player --> RPG style. And feels obligated to each to reach success. An example in this is that with RISK, I always liked for any color to win. So I did my best for any color that they would have the best results.
But how to trigger players for doing that?
Glad, I asked this question. Thanks for the replies.
I took a look at the 591 list, BIG LIST!:
The best ones are puzzles and/or skill games (Labyrinth).
Puzzle style;
You can't cheat with puzzles. But they are an one time only. If I where to turn my game into a puzzle, I would have to remove all the gamble. (No Event Cards, no dice rolling, no terrain influence, etc.) But it is possible. However designing these "puzzle" missions would require me to solve them too. Like solving a chess puzzle, but then more complicated. I'll keep it as an option. However, once solves... I don't think they would be fun to do. Would they?
Skill style;
I have no clue on how to implement this into a war game.
Some on that forum say that a dice fest can still be a fest. I guess I should trust players then. But I am rather be sure and safe, and make it as hard as possible for them to cheat anyway.
Competition:
Interesting, however as an amateur, I will never enter such a thing. Sounds like a competition for the real workers.
But once again, a BIG list. And I see you in there as well :) .
Ambush:
Interesting game. But also cheat friendly.
Books:
Now we are getting somewhere fast. I always had a feel like that I had to put the conditions in a book for each mission. The book would be a story. And 1 or another success would lead to another page. However, it would be 2 or more armies fighting each other. For the player to do so. It doesn't matter who wins. But the player can play the story on the board itself. Depending on the dice rolls, the story follows. However, I need the missions to be very balanced. Because the outcome ratio of for example 60 to 40 is already decisive for the rest of the story.
One of my idea's would be, that army A wants to destroy Tank prototypes. Army B wants them to survive. It is up to the player to see what Army B could do best. Then to see with dice rolls if Army B succeeds in your plan. But the same goes for army A. For that mission, I could set up several "winning" conditions. That would influence the entire story later on.
Of course players need to cheat if they are ever to read every page and play every possible start of a mission.
HelloGregor:
Right, that method is... interesting. But then again. Each color has it's own personality when I play Risk. When I play Monopoly, I set goals for each pawn (sort of personality for the pawns). So notching new in there for me, sorry.
anonymousmagic:
Which puzzle are you talking about? Rubic's cube? :) Which I can solve, but not in the way intended :) .