My playtest last night revealed a pretty major hole in my INWOSOLO rules. Unless you're playing Servants of Cthulhu, there's no incentive to attack a Rival power structure. The mechanic to reduce the Intrigue Score via simply spending Action tokens makes it pointless to attack. It will almost always take more Action tokens to make a successful attack than it will to simply reduce the Intrigue Score. And the reward of a successful attack (under my current rules) is simply to reduce the cost further; you still have to spend Action tokens in phase 7. Unless you're playing SoC, these rules encourage a degeneration into isolationism. Isolationist decks do happen in multi-player games, but not every game. So because the goal of INWOSOLO is to replicate the multi-player INWO experience, I'm scrapping that mechanic...
Now, the only way to reduce the Intrigue Score is via a successful attack on a Rival power structure. If you make a successful attack, roll a single die, two dice if the target Group counted double for any Rival Goal. If any dice rolled are less than or equal to the eliminated Group's Power, reduce the Intrigue Score by 1. Before rolling, add 1 point to the Group's Power for every +5 Closeness Bonus it had (a Group's closeness to its Illuminati usually indicates how valuable it is). Roll these dice in phase 7 of your turn. I have decoupled the play of Rival Plots from the Intrigue Score (see below) so there is no longer any limit on how many points you may reduce the Intrigue Score in one turn. If you successfully attack multiple Groups, you are entitled to roll for Intrigue Score reduction multiple times.
Playtest also showed me that rolling one die to determine the defense bonus for closeness doesn't work. It works great until the Intrigue Score reaches 6, at which point every Rival Group on the table automatically gets no bonus. That makes no sense, as in multi-player INWO opponents will keep their vitally important Groups close, even until the end of the game. A simple fix is to roll two dice. If the sum of these two dice is equal to or less than the Intrigue Score, the Group has no closeness bonus. If the sum is greater than the Intrigue Score, the Group has at least a +5 bonus and you must roll again to determine if it has a +10 bonus.
Playtest also showed me that rolling one die to determine the defense bonus for closeness doesn't work. It works great until the Intrigue Score reaches 6, at which point every Rival Group on the table automatically gets no bonus. That makes no sense, as in multi-player INWO opponents will keep their vitally important Groups close, even until the end of the game. A simple fix is to roll two dice. If the sum of these two dice is equal to or less than the Intrigue Score, the Group has no closeness bonus. If the sum is greater than the Intrigue Score, the Group has at least a +5 bonus and you must roll again to determine if it has a +10 bonus.
One last change: using the Intrigue Score to trigger the play of Rival Plots is unnecessary. The new mechanic: simply roll two dice and if the sum is less than or equal to the number of groups you control, a Plot is triggered. Groups which count double for Illuminati Special Goals count double for this as well, but Groups which count double for unexposed Goal cards do not. As before, roll these dice at the start of each phase on your turn, before you do anything. Of course, on your first turn you are still immune from anything except NWOs.
A lot of changes to the INWOSOLO rules in the last few days due to some furious playtesting. I will integrate all the changes with a new baseline rules post soon.