 value.  My goal is to get those not so useful and useless cards  to be at least more useful in Solo play so they aren't just a
 value.  My goal is to get those not so useful and useless cards  to be at least more useful in Solo play so they aren't just a   card.  Here is my first cut at that.  Also, I'm not saying here that the Solo card would necessarily be the same named card with just changed text, it might be a "new"
 card.  Here is my first cut at that.  Also, I'm not saying here that the Solo card would necessarily be the same named card with just changed text, it might be a "new"   card for example, but it's morphed from the one that already exists.
 card for example, but it's morphed from the one that already exists. Solo Version Cards for Traveller
All these cards have attributes that are not useful in Solo play, some they are just less useful. Other really are very useful at all other than resource value, like “Lost and Found”.
Crew Cards. For these other than the skill they offer, any effect they have is not really useful in Solo play:
Ganiddiirsi Digushii – Change to “Exert cost 1 – search deck for a Heroic action and add to your hand”
Rika Honami – Change to “ready a target crew” rather than exert a crew
Wabapawap, Speaker of the Tree – Change to “Exert cost 2 – search deck for a noble or imperial and add to hand”
Liach, T’zen and Giiar – change to “Exert cost 1 – search deck for event and add to hand”
Imlaii Ergarsuu – Change to “Replenish 1 if any crew is wounded”
Gvaerrggoursu – Change to “After completing a Military Contract gain one additional victory point”
There are other crew (like Flint) that could potential be more useful in Solo play but at lease have an attribute that is helpful in Solo.
Heroic Action Cards. Certainly, you can just play and not use these, however that limits the number of possible Heroic Actions available for the given skill required:
Lost and found – Trained: search discard for one gear add to hand, Expert: same but attached to this crew member instead.
Psychic Theft – Trained: Copy one Skill from targeted crew, Expert: copy all from targeted crew.
Remember that time – Expert: same as trained but user of the Action is not exerted.
Police Raid – Trained: resolve any unsavory compilation. Expert: Same but also replenish 1.
Sabotage – This one might just be one to not use in Solo. I was thinking of something like “Soup Up” that is coming in Rogue’s Gallery.
Sinkers and Slanders – This one might just be one to not use in Solo.
Hobble – Not sure about this one, but something for the combat skill would be good.
Connections Cards. There are lots of connections so these are likely on the very tail end of the list:
Biddable Official – Add a corruption counter when you play an event. Use and exert remove 4 corruption counters and retrieve a random event from the discard pile.
Hortalez et Cie Bonding office – Add a leverage counter after each contract completed. Ready phase, use and exert pay 4 leverage counters and retrieve one crew from the discard and add to your hand, doesn’t count toward hand size.

 
  
  
  
  
  
  
 
 
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  on his ship to slow his accumulation of
 on his ship to slow his accumulation of   . While holding onto
. While holding onto   tokens makes it more difficult for you to acquire additional cards during the procurement phase. In a Solo game, milling does nothing. No Opponent also means the race is only with you running out of cards before hitting 20
 tokens makes it more difficult for you to acquire additional cards during the procurement phase. In a Solo game, milling does nothing. No Opponent also means the race is only with you running out of cards before hitting 20  you have to discard some number of cards (2? 5?) either from your hand or the captain deck, which again would just put pressure on you that you can't lallygag around.
 you have to discard some number of cards (2? 5?) either from your hand or the captain deck, which again would just put pressure on you that you can't lallygag around.  
 
 
 might be all tricked out, but you might run out of cards!  ACK!  I think the last time I played it only had a couple cards in my deck and not a full hand of cards.  About two maybe three turns is about all you can afford in my experience.
 might be all tricked out, but you might run out of cards!  ACK!  I think the last time I played it only had a couple cards in my deck and not a full hand of cards.  About two maybe three turns is about all you can afford in my experience.
 
  cards folks could build a campaign.
 cards folks could build a campaign.