Solitaire Games on Your Table - September 2013
Jack Bennett
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Rougemont
North Carolina
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Welcome to the September edition of Solitaire Games on Your Table! As we quickly approach the end of summer, you can let the guilt of not being outside subside. As the days cool, you can take more time to lock yourself away from the rest of the world and play some solitaire games.

And when you do, come tell us about it.

September is also the official start to the 2013 Solitaire Print-and-Play contest! Many designers have already thrown their hat into the ring, and are right now working on free solitaire games just for the likes of you! So let's support them.

Last month, Tracy did a Session Report contest, so this month let's do a:

Playtesting Feedback Contest!

Ok, so the name is not as exciting, but here's the deal. Many designers put their games up in the contest as a way of getting feedback and playtesters. So head over to the contest page, find a game or three that look interesting, and give 'em a whirl. Leave some feedback for the designer (this is key), and come back here and tell us about the game. If you've already playtested some of these games, those count, too. As long as you come here and tell us!

At the end of the month, I'll collect entries into a drawing for 150bag for the first name I draw, and all that is tipped to this thread for the second name I draw (and can't be the first person twice)! You get one entry for the first game you playtest, two for the second, three for the third and so on (so if you play 2 games [and leave feedback about them!] you'll get 3 entires). I'll gather up the names and pull a random winner sometime at the beginning of October.

So go play some free games! There are some really great ones this year.

[Full disclosure: I do have a game in the contest, but it's got plenty of playtesters already. When picking games, unless you really want to try mine, please try and pick games that don't have any feedback yet! I'm not doing this to drum up playtesters for my own games.]

I'd like to thank all those who came before me:

Albert Hernandez
United States
Greenville
SC
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Ryan
United States
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Lone Warrior
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Mo
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Tracy Baker
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Thanks to all of them for helping keep these lists alive and active. Next month, Ryan will take over again.

Also don't forget that you can subscribe to these lists right here.
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1. Board Game: Infection: Humanity's Last Gasp [Average Rating:7.34 Overall Rank:2130]
Jack Bennett
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Rougemont
North Carolina
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I don't normally post games I haven't played this month, but since I'm kicking us off this time I don't really have a choice. However, the wife and I are headed to the beach for a week and I've packed a few solo games, so I know they'll get played.

First in the bag was Infection. I'm working on a review of this at the moment, but it's slow going. Mainly due to a lack of time, but also because I really like to explore everything before I write any reviews.

Overall I'm enjoying the game. I'll play a few more times on the Bacteria difficulty level, but if I still can't seem to lose I'll graduate to the Virus level.

This is a great lunchtime game. It's setup is pretty quick and it plays fast enough that I've been able to get in two games during my lunch hour sometimes. Looking forward to getting some more time with it at the beach.
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2. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.27 Overall Rank:334]
 
Jack Bennett
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This was second in the bag. Only played it a few times, but this week I'm planning on really going through the whole adventure, upgrading my character along the way.

The game is fun. The idea behind the rules is pretty simple. You move to a location and explore it. That explore gives you a check of some kind to make, you make it or you don't and suffer rewards/consequences. The interactions between the cards are what work, though. What they do is give you a bunch of points close enough together that you can really connect them in your head to create a story.

For example, you can use a Mattock to get a bonus to any roll involving an obstacle, which make sense when the ceiling collapses on you and you use it to pry your way out. You can use a Guard to help a Perception check which makes sense when a pickpocket tries to steal a card from you and the Guard catches him.

What I'm not pleased with is the fact that the rules are pretty sloppy. There are lots of questions on timing, and not of lot of answers in the rulebook. There's already errata planned. There are rules in the book that the designer on this forum has already contradicted. And others that were plumb left out of the rules! There are inconsistencies in the way cards are set up such that they don't work the way the rules say they should. That sort of carelessness really sets me off and pushes all of my buttons. The game is fun, and worth picking up, but I hate that I have to fight with it sometimes.
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3. Board Game: The Harbinger Project [Average Rating:6.45 Unranked]
Jack Bennett
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Rougemont
North Carolina
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And last I've brought 2d8, a pencil, and a bunch of copies of the game I'm currently working on to playtest while at the beach.

I'm at the hardest part of the process for me. The game is pretty much where I want it, but requires repeated plays now to balance the numbers just so. And try different crazy things to break the game.

It's hard for me for a couple reasons:
1) I actually really don't like to play my own games. I really only make games that I think I would enjoy. But by the time I get into the thick of playtesting, I'm just done playing it. It's not that I don't think the games are good or fun, though; if someone else made the exact same game I'd be all over it. But there are few games, no matter how good, that I play this repeatedly.

2) I'm not good at breaking games. I subconsciously play games to the spirit of the rules. With my own games this is an awful problem because I have in my head what I want the players to do, so that's what I do. I'm not good at removing myself from my own expectations enough to try and see outside the designer's (my own) goals and try and break the system. Luckily I have some good friends who playtest often with me and are good at breaking these systems apart, but I'm bad at it myself.

3) I'm lazy.

Luckily the fact that I now have an artist working on the game means I really need to step it up. And having an October 5th deadline helps light a fire under me as well.
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4. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.27 Overall Rank:334]
 
chris leko
United States
Brooksville
Florida
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Likewise, I am playing this. It's a great game so far, and I'm having a blast.

I'm really anticipating getting in Cuba Libre and A Distant Plain, so I can give both a shot. I've been playing CL on VASSAL and love it so far!
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5. Board Game: D-Day at Omaha Beach [Average Rating:8.24 Overall Rank:510]
John Hedges
United Kingdom
Penrith
Cumbria, UNITED KINGDOM
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The reprint turned up this morning. I've got guests at the moment, but they're off tomorrow so I'm going to attempt to play this (well, I'll punch the counters and set it up at least).
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6. Board Game: A House Divided: War Between the States 1861-65 [Average Rating:7.08 Overall Rank:1096]
Kyle Mann
United States
Fontana
California
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After a particularly fortunate day at the thrifts, I got to add a couple new games to the solitaire backlog:





I will likely play these a few more times this month as well:



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7. Board Game: Rise of the Zombies! [Average Rating:6.40 Overall Rank:6334]
Scott Key
United States
Knoxville
Tennessee
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Giving this another go. I am pretty much a historical-only gamer these days, but the DVG touch sold me on this game. It's hard / nearly impossible to win, but now that I know that I seem not to care. Really looking forward to DVGs Warfighter which will reimplement some elements of this system into a modern Special Ops game
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8. Board Game: Gears of War: Mission Pack 1 [Average Rating:7.71 Unranked] [Average Rating:7.71 Unranked]
Jonny Lawless
United States
Bountiful
Utah
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My name is Glenn! Long have I carried Cyrus's hopes and dreams, and now I bear the Masamune as well! Henceforth, I claim them as my own! I shall slay the Fiendlord Magus and restore our honor!
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Been playing Gears both on the Xbox and the table. First crack at the new missions went well. The stranded was a little frustrating what with needing cards to move him. Really hoping this game gets a big box expansion some day, but I'm not holding my breath at this point.
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9. Board Game: Darkest Night (First edition) [Average Rating:7.16 Overall Rank:1640]
Kyle Currie
United States
Oakland
California
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Got this in the mail the other day and finally had time to give it my first play!

I've been looking forward to getting this for a long time, and the release of the expansion Darkest Night: With an Inner Light convinced me to pull the trigger. I set up a game this morning, just the base game, to get a feel for the mechanics. So far I love it.

You always play with 4 characters, so there's a lot going on, but if you've got the table space it's really not to hard to manage all the powers. With the expansion and Darkest Night: Nymph Promo, there are 14 characters to choose from (with another expansion on the way that adds 4 more), and each of those has a pool of 10 powers to pull from.

There's a lot of synergy between player powers, lots of decisions to make, and a good handful of designer-suggested variants and tweaks to add to the difficulty. As is, I one my first play with the Nymph and 3 other characters from the base game. However, I was forgetting the order of play the whole way through, so sometimes I missed an Event card draw, or forgot to unexhaust a power, or to move the Darkness level up. So I don't consider it a true win, because it was sort of a botched play.

One thing I really like about this game is that, once you understand that all the rules in the game are LITERAL, there's not a whole lot of rules clarification needed. Does something say "At any time.."? Yeah, that really means ANY time. What's this? This power card says "To play it on your current location immediately"? Yup, exactly as it says.

I've set the table back up using the quests and all 4 characters from the first expansion, so I'll touch base again when I've played through that!
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10. Board Game: Return of the Heroes [Average Rating:6.50 Overall Rank:1869] [Average Rating:6.50 Unranked]
Deathworks
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Hello!

Well, last month, after calling out ESNA-NW, things got a bit chaotic, and I actually didn't get into the right mood to play it. However, I got to play and try out a few other games.

A few days ago, while still waiting for my copy of Mage Knight Board Game to arrive, I stumbled across a copy of this game in my local game store (I guess finding a new game box that was printed in 2004 in a store is really good luck ) and since it was really cheap (30 Euros!!), bought it. I have played with the official solo rules and have found them to be satisfying, although I am considering slowing down the countdown a bit (I don't care so much about having a challenge as about having a nice tale to experience). Logistics are relatively easy in this game, so I may even consider playing multiple characters, although I usually dislike that as too much hazzle.

I even got lucky and won the game, in a run where I had not encountered any random monsters - usually, the first thing I meet is some monster immune to the one skill my character is good at (T_T)...

Yours,
Deathworks
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11. Board Game: Darkest Night: With an Inner Light [Average Rating:7.67 Unranked] [Average Rating:7.67 Unranked]
Kyle Currie
United States
Oakland
California
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Well this follow up post came a lot sooner than I expected it to! But after having played through my first game, the game moved much more quickly for me, even with the added quests.

I just played the basic quest rules, where the new events are mixed into the event deck. I decided to try out all 4 new characters at once. I won this game as well, with the Darkness track hitting about 15 before I managed to pull out a win. For the most part, I ignored the majority of quests, because no penalty was ever so bad that I NEEDED to complete one.

The funny thing about my two plays so far, however, is that I feel incredibly lucky to have won my first two games. Something I saw across both plays was that I had quite a few close calls, where if I'd drawn a different Event card or made one bad roll, and my character would have been killed off before being able to recover (dying in the game lets you recruit a new hero, but they start off with limited powers and the process takes up a full turn).

So against all my better judgment, I'm jumping straight into game 3 using the "Pall of Suffering" variant in this expansion. So normally, when you fight the Necromancer, you have to clear blights in the area to get a clear shot at him, because otherwise when you win a fight, he just sacrifices his blight and you have to beat him again.

With the "Pall of Suffering," each uncompleted quests that is allowed to expire forms a sort of armor for the Necromancer. So now, you'd have to clear the pall AND any blights to have a shot at defeating him. If I'd been playing with this variant during this last game, he would have had at least a 4-layer Pall for me to have to chip through. Yikes!

I'm thinking this next game is going to be very touch and go...
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12. Board Game: Unpublished Prototype [Average Rating:6.97 Overall Rank:2384]
Mo
United States
Downingtown
Pennsylvania
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Well, I had intentions of posting this last month but didn't get to it in time. (was it just me or did August just fly by) Now that Jack has added even more incentive, I'm making sure to post it this time around. I've been playtesting a few of the solo games for the annual Solitaire Game Contest and having a lot of fun. Here's what I've seen so far:

The Harbinger Project
# of Plays = 6
This is Jack's entry into this year's contest. It is a dice game where you play as part of a codebreaking team trying to decipher where and how the enemy will attack your next line of defenses. You can recruit additional soldiers, deploy fighters, and you must also block the enemy from figuring out your codes as well. Eventually, the enemy will make it your Capital, and the final battle will take place. Hopefully, you have defeated enough of enemy units along the way and recruited enough of your own to win the final assault.

This is a very solid game. Jack has been able to streamline much of the game from its initial ruleset while increasing the value of your decisions as the game progresses. So far, I've found this fun and challenging with an interesting use of dice. Good stuff so far. Can't wait to see the final product.

Endless Nightmare
# of Plays = 5
This was the second game I tried out. It was created by Morten, who writes a nice blog about thematic solitaire games. You should check it out as well. Morten's concept is to have a simple to make, yet thematic and engaging game. EN takes place in your dreams. You are haunted by a mysterious being, The Shadow, as you wind your way through your own nightmares trying to escape him. Unfortunately, you will not survive, eventually succumbing to the madness of your own subconscious.

It's a quick, fun, dice-rolling, push-your-luck style of game. There are only one or two player pages depending on the version you play, and you'll need a die and some markers/tokens to track various items/events. The rules are concise and easy to understand. The game plays quickly. And the thematic elements do come through nicely. After Morten updated the art on the player board, his game went from feeling a little like a spreadsheet to a cool, enjoyable game. Check it out.

Marquis
# of Plays = 7
Marquis is my most recently playtested game. It's a worker placement affair where you play a group of Resistance Fighters in a small town in Nazi-occupied France. You must get in the way of the occupation, cause delays in their communications, or whatever is necessary to keep the local townspeople from losing all hope of their way of life.

I think Jake has set up a nice foundation for a solid game. In my limited experience with PnP gaming (I've mostly played dice or card games), it's really great to see a worker placement game geared toward the solitaire player. It's a style of game I already enjoy, and I think it works quite well here. You send your workers out to various locations around town, gather supplies for the Resistance including food, medicines, and weapons. You will encounter the local police force, the Malice, and may even attract too much attention bringing in Nazi soldiers, who are stronger than the local authorities. I've had fun with this one, and I think as Jake makes a few more tweaks and adds in some artwork, the game should come together nicely. I hope you give it a try.
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13. Board Game: Aether Captains [Average Rating:6.89 Overall Rank:8474]
Kuhns, party of four!
United States
Muncy
Pennsylvania
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...the grey rain-curtain turned all to silver glass and was rolled back, and he beheld white shores and beyond them a far green country under a swift sunrise.
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got in 2 plays of this after lunch today. Fun, quick and thematic. I've got 2 of the main ships stickered and have the HMS Peakhope to do and the air pirate's Brass Dagger (x2!), as well as some more expansions and a seoncd set of Air Pirate dice. Looking forward to some epic battles!
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14. Board Game: The Lost Cause [Average Rating:7.33 Overall Rank:5425]
Judd Vance
United States
Wichita
Kansas
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I read the rules and got it set up. Ready to give it a try. I've been on a Civil War kick, and thought this look interesting.
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15. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.27 Overall Rank:334]
 
Tracy Baker
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Omaha
Nebraska
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I played my first game of this last night, and it's a keeper. There are a lot of holes in the rules that I hope get sorted out quickly, but one of the nice things about playing solo is that you can just make sensible rulings on the spot and game on. I had to do that several times during the first scenario, and I'm guessing it'll get worse as things get more complicated, but for now I'm willing to live with it because the system itself is so rewarding.

Although this plays up to six, I think it's ideal for solitaire because of the way the characters level up and tune their decks over an extended period of time. I don't consistently game with the same people, and I don't like to wait for months for the stars to align so I can play a game like this. Solo, I can break it out anytime, knock out a scenario, tune the decks, and box everything back up easily. And if I manage to finish the included adventure path I can just grab two new characters, dive in, and see how everything plays out with them. Then two more, etc.

I've been playing a lot of Thunderstone lately, trying to tune the Epic variant for solo play, and Pathfinder really trumps it for me in terms of wanting to pull it back off the shelf and give it another go. In Thunderstone every game is different thanks to randomization, but it's a contained experience with a distinct end point. Pathfinder changes the entire paradigm of these games by adding RPG-like leveling and loot gathering to the proceedings, and also by mating the gameplay to an epic story arc. The cards work thematically for the most part, and they did an outstanding job of taking a bunch of complex villains, heroes, and other elements from the Pathfinder RPG and boiling them down into streamlined and flavorful card mechanisms.

As a bonus, I bought into the Reaper Bones Kickstarter last year and it came with a bunch of minis for the PCs that come in this game, so I can replace the cards that represent them with something much, much better.

Really looking forward to my next session of this, and I think any solo gamer who like fantasy stuff should give it a chance. It is not a deck-building game in the same way that most people define those. It is a whole different animal, with many exiting possibilities going forward.

Oh, and if you do plan to buy it, budget for sleeves. The cards are a bit flimsy and prone to chipping. I don't often sleeve my cards but I'm going to make an exception for this game. I want it to last a long, long time.
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16. Board Game: Robinson Crusoe: Adventures on the Cursed Island [Average Rating:7.91 Overall Rank:41]
todd sanders
United States
pittsburgh
Pennsylvania
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played this for the first time last night after having it out on my diningroom table all week (too much work and post work exhaustion to give it the attention it needs). thoroughly enjoyed the first scenario in solo mode (though later, of course, i went back and figured out all the things i didn't do right rules-wise the first time)

speaking as a game designer, Ignacy has done some really brilliant things with the icons and structure of the game allowing for new scenarios and a lot of flexibility within the game setup. each scenario provided is unique with a completely different goal set.

yes the rules are a bit dense and you need to play through it all once or twice then go back and figure out what you didn't get the first time you read the rules. but, masterful solo gaming experience in my opinion.
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17. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Character Add-On Deck [Average Rating:7.63 Unranked] [Average Rating:7.63 Unranked]
Erik Racer
United States
Urbandale
Iowa
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Lots of this on the list ... and we're only on the first day/page! I'm anticipating this will be the only game I play this month, even if my copy of Navajo Wars shows up.

Played a couple of more sessions today. I took Seoni, the female human sorcerer into the Brigandoom scenario. She was bleeding cards at an alarming rate. It wasn't until I got the crap cards out of my hand and her spells in regular rotation that I was able to make it through to victory ... or so I thought until I discovered that the "recharge when discarding" didn't apply to discarding for damage.

It would be interesting to try again with her solo to see if she really could get through, but, if she did, it would probably be luck.

For the second session I abandoned my play them all solo once first and teamed Seoni up with Seelah, a female human Paladin from the character add on deck to take on the Brigandoom scenario. They won, fairly easily, actually.

Any narrative in this game really needs to be supplied by the players. There is a structure set up for you, but you need to invent why you're running into this monster, obstacle, item, etc. at this particular location which I haven't really done much of as I'm still just focusing on the mechanics.

They really do need to work on cleaning up their terminology and cards. For example, if you reveal a card you just show to use its ability and then it stays in your hand. Pretty simple right, but the cure card reads "Reveal this card and ... then discard the card." To be consistent with the other discard cards it should have read "Discard this card and ...".

Still, I'm getting closer to pulling the trigger on the subscription to ensure I get the other promo cards.

Monday, September 2nd
My plan to solo all of the characters through Brigandoom didn't last long. I've decided to tackle the Perils of the Lost Coast Adventure. It consists of the following three scenarios: Brigandoom!, The Poison Pill, and Black Fang's Dungeon.

Apparently the fine people in the quiet sea side town of Sandpoint are being plagued by a rash of human thieves. In addition, a number of mysterious poisonings have been reported. Worse yet, tales of some great shadowy beast slaughtering the local livestock has left the populace not feeling safe anywhere. Being the kind sort that they are, Harsk a dwarf ranger and Lem a hafling bard have decided to investigate this rash of
unpleasantness.

Brigandoom!
Our diminutive friends set out to track down the lair of the brigands, which appeared to be the most immediate threat to the denizens of Sandpoint. They suspected there must be a mastermind behind the thieves, but at each location only managed to apprehend a lone, scruffy bandit.

During the pair's search they befriended the human wizard Ilsoari Gandethus. His otherworldly scrying ability allowed the heroes to peer into the immediate future to see what danger may lurk ahead. Unfortunately, Ilsoari's ability sometimes will enrage the evil beast known only as "The Sandpoint Devil". And devil it was indeed. A fearsome beast easily 20 hands high, with vicious fangs, and large black leathery wings. It descended on Harsk who, with Lem's help, tried desperately to fend it off. Harsk was severely bloodied and lay unconscious on the ground. The beast, apparently satisfied that the disturbance of his realm had been repaid, disappeared as abruptly as it had arrived.

Lem made good use of his cure spell to keep Harsk and himself healthy as they continued to winnow down the possible locations of the bandit king. Finally, they found what they knew must exist - Jubrayl Vhiski, self-styled king of the bandits ensconced in an old wreck along the waterfront. Harsk, backed up by Lem, made easy work of Jubrayl. Lem was especially pleased with the Staff of Minor Healing the rogue had, knowing that its ability would be good use.

I like this pair. I'm hoping that Paizo has Reaper put together a box of bone minis for the heroes. I've looked a piecing together a set and $35+ is a bit steep for 11 minis. I could print out the standees in the files section, but that isn't as satisfying.

Monday, September 2nd Part 2

The Poison Pill

Harsk and Lem's dethroning of the bandit king increase their stature (pun intended) with townsfolk, making it much easier to find help. But the mysterious poisonings still endanger Sandpoint. The heroes stake out the city gate in hopes of spying the perpetrator, instead the stumble across a poison trap. Disarming it, they begin the search for more of these traps assuming they will eventually lead to the source.

A side stop to a general store nets the heroes more than just purchases, as another poison trap is found and dismantled. A commotion at a pleasant little house off the main thoroughfare leads Harsk and Lem directly into PIllbug Podiker, a local alchemist who apparently is the source of the poison tainting the town. Harsk is able to corner him but Pillbug makes a break for the town square, hoping to lose his pursuers in the crowd.

Lem and Harsk are close behind though. Pillbug's hopes that another poison trap will slow his foes backfires, instead clearing the towns square and leaving him nowhere to hide. Harsk and Lem bring Pillbug to justice and retire to a nice tavern for the evening.

Actually, it was 14 minis for about $35 ... don't ask me how I know though.

Tuesday, September 3rd, Part 3

Black Fang's Dungeon

The finial scenario in Perils of the Lost Coast adventure felt like quite the seesaw as my fortunes teetered back and forth. We made short work of the Throne Room, but had problems banishing the Ancient Skeleton henchmen when we moved to the Desecrated Vault.

As the heroes traveled together, Lem had to rely on spells and gear to evade the additional skeleton summoned whenever the henchmen were encountered. Even more confounding, were the three goblin warchanters. Their maniacal chanting finally got the better of Harsk, causing him so much confusion he could only attack with his fists.

Lem fled to the Temple and began searching there by himself, forgetting that while it may have seemed safe, danger could still be lurking, and it lurked in a big way. Black Fang errupted from the depths of the temple, spraying the area with acid. Fortunately for the hafling, it was ineffective. Still, Lem couldn't counter the big dragon, and was knocked out. Harsk was able to temporarily close the Desecrated Vault though, limiting Black Fang's options as he fled the altercation.

Harsk joined Lem at the temple and used his spy glass to locate the dragon hiding there. Knowing he would just run again, the boys made their way to the Shrine to Lamashtu. While the blessings are a boon, the twisted nature of the temple caused real damage each time they were discovered. Their luck held and they found the final Ancient Skeleton halfway in, which was good, as they knew the dragon would surely escape for good if they didn't hurry.

The dwarf and hafling returned to the temple and, despite the urgency, took a much need break to regather their strength. Lem healed them as well as he could. When they could stall no longer, Harsk charged the black beast and with Lem as back up, put and end to his pillaging of the countryside.

Bloodied, wearied, but satisfied. They made their way back slowly to Sandpoint, with Lem singing the Ballad of Flint FireForge to a bemused Harsk.

It was a good thing Harsk was successful with his last attack on Black Fand, because if he hadn't been, Lem would have died on his next turn.
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18. Board Game: Mice and Mystics [Average Rating:7.37 Overall Rank:250] [Average Rating:7.37 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Decided to give this a solo run through and see how good it really is!
I played the first Chapter and managed to try out most of the mechanics used in the game, although I was eventually defeated (the hourglass made it to the last page).
soblue
First of all it is an excellent game. The rules are a bit scattered, so I used some of the play aids available here at BGG. These really helped and definitely made the game more enjoyable.
Although like most co-operative games it can be played solo, I found it to be quite difficult to keep track of everything.
You tend to concentrate on a mouse without actually thinking about how it will interact with other mice later in the turn. I did eventually start to get it, but it takes a lot of concentration.
There is also the issue of reaching all the parts of the play area. With a story board, character mats, equipment cards, ability cards, the castle tiles and a place to roll dice, it really takes up a lot of space on the table. While trying to make everything reachable in the early part of the game, in the later part of the game I found myself standing up most of the time so I could reach the new tiles (and those bits that I had to move as I aquired more cards for my mice).

So although I enjoyed it, I will probably try to convince the wife to play and run a 2-player campaign to share the load. Of course, if she doesn't like it, then solo may be my only option! (And you will likely see me on this list again!)
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19. Board Game: Field Commander: Napoleon [Average Rating:7.72 Overall Rank:1344]
Moe45673
Canada
Toronto
Ontario
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None at the moment, but if I utilize my time wisely, this one will hit the table. Broke it out last month and I'm taken aback by the extremely simple rules combined with great design and gameplay. Some of the files on the game's page makes it really easy to jump back into after some time away.

Let's hope that by October, I've conquered that damned 1798 campaign!
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20. Board Game: The Guns of Gettysburg [Average Rating:7.85 Overall Rank:1580]
Keiron
United Kingdom
Sittingbourne
Kent
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Set this up over the weekend and am a few hours in.

With a house move on the cards in a little over a weeks time this is likely to be ended prematurely but it has been interesting to see how well it solos so far.

There are a number of aspects of the game that are randomised which will improve replay-ability and somewhat assists with solo play, however I haven't gotten to grips properly with the combat rules to figure out how well they will solo over time.

As a side note, while the rules are a little hard to get your head around, it is, on the whole a superbly produced game; thumbs up to Mercury Games and Bowen Simmons ... they could however have thrown in some markers so you can keep track of general orders!
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21. Board Game: Agents of SMERSH [Average Rating:7.02 Overall Rank:1273]
Ed R
United States
Huntington
MA
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This just arrived a few days ago. I got it to the table for a game to teach myself how to play. I played a solo game using the book of encounters instead of the encounter decks. I played about 10 turns or so just to get the turn order down. It was quite fun. I look forward to playing a full game of this again very soon.
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22. Board Game: Urbion [Average Rating:6.90 Overall Rank:2036]
Brian Sturk
United States
Hudson
New Hampshire
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Late to the party with this one, thanks to reading the session reports from MoCon (thanks!) hosted by

Mo
United States
Downingtown
Pennsylvania
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I decided that I had gone long enough without trying this!

Balanced 8 of the 12 cities... and stumbled a bit with the balancing rule, didn't realize until a little way in that you discarded a card to do that, the rules were a little confusing there (maybe the formatting).

I will say that I enjoy it a little more than Onirim. I think it's due to not having to shuffle. Can't really put my finger on it yet, and it has been a while since I've played Onirim. I will say that luck plays a BIG part in this game, but I don't mind w/ a game of this length.
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23. Board Game: APBA Pro Baseball [Average Rating:6.92 Overall Rank:4376]
Ed R
United States
Huntington
MA
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Decided to replay the 1986 World Series over the next week or so depending on how many games it takes and when I will have time to squeeze them in.

I have the 1986 set without the extra cards so I do not have the full end of season rosters. That said I will use the starting pitchers and lineups for each game the best that I can.

I will add the games to this item instead of adding additional items.

Game 1 Boston Red Sox (Hurst) at New York Mets (Darling)

1st inning: Buckner sacrifices in Boggs who led the game off with a double. Hurst gets the Mets down in order striking out the Dykstra who led them off.

2nd inning: Darling gets through an easy top while striking out 2. In the bottom half the Mets gain the lead getting 2 runs off 3 hits including a double by Strawberry.

3rd inning: Rice grabs his first rbi driving in Barrett to temporarily tie the game at 2. The Mets regain the lead in the bottom half when an error by Owen allows Strawberry to the plate to drive in Backman for the go ahead run.

5th inning: after a 2 out throwing error allows Buckner to 2nd Jim Rice make the most of the extended inning and hits a 2 run shot to deep left field scoring 2 unearned runs and putting the Red Sox up 4-3.

7th inning: Jim Rice drives in Barrett for his 4th rbi of the game extending the Sox lead to 5-3

9th inning: Buckner gets his second rbi of the game driving in Armas who hit a single hitting for relief pitcher Crawford. Mets down 6-3 in the bottom of the ninth pinch hit Hearn for relief pitcher McDowell and hits a solo home run to center field but it wasn't enough as the Red Sox take game 1 6-4.

WP Hurst 6ip 3r 2er 4h 2w 5k (save: Stanley)
LP Darling 6ip 4r 2er 7h 2w 6k

Notables: Red Sox: Buckner 3 for 3 with 2rbi, caught off base twice; Rice 3 for 3 with a home run an 4 rbi; Henderson 0 for 4 striking out 3 times.
Mets: Strawberry 2 for 4 with a run and an rbi; Hearn with a pinch hit home run in the 9th.


Game 2 Red Sox (Clemens) at Mets (Gooden) Red Sox Lead series 1-0

Carter hits a 2 run shot to put the Mets up 2-0 in the bottom half of the first inning.

In the bottom of the second Gooden hits an RBI triple knocking in Heep.

Red Sox get to just a one run deficit when they score 2 unearned runs in the top of the fifth after an error by Santana extends the inning for the Sox.

Carter hits his second HR in the bottom of the sixth inning putting the Mets up 4-2.

Mets win 4-2 evening up the series 1-1. Game 3 will be played at Fenway Park in Boston.

Notables: Red Sox: none really. Mets Gooden Complete game 2 hitter giving up just 2 unearned runs and striking out 9 Red Sox batters. Carter 2-4 with 2 HR and 3 RBI.
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24. Board Game: Oh My Lair! [Average Rating:6.60 Overall Rank:10419]
pax domina
United States
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Several games in and enjoying with the kids! Went on a PnP building frenzy over the weekend.

Next Up (built and ready for Rules dig-in):
Dice: The Evolution
Jasper and Zot
Zombie in my Pocket


EDIT: I learned that packing tape can serve as the poor man's lamination! Allow me to warn that static cling can be annoying with the tiny playing pieces with this method.
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