Solitaire Games on Your Table - September 2013
Jack Bennett
United States
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
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Nebraska
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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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26. Board Game: APBA Professional Golf [Average Rating:6.79 Overall Rank:11110]
Board Game: APBA Professional Golf
Ed R
United States
Huntington
MA
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Nick Faldo vs. Greg Norman in match play at Congressional in Washington D.C.

The weather is sunny with little to no wind at the start of the match.

Hole 1: 402 yard par 4, Greg Norman wins honors on a roll. He pulls out his driver and hits a beauty 300 yards down the fairway while Faldo hits it short and leaves it in the intermediate rough. Faldo pulls out a 7 iron and hits his second shot short and right of the green landing in a green-side bunker, luckily the ball is sitting high in the sand. Norman hits his second approach shot straight to the green and leaves himself a long 36 feet from the pin. Faldo recovers out of the sand with a beautiful shot teasing the pin as it rolls just 8 feet past leaving him a great chance to save par. Norman needing to sink this 36 foot putt to win the hole leaves his putt 3 feet short. Both golfers sink their par putts and halve the hole. After 1hole played we are all square.

Hole 2: 204 yard par 3, Nick Faldo misses a great opportunity to go 1 up after 3 putting to halve the hole with Norman who left the ball in the deep rough off the tee and scrambled to just bogey the hole. After 2 holes we are still All Square

Hole 3: 455 yard par 4 , Both Norman and Faldo reach the green in 2. Faldo leaves his birdie putt 45 feet out while Norman just 15 feet. Faldo just misses his birdie putt and taps in with a par giving Norman a chance to win the hole. Norman sinks the putt going 1 Up. Norman 1 Up through 3

Hole 4: 427 yard par 4, Both on the green in 2, Faldo sinks a 35 footer and wins the hole when Norman misses his birdie putt from 15 feet. All Square through 4

Hole 5: 407 yard par 4 with a sharp dogleg to the left Faldo goes from fairway bunker to greenside trap but still manages to save par. Norman's putting woes continue as he 2-putts from 10 feet to halve the hole. All Square through 5

Hole 6: 544 yard par 5 Norman once again fails to take advantage 2 putting from 15 feet for par after Faldo overshoots the green on the approach giving Norman a chance to win the hole. Faldo 1 putts to save par. All Square through 6
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27. Board Game: Dungeon Run [Average Rating:6.25 Overall Rank:3313]
Board Game: Dungeon Run
Robert B
United States
Parsons
Kansas
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Inspired by this geeklist - and the holiday afternoon - I got out a couple of my solo games to play.

My version of Dungeon Run is the original PnP version - I played 3 times.

From gallery of barteus


Pictured above is my Elf about to meet his doom vs an Undead Spectre.

My second game also resulted in defeat as the Fighter lost to the Giant in the Boss Lair.

Determined now to succeed, I played the Priest, found the Enchanted Shield and Staff of Power and entered the Boss Lair. I drew the Giant again, but as I had already played a game where he showed up, averted my gaze and drew another Boss - this time the Lich. Perfect match-up vs the Priest, win!
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28. Board Game: Zombie in My Pocket [Average Rating:6.30 Overall Rank:3184]
Board Game: Zombie in My Pocket
Robert B
United States
Parsons
Kansas
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Inspired by this geeklist - and the holiday afternoon - I got out a couple of my solo games to play.

This is the PnP version. In the first session, I ran out of time and midnight struck just as I found the graveyard to bury the zombie totem.

In the second session, I found the evil temple fairly quickly and then wandered around the backyard, finally discovered the graveyard, buried the totem, and won.

A nice, quick, dice-less game.
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29. Board Game: Case Yellow, 1940: The German Blitzkrieg in the West [Average Rating:7.06 Overall Rank:5981]
Board Game: Case Yellow, 1940: The German Blitzkrieg in the West
Stephen Slotten
United States
Saint Charles
Missouri
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Trying out this bad boy. Game seems very complex for my skill level but I'm going for it.
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30. Board Game: Darkest Night: With an Inner Light [Average Rating:7.64 Unranked] [Average Rating:7.64 Unranked]
Board Game: Darkest Night: With an Inner Light
Kyle Currie
United States
Oakland
California
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This game keeps getting better. For those keeping track, I'm 3 games in, in as many days. Day 1: Base game, including promo hero. Day 2: Expansion included, using all 4 expansion heroes and basic quest rules.

Day 3: The Pall of Suffering

I used 4 base game heroes that I hadn't used yet (this brings my total number of played characters to 12. There are still 2, the Seer and Wizard, that have not made it to the table).

Ways the Pall affects gameplay: Typically, quests only come into play when a handful of event cards are pulled. Now, in addtion, you start the game with a quest on the board, and there's a 1 in 3 chance a quest will spawn as part of the Necromancer's movement roll. Oh, and if you don't complete quests, they basically become Necromancer armor. Yeah. No good.

This TOTALLY ups the ante. Now, when quests appear, I find myself scrambling to defeat them. They absorbed resources and actions that were already sparse, and sometimes the appearance of a quest drastically altered my priorities for a round. Tighter character management was required, as was more coordinated actions between my heroes.

I spent most of the early game failing to keep the Village from being overrun by blights, before splitting all my heroes off in a desperate attempt to pull the Necromancer away. It worked, but I was fighting an uphill battle for some time after that. Eventually, I poured all available resources into my Knight in order to beef her up to take on the Necromancer. At this point, the Darkness had reached 20 (out of 30 possible, the highest it's gotten so far), and blights were popping up like undead daisies.

In the end, I had to bring all my heroes into the Village to draw in the Necromancer, and all 3 heroes other than the Knight had to dedicate their turn to wiping out 1 of the 3 blights in town to give my Knight a shot. They each made miraculous, game saving rolls, and left my extremely well-armed Knight to make the winning fight roll against the Necromancer.

A much more difficult, even deeper, extremely satisfying 3rd play. So glad I picked this up, and can't wait for the next expansion they're playtesting now that adds 4 more heroes, new events and artifacts.
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31. Board Game: The Lord of the Rings: The Card Game [Average Rating:7.64 Overall Rank:130] [Average Rating:7.64 Unranked]
Board Game: The Lord of the Rings: The Card Game
Stephen Persons
United States
Cheektowaga
New York
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Picked up the core set last month and have gotten a few games in last month and this month. I've had a mixture of wins and losses but have enjoyed every game. I've read that the game can be brutal depending on how the cards fall and I've had a few very short games. I'm sure that is part luck and part inexperience on my part but it the game has been enjoyable. So far I've just been playing "Passage Through Mirkwood" but look to move on to "Journey Along the Anduin".
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32. Board Game: Sentinels of the Multiverse [Average Rating:7.23 Overall Rank:383] [Average Rating:7.23 Unranked]
Board Game: Sentinels of the Multiverse
Shawn Baldwin
United States
Knoxville
Tennessee
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An anonymous tip alerted the Sentinels of the Baron Blade's sinister plot to pull the moon into the earth. The Baron had been constructing a terralunar impulsion beam in the megalopolis where the Sentinel HQ being built. The "Wraith", "Bunker", and "Tempest" could not let this happen or billions could perish! With the fate of the world in their hands they leapt into action.

Fighting in the city proved just as hazardous as the nefarious Baron himself. Traffic pileups and plummeting monorails confounded the heroes. Paparazzi got in the way and the Baron took hostages. The battle raged on rooftops and in close quarters. The metro police even sent in the SWAT team.

The Baron tried everything he could to power up his doomsday device but in the end he was no match for the intrepid band of unlikely heroes!

-Previous attempts at this game met in failure, so it remained on the shelf for a long time. But after watching the Lonesome Gamer's video play through I decided to dust this one off and give it another try. It turned out to be a very enjoyable game.
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33. Board Game: Second Season Pro Football Game [Average Rating:8.20 Overall Rank:5246]
Board Game: Second Season Pro Football Game
Matt Crawford
United States
Pacifica
California
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Two sports games trading off right now:

Just started up a 1993 NCAA Football replay with some home-rated teams with Second Season, and...
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34. Board Game: Replay Baseball [Average Rating:8.01 Overall Rank:6196]
Board Game: Replay Baseball
Matt Crawford
United States
Pacifica
California
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getting close to the end of a 1966 replay I've been working on this summer.
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35. Board Game: Space Infantry [Average Rating:6.90 Overall Rank:4279]
Board Game: Space Infantry
Ryan
United States
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Played the 3rd mission of my campaign. I drew another Hive mission (H003) and had to infiltrate an enemy compound and eliminate the command group. My enemies would be the nefarious Followers of the Dark God. Nefarious because they are capable of very powerful suicide grenade attacks at melee combat. I went in with a strong group. My shotgunner was a veteran with the Deadly Strike talent, Fire Team A had the Aide de Camp talent, and my Squad Leader had improved his Command skill. I also used the Heavy Battlesuit strategic option, to hopefully reduce the intensity of the attacks I new I was to sustain. Once the enemy became aware of my presence, I sustained several heavy engagements. The 3rd saw my squad lose both the Shotgunner & Close Combat Unit to very powerful suicide attacks. My Squad Leader & Fire Team A moved quickly back to the insertion node to abort the mission. They were attacked at the very last node by 6 cultists but still managed to withdraw alive with a good use of leadership, suppressive fire, and grenades. Unfortunately, and against the odds, both my Close Combat Unit and my Shotgunner died of their wounds. Heavy blow with the death of my Shotgunner.

Tough game. Success has caused me to get invested in my squad as they improve. This was a tough loss. Not the abort status, but the lose of two units, especially a battle hardened one. What I'm seeing so far is that each enemy, and each location, require very careful planning to give the best odds of success. I really appreciate this, but it is still a downer to lose so much headway. I think I'll give this game a short breather, unwind, and play a less intense solitaire game next.

What an experience though.

Ryan's plays of Space Infantry here
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36. Board Game: The Lord of the Rings: The Card Game [Average Rating:7.64 Overall Rank:130] [Average Rating:7.64 Unranked]
Board Game: The Lord of the Rings: The Card Game
Flabbergasted Rhino
Japan
Osaka
Kansai
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Just had my first two solo plays of LotR. I picked up the base game and five expansions a few months back but have always been a little too tired to teach myself how play until today.

I stuck with the base set and ran through the Passage Through Mirkwood scenario once with the purple Leadership deck (not too bad) and once with the green Lore deck (only 5 threat from losing). I missed the add one threat at the refresh in the first go but it went so smooth I don't think it mattered. In the second go I think I got all the rules down but still not sure.

With the Leadership deck I jumped out to a commanding lead. Never loosing the Quest with a good balance of Locations and Enemies coming from the encounter deck I was able to travel, fight and quest quite easily. A nice pace for a first go whilst trying to sift through the rules.

With the Lore deck I had it rough. I quickly spawned two Dol Gulder Orcs and Ungoliant's Spawn to add to the initial Forest Spider. Fortunately I got Daughter of the Nimrodel out quickly for healing and then was able to Forest Snare the Spawn and plink away at the Orcs and Forest Spider. I was gaining threat rapidly from losing quests (needed to dedicate people to defense and combat) until the Locations started pouring out and I killed off the untrapped spider. Thence I quickly made it to 3B and as Ungoliant's Spawn was out and trapped I went all in for the kill and win just five threat away from 50. Final score was 46 as I only had one damage on one hero and was just able to keep everyone alive when the going was tough.

I can see already how beneficial building your own deck and just knowing what the cards do may be. I think I am hooked but would really like a game or two with an experienced player just to really hammer down the rules and options.

I hope this wasn't a bore and makes sense. First time I've tried to write a session report. Any input is welcome.


Update:

Played two more games last night using the Tactics (red) starter and then the Spirit (blue) deck on the Passage Through Mirkwood quest.

The Tactics deck was rough going. I kinda knew it would be do to the lack of Willpower but man, did I get DESTROYED! I immediately drew Chieftan Ufthank off the encounter deck and made the choice to let him come though undefended a round later in order to get some damage on Gimli to boost his attack only to draw the Shadow effect of +1 Attack, +3 if undefended. He'd already attacked once and had his +2 bonus for a resource token which put his attack total at 8. Dead hero. That left me with only 2 Willpower and the next four cards drawn from the encounter deck were locations. With no one to fight and no Willpower to overcome the Quest it was game over.

The Spirit deck was wen much smoother. In the first Planning phase I placed The Favor of the Lady on Eowyn increasing her Willpower to 5 with the option of 6 with a discard. She tore through the Quest and with some help from Galadhrim's Greeting I kept my threat down allowing Dunhere to plink away at the baddies in the staging area with a little help from Gandalf to take out Cheiftan Ufthak. Eleanor came in handy too canceling a few key Treachery effects in what was quite possibly the easiest victory so far.

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37. Board Game: Hostage Negotiator [Average Rating:6.92 Overall Rank:1001] [Average Rating:6.92 Unranked]
Board Game: Hostage Negotiator
Mikolaj Laczynski
Poland
Warsaw
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When I decided to take part in The 100 Games Challenge the designer
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Thompsons Station
Tennessee
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ordered a physical copy for me. It arrived yesterday so I had to give it a go.

I am writing the session reports on a blog - Hostage Negotiating.
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38. Board Game: B-17: Queen of the Skies [Average Rating:7.06 Overall Rank:1482]
Board Game: B-17: Queen of the Skies
Christopher Ebert
United States
North Fort Myers
Florida
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• Mission 141 for the PBF Tour 6. 12th Mission for B-17G Contessa's Revenge. Bombs dropped on target with 40% accuracy. See full AAR for details.

• Mission 142 for the PBF Tour 6. 13th Mission for B-17G Contessa's Revenge. Bombs dropped off target with 0% accuracy. See full AAR for details.

• Mission 143 for the PBF Tour 6. 14th Mission for B-17G Contessa's Revenge. Did not bomb See full AAR for details.

• Mission 144 for the PBF Tour 6. 15th Mission for B-17G Contessa's Revenge. Bombs off target with 5% accuracy. Flak burst blew off port wing over target zone. See full AAR for details.


Edit: 9/11 - added mission 142
9/18 - added mission 143
9/25 - added mission 144




Solitaire Tracker Geeklist: B-17
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39. Board Game: Voyage of the B.S.M. Pandora [Average Rating:6.75 Overall Rank:5005]
Board Game: Voyage of the B.S.M. Pandora
Andrew Kluck
United States
Hudson
Wisconsin
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I've been adding to my solo collection for sometime without actually playing them. But I'm trying to get better, in the attempt I brought this solitaire magazine game to the table for the first time ever.

After reading the rules last night I began playing only to give up an hour later. I've been trying to get into Butterfield's other, far more popular, paragraph driven solo game Ambush! for some time but can't either. I want to like both and can forgive them their 'creaky?' mechanics but it just feels like work. Does anyone out there really like this game and can tell me where it shines for them?

Oh well, next up, Butterfield's The Hardest Days or perhaps the delivery fairy will drop A Distant Plain on my doorstep today.
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40. Board Game: Deck Siege [Average Rating:5.71 Unranked]
Board Game: Deck Siege
In a hole in the ground there lived a
United States
Kalona
Iowa
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Just got this laminated today, and have been having lots of fun playing it. It's fast and lightly strategic. Worth the PNP.
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41. Board Game: Defenders of the Realm [Average Rating:7.31 Overall Rank:505]
Board Game: Defenders of the Realm
Ryan
United States
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A couple turns into a game I setup last night with the Sorceress, Barbarian, Cleric, and Paladin. Hoping to attack the Demon general on my next player turn and knock him out.

I pledged for some items on the recently ended Defenders of the Realm Minions Kickstarter. Keeping pace with that KS campaign excited me for this game (only played once before) and motivated me to push it to the front of the queue.

Having fun and looking forward to the rest of the game.

Update later the same day...
Defeated miserably on turn 3. I managed to defeat the Demon general on turn 2 but the realm was overrun by Orcs the next turn. Technically, I should have kept playing. I drew two cards (mid War), one was Orc War Party and the second was Orc Patrol. Since the second card is supposed to be General movement only, I shouldn't have placed any Orcs. But I didn't realize this until now. Oh well, I deserved to lose anyway if it was that close.

Excited to start my next game soon.

Update again the same day...

Somehow I managed to squeeze 2 more games of DotR into the day, for a grand total of three. All ended up being losses. Biggest lesson was I should have read the FAQ, as my first two games I played misunderstanding quite a few rules. My last game of the day was played correctly. Things were going well, I had just handily defeated Gorgutt. I also had enough cards to confidently take on both Varkolak and Balarzarg. I was just positioning my self for an attack. Then I drew Orc War Party. Each location on the gameboard with Orcs had exactly 1 Orc. And there were a lot of those locations. Thus ended, quite abruptly, the Realm and my apparently decent chances of saving it. Oh well. Lesson learned. Orcs don't go away just because I vanquished their leader.

This game plays much faster than I anticipated. The biggest problem is setup and take down. However, once setup, it's easy to get another game going after an inglorious defeat. The rules are a bit vague on some points. That or I was just tired. But I recommend reading the official FAQ to make sure you have a good understanding. Some of the designer's intents with quite a few game concepts are subtle and hard to infer correctly from the rulebook as written. Overall, I really enjoyed my plays today. I hope to play more soon. I don't feel this creates a strong narrative experience for me, but I still get a little of it, enough to satisfy. I enjoy the theme, challenge, and variety in each game.

Update 8 September 2013
Played two more games and lost each. The first game was short and rough. I lost 3 combats to Generals. Very frustrating. The second game I came much close to winning, having defeated 3 Generals. I was about one turn out from battling Sapphire for the win when Orcs overran the Realm and defeated me using the Orc War Party card. I was trying to manage taint and enemy minions and was doing fine until I drew that card, which was more than I could handle.

I've enjoyed my plays though I haven't won yet. The game plays fairly quick and fast paced, even though I have been controlling 4 Heroes.

Ryan's plays of Defenders of the Realm here
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42. Board Game: D-Day Dice [Average Rating:6.84 Overall Rank:1146]
Board Game: D-Day Dice
Christopher Ebert
United States
North Fort Myers
Florida
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So, finally got a copy of this after a buddy of mine was talking about it and set up to play through the training episodes today. Got through them all pretty easily and I look forward to seeing what more this game has to offer beyond the training grounds. I'm ready to land on the beach!

Date
9/04

9/05
9/18
Game
#6
#7
#8
#9
Battle Map
N-02 : Omaha Beach
N-02 : Omaha Beach
N-03 : Utah Beach
N-04 : Gold Beach
Score
94
215
245
248


Comments:
Game 6-7: Just sat down to play one game (#6) and lost horribly. I kept running out of soldiers and something finally clicked. I had forgotten about lateral movement. I tried that and BAM! Won game #7!!

Game 8: I was not expecting to win this one on my first go but things just kept working out for me. I had a few scary moments but I used the same strategy I used last time. Also, I had 2 Fresh Troop RWBs in one round! On top of that, I used the K-Rations item which gave me a total of 36 troops in that phase. That really helped out.


Edit: Added Game 8


D-Day Dice - Game Tracker Spreadsheet
D-day Dice - Solitaire Tracker Geeklist Item
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43. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Character Add-On Deck [Average Rating:7.60 Unranked] [Average Rating:7.60 Unranked]
Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Character Add-On Deck
John Farrell
Australia
Rozelle
New South Wales
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It's the 5th of the month, and I am the 5th person to add this game to this list. I'll just post one entry for each different set of characters - further adventures with the same characters may or may not get added as comments to existing entries. Apologies to anyone who doesn't care about this game - these lists are going to be swamped with it for several months.

So, Amiri the Barbarian, after a somewhat traumatic start to her adult life, headed south to the civilised lands. Some small kindness during a chance encounter resulting in her hooking up with the Healer Kyra, herself a lone wanderer. They became a team, Amiri doing the heavy lifting and Kyra doing the thinking.

After some time of travel the pair of them were approaching the small town of Brigandoon - a mystical place which only appears 100 times every day, each time restocked with bandits (not brigands). On the forest road they discovered an unusual number of locked chests, so naturally they investigated. Kyra easily dispatched one locked chest, but Amiri lacked the *finesse* to do similarly. The first opponent they encountered was a bandit who was summarily dispatched. Monsters fled from the forest as the news spread that there were new bosses in town.

Well, not in town, not yet. They arrived at a farm on the outskirts of town where there was evidence of more disturbances. It soon became evident that the farmhouse was haunted AND inhabited by bandits. Without appropriate magic to defeat the spectral form that repeatedly blocked their way [i.e. I forgot Kyra had +1d8 magic vs undead] the heroes resorted to a series of tricks to penetrate into the bandits' lair. They were eventually rewarded when they caught the bandit leader Jhary-a-conel unawares. Their sudden attack sent him fleeing from the haunted farm.

Now deliberately hunting the bandit leader, the daring duo tracked him to a rickety bridge. It looked like a trap, and indeed it was. As they approached bandits attacked from all sides. Wounds incurred at the haunted farm began to take their toll, and Kyra needed perform first aid as Amiri fought off the attacks. After a long and vicious battle, Jherek Carnelian once again escaped.

His trail led to the town dockside. Suffering from exhaustion and very nearly being late for another appointment, the heroes determined to attack as aggressively as possible. With the help of a handy-dandy spyglass, the heroes were able to find Vlad Taltos and attack him. This time there was nowhere to escape to! He was defeated, the town was saved, and everybody lived happily for a very short time after.

And then they found a dog and some chain mail.

[OK, I admit I cannot remember the bad guy's name, and there's no picture of him on BGG.]

I thought the system worked quite well, I could infer a decent enough story from it, and there really was doubt about whether I could win or not, but also no chance that I would die. I like that amount of tension. I like that I need to look after my characters for next time I play. It took me about an hour to read the rules and sort out all the cards (my son's comment on the card sorting was "not only are you playing with yourself, you're even doing foreplay") and then 90 minutes to play the scenario. I reckon that would come down to about an hour now that I know what I'm doing.
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44. Board Game: Field Commander: Napoleon [Average Rating:7.71 Overall Rank:1494]
Board Game: Field Commander: Napoleon
David Ainsworth
United Kingdom
Manchester
Lancashire
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Finally got my hands on this and played a couple of games (would have been more except... see next entry!).

Absolutely brilliant, and I mean brilliant, so far. It's really great seeing how far this system has come since Rommel and through Alexander, and while I've only played two games so far I'm positively frothing for Fleet Commander: Nimitz now.

So I played the 1796 Italian Campaign, where I think my experience from the previous games showed and I got a very early, superior victory. All of my forces were accounted for (I'm playing the linked campaign) so it couldn't really have gone any better. Had a couple of hiccups with rules early on but managed to backtrack and rectify them.

Then I moved on to the 1798 Egyptian Adventure and wow, this one doesn't pull punches does it. I didn't notice until the last minute that I wasn't allowed to purchase new forces after October 1798 (I thought initially it was just during that month) so when the Battle of the Nile was upon me I wasn't quite as prepared as I otherwise would have been (I'd have bought more recruits!). The Ottoman attack on Alexandria was very touch and go, but Nautique and the Garrison there survived the attack. I didn't even attempt to capture Acre - my men were exhausted and while taking the risk would have secured the Superior victory I wanted to preserve my men for the long campaign. I ended with 27 VPs, 3 points short of a Superior Victory, getting a Historical Victory.

Can't wait to play more, but....
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45. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.22 Overall Rank:423]
 Missing Image
David Ainsworth
United Kingdom
Manchester
Lancashire
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Of course I've been playing this. Be mad not to, right? Unfortunately it means my Phantom Leader Deluxe Campaign is on the backburner and I've had to jump from Field Commander Napoleon for a bit, but wow this game is great so far. More, it's addictive as all hell.

Most of my games haven't been solo so far, but I'm taking a party of four through the game solo when I get a chance, playing as Ezren, Merisiel, Amiri and Seelah (drawn randomly) and things are going pretty good so far. Currently up to Black Fang's Dungeon which I hope to play this morning.
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Mikolaj Laczynski
Poland
Warsaw
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I played two games of The Harbinger Project by
Jack Bennett
United States
Rougemont
North Carolina
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I lost both, but it was a very nice experience. I like the way the game is evolving and I hope to play some more.

I also printed out some other games from the contest and I'm planning on giving them a go.
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47. Board Game: Factory Fun [Average Rating:6.82 Overall Rank:1137]
Board Game: Factory Fun
Christopher Ebert
United States
North Fort Myers
Florida
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Here's one I haven't taken out and dusted off in a while. Last time I played this was last September. I forgot how much fun I actually had with this game.
After trying to beat my old score I came up with an idea. Since the rulebook said that the Expert sides were varied, I decided to keep a running tab of scores to beat on them individually. Yup, gives me more to track. It's like candy for me.
So, I played one game on each expert side of the board to set the scores for me to try to beat.
I track the Score and (number of factories) For tie breakers

Date
9/05







9/08

Color / Side
Brown / Classic
Brown / Expert
Green / Expert
Red / Expert
Blue / Expert
Teal / Expert
Teal / Expert
Red / Expert
Red / Expert
Brown / Expert
Green / Expert
Score to beat
89(9)
0(0)
0(0)
0(0)
0(0)
0(0)
58(8)
69(8)
69(8)
51(7)
53(6)
Score
48(8)
51(7)
53(6)
69(8)
54(7)
58(8)
61(8)
59(9)
36(9)
90(10)
47(7)



9/05 - Added 2 more games
9/08 - Added 3 more games



Factory Fun - Game Tracker Spreadsheet
Factory Fun - Solitaire Tracker Geeklist Item
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48. Board Game: Clash of Cultures [Average Rating:7.62 Overall Rank:294]
Board Game: Clash of Cultures
Kyle
United States
Up Nort' Der
Wisconsin
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September 3rd -- 3-Player Solo

I'd pulled this one out over the weekend with the intent of playing it solo, but it took a few days to get there. Even then, I got started later in the evening than I'd hoped so there wasn't quite as much time available as I would have liked. To offset that somewhat I went with the short-game variant* in the back of the rulebook that goes only four full rounds, but even that too longer than expected. With three separate players this would go much quicker because all the planning and coordinating can happen during the other players' turns, instead of having to start almost from scratch each time.

*Everyone starts with two Settlers, and during each status phase everyone gets two free advances instead of one.
-------------------------------

I started out sending each of the three nations on different paths: Yellow went military, Green went religious, and Blue went academic. Yellow quickly spread out (partly to satisfy some objectives, and partly to hunt barbarians), while the other two took a slower expansion route and focused on building up their cities and advances. Blue and Green never really threatened each other with attacks, although they did trade a few Cultural Influence attempts, at least until both got their blocking advances in place. Yellow was mostly hemmed in by water and mountains so going after either of the other directly would have been far too costly in terms of actions (particularly with the shortened game), but many, many barbarians were wiped out instead.

Blue seemed to have the advantage going into the late stages of the game, but Green was close for most of the game and took a last-minute jump ahead by building the only Wonder of the game, the Great Garden.

As the game came to a close, Yellow had armies in position to take over one of Blue's cities, but left it alone because it was worth more points in objectives to sit next to it than to attack; taking it would have hurt Blue, but not by enough to get Yellow into second place and certainly not enough to catch up to Green.

----------------------
Several times I forgot that Sanitation required Engineering first and had to back things up half a turn or so, but otherwise I don't think I missed any important rules.


Score Breakdown
Pieces: Y=9, G=8, B=10
Advances: Y=7, G=10.5, B=11.5
Objectives: Y=10, G=4, B=6
Wonders: Y=0, G=5(Garden), B=0
Events: Y=0, G=2(Earthquake), B=0


(Full Details Here)
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49. Board Game: PAX [Average Rating:6.79 Overall Rank:2665]
Board Game: PAX
Brian Sturk
United States
Hudson
New Hampshire
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So, a *little* bit of cheating here as far as solo game. I tried this on http://www.boiteajeux.net since they have the solo game implemented.

I enjoy Peloponnes, so I wanted to "try before I buy".
And I must say, I enjoyed it more! I really like the way Rome gets its points since you have somewhat of a say in it w/ placing of cards under the Legions. I also like having an endgame that is something other than "Get X points or more". Seems to me like there are more (as in quantity) meaningful decisions to make than w/ Peloponnes.

Now to go acquire a copy...
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