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
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Greenville
SC
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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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51. Board Game: Oikodomos [Average Rating:6.53 Unranked]
Board Game: Oikodomos
todd sanders
United States
pittsburgh
Pennsylvania
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i am going to print up a copy of this and craft it tomorrow, based mostly on the provocative image to the left there

abstract, civ building, supports solo play and deep thought and studied actions

session report once i have it crafted and played
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52. Board Game: 7 Dice Wonders [Average Rating:6.51 Overall Rank:12423]
Board Game: 7 Dice Wonders
Ghislain LEVEQUE
France
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I played it solo to learn the rules and mechanics and be able to teach it better !
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53. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.22 Overall Rank:422]
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Ed R
United States
Huntington
MA
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Well I finally got my copy and tried the first adventure with 3 groups of 2 heroes. I beat it with all groups and only one group was it close. I imagine it will get harder as you progress.

So far Im pretty impressed. I can see myself playing this game a lot. It is a bit tedious to set up each time but Im sure it will get better once I have a system down.
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54. Board Game: Ni'ihau: A Solitaire map for Steam (fan expansion for Steam) [Average Rating:5.67 Unranked] [Average Rating:5.67 Unranked]
Board Game: Ni'ihau: A Solitaire map for Steam (fan expansion for Steam)
Mo
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Downingtown
Pennsylvania
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While I'm very excited to see the new Steam SoloPlay Rules just being posted this week, I still feel very new to the game and wanted to get some more experience with "regular" Steam. I started by playing two sessions on the NE USA / Canada map using the Simple Solo Variant posted in the Forums.

I scored 35 and 38 points. The variant is enjoyable and plays very quickly. However, with so little variables, I can see the player building the same track over and over again just taking advantage of the cube placement/availability.

After that, I felt comfortable enough to give a whole new map a try. I had actually played this once before, not long after I bought the game, but I was completely lost as to how to handle it.

This time around, I still did poorly, but I felt better from the first session to the second, so I'll take that as a victory. Game 1 ended in Bankruptcy at the end of Turn 7. To be honest, I was happy I made it that far. Game 2 fared better as I not only completed the game but actually obtained a positive score of 6. Woo hoo!!

I liked this variation much more than first one I tried tonight. It required much more thought and planning. The randomness is increased as well both with the distribution of cubes and by a random cube draw blocking delivery of one (or all!) cubes for that turn. In fact, I could have failed that second game if the cube drawn had come up as a different color. The added tensity on that final turn was enjoyable. I will definitely be playing this map again.

Here's the final track layout of my "victory" in case you're curious:

From gallery of mo7189
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55. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.22 Overall Rank:422]
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Alex Brown
United States
Greenbelt
MD
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Yeah, I know.
But holy crap is this addicting.

The second to last scenario in the Burnt Offerings deck was brutal on me. My three player team of Lem (love Lem!), Kyra, and Fighter dude (I'll get all their names eventually) ran out of time twice and nearly lost one or two members before finally getting through. Goblin in the Closet popped up on the Goblin Fortress the first time around, which no one could reliably deal with, and the second bout saw '4's being rolled often and at the most inopportune times (those who have played this scenario will possibly recognize the 1d4 roll that could be worst).

Very glad I've gone to three team members, it offers significant team interaction which is a lot of fun.

Lem picked up a magical cape early on that lets him run away with impunity, and that combined with Sanctuary and Augury (also picked up early) makes it tough for anything to actually fight him. He is now a support character par excellance.

Kyra often combos with Lem to be a tank and, later in the game, exploring several cards in one round.

And fighter guy focuses on the locations that let him do what he does best. By now he has a crapload of really good weaponry he can fling around with impunity.

I just packed them all up for a break from the game for a bit (I mean I've been playing every night for like a week and a half) and couldn't resist leafing through the other characters and got excited all over again.
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56. Board Game: Arkham Horror [Average Rating:7.26 Overall Rank:324] [Average Rating:7.26 Unranked]
Board Game: Arkham Horror
Shawn Baldwin
United States
Knoxville
Tennessee
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And now for something not Pathfinder!
But Pathfinder is on its way to my house sometime next week.


This is on my table right now. I played for several hours today and I am close to victory but I am not getting excited yet. This game has an uncanny ability to pull the rug out from under you, kick you in the teeth, spit in your eye, and then eat your children!

More to follow.
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57. Board Game: K2 [Average Rating:7.07 Overall Rank:549]
Board Game: K2
Reuven Fischer
United States
Bala Cynwyd
Pennsylvania
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I've had my eye on this one for sometime, but with an $79.99 MSRP I never pulled the trigger. Image my surprise when I saw this listed at $45 in my FLGS! Apparently the publisher recently dropped the price. Insta-buy for me!

Played it solo for the first time today and it plays real well solo. It's challenging and very thematic. As you get further up the mountain you really feel the effects of the atmosphere. Climbing to the next level becomes more and more difficult. At the higher elevations you can't get help from your climbing buddy. You have a tent, which can be a lifesaver but there is a storm in the forecast. I never got a break in the weather to summit, so I had to be content with a hight just shy above the 8000meter mark. No joy there... My climbing buddy died. His frozen body was found just outside his tent at 7,500meters. May his memory be for a blessing. I need more training... "Tourists" shouldn't attempt to climb. Next time K2 (shaking my fist) Next time!!!

Once mastered, I'm not quite sure of its replayability, But that's OK... I'll worry about that when I get there. The board is double-sided easy/Hard & there are two sets of weather cards (summer/easy & Winter/hard). My first play was tough even playing the easy map in Summer! There are also 2 expansions out.

K2 is a thumbs up for me
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58. Board Game: Level 7 [Escape] [Average Rating:6.02 Overall Rank:5575]
Board Game: Level 7 [Escape]
Deathworks
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Hello!

As it seems - contrary to what Pegasus initially claimed - as if it will be a while before Mage Knight Board Game gets delivered, I decided to buy this game. I have to admit that I was a bit hesitant as the reviews ranged from love to hate, it seems. And the UFO horror theme is not really my favorite (I like Cthulhu better and fantasy beats either ). But the only alternatives I saw at the game store were Defenders of the Realm, which would not support single character play, or Space Empires: 4X, which is a bit too abstract/too much of a wargame for me, (T_T) ....

Anyhow, I just got through my first session playing scenario 1 on easy mode (I don't play games for the challenge but for the stories ), which allowed me to win the scenario on turn 15. Personally, I enjoyed the session, although I still have no idea just how many rules I misinterpreted/failed to abide by. Even with the official FAQ, the rules seem to be full of holes that a tiger tank could drive through...

Yours,
Deathworks
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59. Board Game: Robinson Crusoe: Adventures on the Cursed Island [Average Rating:7.85 Overall Rank:51]
Board Game: Robinson Crusoe: Adventures on the Cursed Island
Adam Brocker
United States
Gilbert
Arizona
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My copy finally arrived the day after my daughter was born, so I had some time to play a couple of solo games in the evening while my boys were sleeping.

This is exactly the game I was looking for. It combines the euro mechanics that I enjoy (engine building and resource management) with an engaging theme. Even when I would get a crummy draw from the adventure deck, I'd be pulled in by the story. The resources are now exhausted. Well that makes sense, I have been pulling a lot of wood from that area.

I played 1.5 games. First half a game was the night that I read the rules and punched out the game. Definitely not a light game to get into. Rules aren't terribly tough, but they are lengthy. Played a game of the first scenario with two characters (Cook and Explorer) and Friday. Game was going ok, though I could tell it would be going downhill quickly. Didn't have a roof or a palisade and was entering turn seven. Ended up calling it since it was midnight and I didn't want to be tired the next day.

Second game was also the first scenario with two characters (Cook and Carpenter) and Friday. This game went very well. It was still tense till one or two turns before the end.

I'm very glad this game has scenarios. I could see this maybe getting samey without them. As it is though I'm excited to give this one another go. Can't wait to try out the next scenario.
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60. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.22 Overall Rank:422]
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John Farrell
Australia
Rozelle
New South Wales
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I notice this game hasn't been mentioned much so far. shake Despite its unpopularity, after playing it all day Saturday as mentioned in the comment on my previous entry, I played it for a fair bit of Sunday as well. As I started a new character, this is a new entry for her adventures. As mentioned earlier, the new character was Merisiel, and I took her into the adventure solo.

Brigandoom was no particular challenge - with her darts (d4) and her dexterity (d12) and her sneak attack (d6) she was able to overcome the challenges fairly easily. I realised that as her items are pretty much useless it was in my interests to gather lots of cards in scenarios to see if I could find something better. Hence I went into The Poison Pill with the intention of seeing as many cards as I could manage.

It was all going swimmingly! I defeated one of the Poison Traps with about 8 cards left in the location deck, and didn't close the location but set about milking that deck. That all went fairly well until I encountered a barrier - Collapsed Ceiling, I think. As I'd just used the very card that could have bypassed that for me, I had to do a pretty basic roll to get past it. I failed that roll by 3 or 4, and took a lot of damage, including losing my weapons. No problem, I could evade monsters. I continued on, now committed to emptying that location deck, and eventually managed it with the new cards the damage had revealed.

I moved onto the next location and continued harvesting items and evading monsters. Eventually I realised that the constant evasion had caused me to run short of time and I wouldn't be able to complete the scenario. With a couple of cards left in the Blessings Deck UI encountered another barrier, and once again I had not much to counter it - despite that being what my character cards are designed for! I took the roll... and died.

At that point I had to go do some Real Life for a while, and it was during that that I realised that Merisiel can evade barriers as well as monsters... yes, I felt stupid. blush So I decided that when I could get back to it, I'd start again and do it properly.

MERISIEL'S SECOND INCARNATION

It was on the second play of Merisiel that I discovered her HUGE weaknes - she has no Melee skill. Without a weapon, she is d4 for Melee. Sure, she can add d6 to it for a sneak attack, and another d4 for a blessing, but she's not going to kill much with that. So at the start of an adventure, if she has no weapon, Merisiel needs to cycle cards to find one. If she's in combat she can cycle cards using sneak attack, but as her weakness in combat is exactly the problem that's a risky play. Otherwise she needs to use blessings or allies or just dump cards, and then she's taking damage.

Anyway, the situation that resulted from these factors was that she was in the Village House with a spectre and a bandit, and she needed to kill the bandit to close the location. She had no magic attack so couldn't defeat the spectre, so she just evaded it every time. The bandit wouldn't come out to fight! So, the blessings deck ran out. For those not familiar with the game, that means you've failed the adventure but you didn't die.

So she tried again. The second time through it all worked a bit better and she won the scenario. On to Pillbug Podiker again... during this adventure Merisiel acquired a Heavy Crossbow (d10 + dex) and was able to take out some more serious monsters. Her reward at the end was one of those light deathbane crossbows +1, or whatever it's called, which was lovely. Merisiel progressed to Black Fang's Dungeon.

There are few interesting details to recount of her two attempts at this scenario... there were an awful lot of Zombie Giants and Ogres and Sirens, all of which are quite challenging with weapons, and often she didn't have any. On the occasion when she did manage to locate and defeat one of the henchmen, she was unable to close the location as the check required rolling 6 on d6 (wisdom and charisma I believe). Then she'd need to defeat all the remaining things in the location - yes, all the Zombie Giants eventually got crossbowed - and then still be unable to close the location.

Furthermore, the Shrine of Lamashtu has the power that if you encounter a blessing at that location (and there are 4 of them) you take 2 points of force damage which cannot be prevented. For a character that's completely incapable of finding a healing potion, that's pretty nasty. I tried discarding the handy-dandy Spyglass to try to locate the henchman, but that didn't work either. In both attempts at this scenario Merisiel ended up running the clock down just so she didn't die.

Another BGGer has had similar problems, and says that it can be done, but I think I'll take my story in a different direction. I'm sure Merisiel has some long-lost friend who will be able to come to her aid - they'll need to fight their way through Brigandoom and The Poison Pill, but then the two of them can join up to to take on Black Fang again.

From gallery of Friendless
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61. Board Game: Aether Captains: Pirates and Traders [Average Rating:7.10 Overall Rank:12020]
Board Game: Aether Captains: Pirates and Traders
In a hole in the ground there lived a
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Well I've had a struggle with this game for some time as it's designed to play with a D12, but that makes the fighting odds against you fairly steep, and I've tried a bunch of other things (D20, variants etc).
Tonight I just decided to try the old D12 again and won! I played the Clear your name, Revenants, and Our Emperor's request scenarios (you have to beat 3 of a possible 8). I randomly drew Captain Sullen Damask (+2 to attack rolls-which was helpful!), and I didn't even go the whole way through the deck! That's a little unusual, but I guess not having won before, maybe that's the way it's supposed to go!
To make it more exciting I managed to win with the last shot in my arsenal!
I definitely recommend this as a PNP. It's been a little challenging, but it's gorgeous, usually fun (except when I get smacked down) and I look forward to more plays.
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62. Board Game: G.E.V. [Average Rating:6.98 Overall Rank:2415] [Average Rating:6.98 Unranked]
Board Game: G.E.V.
Mike W
United States
Portland
Oregon
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I dusted this off as the date for Ogre Kickstarter comes closer. I've recently been playing some heavier wargames, so I kept wanting to tweak the rules, but I was able to resist.

I solo'd the Raid scenario -- 10 GEVs for the Combine forces vs a PanEuropean(PE) defense -- 20 infantry squads, 4 armor points, and 2 command posts.

I setup the PE player haphazardly -- this was just a familiarization / light game. I need to watch myself when I solo -- I have a tendency to way over analyze things, and if I keep moving along, I usually have more fun.

I brought the Combine GEVs up in 5 unit stacks along the water hexes, and headed for the CP alpha in the NE corner of the map. The PE forces defending the SW city on the map got rolled / over by -- but they managed to disable, then kill one of the GEVs. The PE GEVs managed to take out a heavy tank in exchange.

I rushed the GEVs up to the CP, which was defended by infantry, and started slugging it out. In hindsight, this was stupid -- I should have kept the GEVs moving. The PE units had enough time to converge and got some lucky shots on the GEVs. By the time I started pulling them out it was too late.. A line of missile tanks from east to west on the middle of the map tore them to shreds.

As I mentioned, I've been playing a lot heavier wargames solo, so initially it felt really light.. but I was able to play a game in an hour or so, including a rules refresh, and have a good time. It's a great beer and pretzels complexity wargame.
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63. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.22 Overall Rank:422]
 Missing Image
Stu Garside
United Kingdom
Andover
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I managed to get some good solo gaming in during the evenings this weekend. Friday night I rolled out Pathfinder for a first play. There's plenty of posts written by people far more eloquent than me so far this month, so I'll keep it short(ish).

I took Merisel through the first two scenarios, Brigandoom and The Poison Pill. Brigandoom offered very little resistance after I found an Icy Longspear + 1 in a chest early on. This, I think, meant I was rolling 2D8 + 1 before any other extra abilities were applied for a combat check. When I fought the villain for the last time, I had a Blessing of Gorum as well, so it was 4d8 + 1 and then 1d6 for the sneak attack.

Poison Pill was a little trickier and a bad decision early to continue exploring a location rather than closing it early after defeating the henchmen (meaning that I had to encounter every remaining card), wore the clock down. A couple of evaded encounters with a Spectre (couldn't be defeated without magic) meant that by the time the villain showed up, the clock wasn't far off expiring.

All in all, I enjoyed my first evening with the game. The next session I'm going to have a go at Black Fang's Dungeon with Merisel (although, I'm expecting that to be a little less successful after reading some of the other comments on the list), then go back and repeat the three scenarios with a two character party and then again with a three character party. At that point I'm hoping I'll have a good feeling for how the game plays and will settle on how I want take on the full Adventure Path.
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64. 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
Stu Garside
United Kingdom
Andover
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Saturday night and it was time for LotR, despite the temptation of more Pathfinder. I've been intending to sit down for a while and transition away from playing LotR with one deck to playing it with two. Whilst I've enjoyed LotR, it can be very frustrating and from the reading that I've done, the best way to alleviate this is to play solo with two decks. So I sat down a put together a Leadership/Lore deck to go with my Spirit/Tactics deck. I'm feeling pretty good about the decision at the moment; there are definitely a few more options and things to consider when building a deck to be played this way. For starters, abilities like Ranged and Sentinel are no longer entirely redundant!

I still lost, of course, but it was really close. However, I felt like that it was entirely down to the way I played - in particular a brain-dead oversight that lead me to not mulligan one of my hands at the start leaving me with half a hand of cards that I wasn't going to be able to play till mid-game (at the earliest) really put me on the back foot. I also need to go back and tune the Spirit/Tactics deck better, as I didn't touch that at the start of the evening.

Update : 22nd Sept

After making some substantial tweaks to my Spirit/Tactics deck and, as mentioned, lowering the starting threat of my Leadership/Lore deck I played two games last night. The first game was a loss that mostly came down to the fact that the Spirit/Tactics deck had a slight misfire and I didn't draw enough Allies to quest through a nasty location draw mid-game. However, despite that I still churned through most of the encounter deck and was able to cope with most things. I kinda felt that the loss was more down to bad luck than anything else. The second game was much better and it never felt like things were getting out of control, even an end game barrage of high threat cost Enemies was easily dealt with. In fact, the only thing that caused a furrowing of the brow was drawing both Goblin Snipers one after the other. The Snipers have a stipulation where by you cannot attack them if there are any other enemies in the Staging Area (including, unfortunately, another Sniper). So I had to wait it out, as they picked off Allies one by one, all other threats dealt with long ago. I had Gandalfs in the decks, so I was either waiting for one of those to appear or for me to hit 48 threat, at which point the Snipers have to engage. Gandalf decided not to show up but the Snipers were still vanquished easily enough, once I was able to engage them. A pretty satisfying victory.
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65. Board Game: Sentinels of the Multiverse [Average Rating:7.23 Overall Rank:383] [Average Rating:7.23 Unranked]
Board Game: Sentinels of the Multiverse
Stu Garside
United Kingdom
Andover
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Finally, Sunday night came around and I wanted to get Sentinels on the table because I'd snagged a copy of Shattered Timelines during the week, which was lucky as anything Sentinels related (outside of the mini-expansions) seems really hard to get hold of in the UK.

As both Pathfinder and LotR have campaign style play, I'd come up with a semi-campaign way of linking things together so that it didn't feel quite so disconnected between each play. Simply, I'm starting with a team of three heroes (Chrono-Ranger, The Wraith and Tachyon) and starting with the easiest Villain and then working up through the Villain list in difficulty order. Every time a hero is defeated in a game, they're removed from the team and are no longer available for selection. In the next game they'll be replaced by another hero from the pool. How far can I get before I run out of heroes? As a side note, I suspect I'll run out of heroes pretty early, as I've not played against many of the harder villains yet, so I'll probably go back and add a rule that for every successful game, a hero can be added back to pool or something. Not given it enough thought yet really.

Anyway, before I got started on that, I wanted to take Chrono-Ranger out for a trial run, so paired him up with two random heroes (The Visionary and Tachyon) and took on Baron Blade in the Ruins of Atlantis. It was a relatively easy victory but Tachyon did get defeated due to getting two Kraken's in play at the worst possible time.

Once that was done, and having a better feel on how Chrono-Ranger plays, I started the campaign against Baron Blade. Contrary to the first game, having The Wraith in the team instead of The Visionary gave a massive increase damage output on every turn. Baron Blade was defeated with ease without any of the heroes dipping below half health. A good start!
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66. Board Game: Space Hulk: Death Angel – The Card Game [Average Rating:6.99 Overall Rank:602]
Board Game: Space Hulk: Death Angel – The Card Game
Henning Nagel
Germany
Potsdam
Brandenburg
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Hello all,


Ryan
United States
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whetted my Appetite for Infantry Combat in Space with his great Review of Space Infantry. Look for GeekList Item 35 in this List.

http://www.boardgamegeek.com/geeklist/161764/item/2802035#it...

So I remembered that I bought Space Hulk: Death Angel – The Card Game second Hand at a Fantasy & SiFi Fair some Years ago. The Game was unplayed then and remained so until yesterday. In a spontaneous Reaction I unshelved the Game and started to play.

+++Warp Jump+++

Let us travel to the dark Universe of the 41st Millennium. The Galaxy is a cruel, bloody and brutal Space. Humanity rules on more than one Million Planets, but is beset from all Sides by the Xeno, the Heretic and the Demon.

The only Hope for the Survival of Mankind is the God-Imperator, who sits immobile on the Golden Throne of Holy Terra since more then ten Millennia. He is the Carrion Lord of the Imperium to whom a thousand Souls are sacrificed every Day.

In his unlimited Wisdom did he create the Space Marines. We are true Sons of the Imperator. His DNA flows through our Veins and is written in our Flesh. We are his Angels of Death. Since the Beginning of the Imperium are we the Guardians of Humanity.



We are the Blood Angel. Proud Sons of the Imperator and our Primarch Sanguinius. When we march into Battle our Blood sings. Our History dates back to the Creation of the Imperium in the 30th Millenium. We belong to the first Space Marine Legions and conquered the Galaxy for Humanity in the Great Crusade, when the Imperator still walked with the Living and was not bound to the Golden Throne.

+ We were on Holy Terra when the Traitor Horus attacked the Imperial Palace. +

+ We were with the Imperator when he led the Counterattack against the Warmasters Battleship. +

+ We were there when our Primarch died at the Hand of the Traitor Horus. +

+ We were there when the Imperator exploited the Gap in the Traitors Armour which our Primarch struck. +

+ We were there when the Imperator slew Horus, even at the Cost of His own Mortality. +

+ We were there when the Imperator was beded into the Golden Throne and askended to Godhood for the ordinary Mortals. +

+ We rebuild the Imperium of Mankind. +

+ We are living History and WE ARE THE FUTURE. +

External image


And we are much more. We are Blood Angels from the 1st Company. Each a victorious Veteran of thousands of Engagements. Each earned the Honour to wear the ancient Terminator Armour with the Blood of the slain Foes and with his own Blood, which he spilled for the Imperator, the Primarch Sanguinius and the Survival of Mankind.

+++
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67. Board Game: Baptism at Bardia [Average Rating:6.25 Unranked]
Board Game: Baptism at Bardia
Jason Doyle
United Kingdom
Hertfordshire
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Just got to finish cutting the counters for this one. It's going to be a pretty rough affair with a load of A4 sheets stuck together for the map but I'm intrigued enough to give this one a go.

UPDATE:

OK some images of the map and counters:

From gallery of weateallthepies

From gallery of weateallthepies

From gallery of weateallthepies


As for the gameplay, well I was disturbed before finishing and ran out of time so had to pack the thing up. Going to try again soon.

You set the defending forces up face down, with a semi random setup so you don't know exact strength of units until they "activate" and are flipped over. Activation generally happens by getting close to them, or bombardment with your artillery. Once activated, these units will start acting each turn according to the rules, with artillery immediately performing bombardment against you.

Looks interesting, some quibbles with the rules but I think I can mostly work through them.

Seems to be a balance between pushing forward, and trying not to activate too many defending units.

Sorry in a bit of a rush, but thought I'd give a brief bit of feedback.
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68. Board Game: Peloponnes [Average Rating:7.13 Overall Rank:918]
Board Game: Peloponnes
Mo
United States
Downingtown
Pennsylvania
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So Tom made me buy this game…dang you, SGoYT peer pressure!! devil

Regardless…it’s a pretty sweet game. Last month, I played one “regular” solo game to learn the rules and then one game against my youngest daughter. This month, however, I took on the solo Level System. It’s a kind of campaign play where you try to win five sessions in a row with increasing scores and difficulty. At first, I thought it was just okay. Then it got slightly more interesting in Level 2. Then tougher in Level 3. And, finally, I was all in at Level 4.

I blame my loss at that point on my inexperience. I was not tracking my points during that Level 4 play until my final turn arrived. D’oh! That’s when I realized I wasn’t going to have enough points to reach the minimum L4 score of 35. I bought the biggest-VP building I could on my last turn but still fell three points shy. So close!

Two things I like so far:
1 each of my sessions felt different:
L1 – went heavier with Landscapes
L2 – went heavier with Buildings
L3 – even between Landscapes and Buildings, plus plenty of money
L4 – had to lean toward the cheaper Landscapes because money was tight
2 each Level added a little more challenge and tenseness to the play

So far, I’m pleased with this game. I look forward to further attempts at the Level System and eventually adding in the three expansions I got with it. whistle

Here are my results for each Level:

Level d10-1
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From gallery of mo7189

Mo: Arkadia
Level: 1
Score: 25 (23vp+2$=25, 13x3=39)
Current Campaign Score: 25
Result: Win


Level d10-2
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From gallery of mo7189

Mo: Sparta (+1 Food)
Level: 2
Score: 33 (30vp+3$=33, 13x3=39)
Current Campaign Score: 58
Result: Win


Level d10-3
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From gallery of mo7189

Mo: Pylos (+2 Food)
Level: 3
Score: 34 (30vp+4$=34, 12x3=36)
Current Campaign Score: 92
Result: Win


Level d10-4
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From gallery of mo7189

Mo: Patras (+3 Food)
Level: 4
Score: 32 (31vp+1$=32, 16x3=48)
Current Campaign Score: 124
Result: Lost

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69. Board Game: Space Station [Average Rating:6.57 Overall Rank:5486]
Board Game: Space Station
Shaun Austin
Australia
Townsville
Queensland
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This was one of those games I saw on special at my "local" online store (Military Simulations)
Looking at the BGG entry I discovered it had not one, but two solo variants. Needless to say I immediately hit BUY.
It arrived on my doorstep yesterday.

The rules are one page and looked simple enough for me to fit a game in before dinner.
I thought I would give the "bot" variant a go as it would hopefully give me an experience similar to the multiplayer game and should only take 40 minutes. It has only an extra paragraph of rules to control the bots.
Unfortunately I had only made it to the start of year three when I decided that there was too much to learn for the short amount of time I had available. The way I was going I wouldn't finish the game in time and I wasn't really enjoying the experience of going back to the rules to check things.
soblue

So with only 30 minutes before dinner I decided to give the Peace variant a go (20 minutes per game).
With a better grasp of the rules and a simplified game (No events) this was more suitable and just as engaging.
I finished the first game ... just in time ... with only 9 Victory Points.You need 22 Victory points to win.
Looking back over my actions, I found a few areas where I definitely made mistakes.


Because I enjoyed myself so much, I knew I had to play a second game (after Dinner and washing up).
This time I did a lot better, finishing with 15 Victory Points. Still not the 22 Victory points of a Win, but the experience always helps.
More importantly, I think I can attempt the Bot varient again and not feel so overwhelmed. Things had started to click into place. I could have easily played another game, if I had the time.

This has turned out to be a great purchase. thumbsup
I really enjoy the Peace variant, the Bot variant looks just as good (now that I understand the game better) and I am sure it will be a great multi-player as well.
All variants will definitely be hitting the table again.

Edit: Fix Link
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70. Board Game: Hornet Leader: Carrier Air Operations [Average Rating:7.87 Overall Rank:1492] [Average Rating:7.87 Unranked]
Board Game: Hornet Leader: Carrier Air Operations
Judy Krauss
United States
Pittsburgh
Pennsylvania
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I played the bonus Egypt 2015 campaign (from the DVG.com website) using the Marine Corps. I got a final result of Great (35), and lost no planes or pilots. Once again, Hornet Leader CAO seems to be too easy, especially because of the two attacks per turn some pilots can get using Situational Awareness points. I would have used some of the optional rules to make it harder, but it had been a while since I played and I wanted to refresh my memory on the standard rules.

The Marine Corps campaigns offer some interesting gameplay, like making zones safe before adding the target sites to the deck for farther zones, and the two types of planes have "Nap of the Earth" and "Stealth," respectively. But there are only two types of planes available (only one, until the later campaigns), and not many pilots to choose from. Playing a long campaign will use most of the pilots, so there is little difference between who is chosen for each campaign.

On the other hand, the Navy campaigns, although they don't have the target restrictions and special stealth planes, offer a wide selection of pilots and planes (varying depending on the time period), and many weapon types to choose from.

--------

EDIT:

I played a medium-length R'lyeh campaign today using the Cthulhu Conflict expansion for Hornet Leader CAO. I got a Good result with 16 points, it wasn't as much fun as I'd hoped it would be. The gameplay is awfully fiddly, with rule-changing info on chits that is difficult to reference or keep Track of. The flavor and the theme wasn't strong enough to make the frustration with the fiddliness seem worthwhile. Maybe I'll change my mind if I play it again after I've become more accustomed to using the new rules and components.

Also, the artwork on the cards, which could have provided more flavor to the gameplay, was marred by and partially hidden behind crosshairs graphics.

Board Game: Hornet Leader: Cthulhu Conflict


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71. Board Game: Irish Freedom [Average Rating:7.33 Unranked]
From gallery of BoardGameGeek
Brian Lucid
United States
Mountain House
California
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It's a print and play. Play is fun, free and a very interestng piece of history not covered a lot.

You control the Irish forces during the Rising 1916- and Civil War 1920-22. The Irish are Green and Blue units. The map has 6 sectors and 4 areas in each sector and you use a 1D6 to move troops. Combat and movement is straighforward. Your coices are to recruit or upgrade units and attack or wait.

Units are cool: Flying Columns, RIC, Tans, Armored cars...

There are event cards that add to the flavor.

Check it out by
David Kershaw
Ireland
Belfast
Northern Ireland
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72. Board Game: Unpublished Prototype [Average Rating:6.89 Overall Rank:2785]
Board Game: Unpublished Prototype
Wizard Nathan
Australia
Randwick
NSW
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Maquis (2 plays)

Been watching this game for a while now, finally had a day where I could print it out and have a go. Maquis is a ~20min solitaire worker placement where you play as a French resistance group in WWII.

Some rough thoughts

Overall, I love it. The rules were quite clear and I didn't run into any problems figuring out how to play. It's exciting to find a PnP worker placement! That element feels really strong, and I care so much about being able to get all my resistance members home! I liked how much planning was involved (to get a bomb I need medicine, and a chemist, for which I need money) but turn by turn was still focused because of needed to cover my tracks. I think it fits the theme really well, in that I couldn't help but visualise the story of my resistance group (and write it out, see below).
I'm not sure I have any negative feedback at this point (I would comment that some of the goals seem a lot easier than others, but after only 2 plays using 4/6 goals that's not something I can stand by).
The art also looks incredible, I can't wait till it's all done. I'll definitely be laminating a nice copy of this to keep playing.

I took a picture but it keeps uploading upside down, so that's something I'm going to have to sort out.

Game 1
Goals: Destroy the Train, Liberate the Town

"Liberate the whole town? How hard can that be?"

As soon as someone at the table suggested blowing up the incoming train, there was no talking the resistance out of it. They excitably talked about getting medicine from a sympathetic doctor and making it into explosives, referring to episodes of a local radio serial about a rogue schoolteacher who had done similar. The next evening they ran into the streets, chasing down goods for their bomb while attempting to recruit new members to the cause. Unfortunately, the naive resistance group never thought to cover their tracks, and local patrol groups quickly arrested two of the foolish, unarmed provocateurs.
Louis, the remaining founding member, explained to the fresh blood that from now on they were going to have to be careful. He made sure there would be clear getaway routes for everyone, and worked towards getting the group arms to fight their way through, if it came to that. The younger member hoped it wouldn't come to that.
It did. Twice.
With another member arrested (never enough firearms to get everyone home), the remaining duo worked hard with the local chemist and counterfeiter to get the bomb ready, whilst assuring the townsfolk that the extra soldiers walking the street didn't wouldn't stop them from getting their job done.
It was crunch time. With only an hour before the train reached the bridge, the young recruit Rémy needed to get the last of the explosives from the chemist's lab to the bridge. He had been watching the patrol's movements, and was fairly sure that he could get through the backstreets. If they managed to blow up this train, the townsfolk would be onside and it would be a simple matter to arm them and help them liberate themselves. Peering out from behind a display of cabbages, he saw his chance. But before he could move, a strong, gloved hand clasped firmly on his shoulder. He looked to see a soldier grinning smugly while pointing a pistol at him. Behind him the grocer shamefully refused to meet Rémy's eyes.
On the bridge Louis watched as steam appeared behind the hill. The train was nearly here! He swore and looked towards the town. Where was Rémy? He should be here by now. At the sound of boots on gravel he breathed a sigh of relief, but his heart stopped when he saw the dozen soldiers scaling the path towards the bridge. He swallowed hard, and jumped from the bridge into the icy water below.

Game 2
Goals: Aid the Spy, Sabotage

(No story, sorry)

This time I kept my team small, built a safe house near radio B and hugged the airdrop action. I still had two arrests and shot a cop, but managed to get everything done quickly and finished both goals by turn 11.

Oh My Lair (1 play)

Played this as well - from last year's Solitaire PnP contest, I think. Very tricky, quick and clever. Going to have another few plays and try beat it.

Before Dawn (1 play)

Same as above. A friend printed it out (we've been doing a few PnPs lately) and showed it to me when I was over for games. I lost, hard. This seems like it's a very difficult game. I didn't get much pleasure from the strategy but I had a pretty bad start so maybe that's why.
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73. Board Game: Thunderstone [Average Rating:6.94 Overall Rank:677] [Average Rating:6.94 Unranked]
Board Game: Thunderstone
David Rice
United States
Louisville
Kentucky
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This has made its way to perhaps my favorite game to play solo. Using the dice variant below makes this game play almost exactly like facing a human opponent. I've played at least 50 games solo with just the Base Set (and recently added Wrath of the Elements and Doomgate Legion) and have not gotten bored yet. Just a fantastic solo deckbuilding experience.

http://www.boardgamegeek.com/filepage/92381/simple-solo-thun...

With all the different heroes, enemy, and village options available, this just may be my "desert island" game. I'm happy to see others enjoying this variant as well....it would be great if this idea would catch on a bit and more people could enjoy playing Thunderstone anytime they like.

I see no reason why this variant could not be utilized with Thunderstone Advance, so if anyone has given that a try, perhaps they could let us know how that worked out. I do not own Advance, so I can't speak to that game in person, although I don't see anything that would change things too much.

Good luck with your gaming!
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74. Board Game: Space Hulk: Death Angel – The Card Game [Average Rating:6.99 Overall Rank:602]
Board Game: Space Hulk: Death Angel – The Card Game
Stig Morten
Norway
Kvernaland
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Have played this game a couple of times this week.
Played with the locations from the Space Hulk: Death Angel – The Card Game – Mission Pack 1and even when I forgot to place a Brood Lord and an Adrenalin Genestealer I lost handily.
I like solitaire games that I find hard to win.
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Ghislain LEVEQUE
France
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I've played 4 games so far and loved all of them. I have to admit that I also abandonned 2 games on the first or second turn.

I only won one of the games but the learning curve was really nice and I was really deeping into the mechanism AND the theme (plan carefuly, protect your way back...) !!

This game is really good, it's been a long time since I loved a solo game that much.

It's a hard game but it's good for solo games, it can be really be considered as "production ready" from a mechanism point of view.
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