Solitaire Games on your Table - December 2013
chris leko
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Brooksville
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Welcome to the Solitaire Games on Your Table Geeklist for December 2013

If you're curious as to what the community has been playing in previous months and want to subscribe to our notification thread, check out Solitaire Games on Your Table Monthly Geeklist SUBSCRIPTION THREAD.

For this month's giveaway I was attempting to come up with something appropriately holiday themed, but I couldn't think of anything really original!

So. For this month, I'll be giving away GG to anyone who writes about a game they received for a holiday gift (any ol' holiday around this time, be it Christmas, Secret Santa, or Hanukkah). If you know who gave it to you, please give them a shoutout and tell them how much you appreciate it (they don't have to be a BGG member).

To keep those who missed the Secret Santa (like myself), or don't get games as holiday presents, I'll also be running a GG giveaway from those people who write a mini review for their games. I've seen a lot of great thoughts about why the games we play are great, but I think it'd be great if we put some structure to it. So, feel free to use your own format, or use the following:
d10-1Overview of the game
d10-2Overview of the rules
d10-3Things you don't like
d10-4Things you really like
d10-5Summary + Score (use whatever scoring system you would like to use).

I have a bit of GG thanks to the generosity of Mo, and any and all GG that is donated to this thread will go as prizes for this month's GG giveaways (if I'm running them or not).


I'm repeating this word of warning from previous lists.

A Word of Warning:

Since
Albert Hernandez
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Greenville
SC
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had the initial idea for this kind of geeklists they have become on one side an invaluable resource for solitaire gamers, but on the other side - a wallet cleaning vacuum ;-)
Under the influence of these geeklists:
+some contributors have bought solitaire games they didn't plan on buying.
+some contributors have bought expansions for solitaire games they don't even have yet, because they happened to show up at a shop they visit.
+some contributors spend more time reading and updating this list than actually playing.whistle

So browse at your own responsibility.

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*Special Note*

If you feel like you'd like to run a GG Giveaway in this list, please do! Mo's RFTG giveaway last month was a big success considering it started at the end of the month. Anything like that would be welcome.
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1. Board Game: Napoleon's War: The 100 Days [Average Rating:7.22 Overall Rank:4278]
chris leko
United States
Brooksville
Florida
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To get things going this month I'm going to break out this and its sequel. A friend of mine posts from FB pictures of them playing some Nappy wargames on Thanksgiving, and it made me really want to break out my own. I'll update the post after I get a play in (I'm really going to try to include some pictures this time).
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2. Board Game: Mage Knight Board Game [Average Rating:8.11 Overall Rank:24]
Miah
United States
New Haven
Connecticut
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My wife and partner in crime bought me Mage Knight for my birthday a few weeks ago. I've only had quiet time to play it twice so far, and only the first recon game, but I'm excited by what I've seen. I'll try to write a mini-review after I've played a few full games.
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3. Board Game: Bios: Megafauna [Average Rating:6.98 Overall Rank:2035] [Average Rating:6.98 Unranked]
Gordon J
United States
Eagan
Minnesota
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I have been slowly learning another Phil Eklund game. (I love Pax P. And High Frontier). As with any Eklund game it is a struggle to get through the rulebook. Sure everything is there, and yes the rules aren't super confusing, there is just a lot to remember. But once you make it over the hump, the game is actually pretty simple. In this cutthroat evolutionary wrestling match you are just trying to keep your species alive through castrophes, greenhouse warming and cooling, and asteroids wiping your creatures out. And on top of it you have to elbow with herbivores and carnivores for the precious space in order to grow your animals. You collect DNA and mutate your creatures to make them more adept at surviving on the ever changing earth.









So, after a few test runs, I am playing all 4 species at once to get a real good feel of the game before I teach it to my group. It's a good game to solo since all information is public and there are no hands of cards.
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4. Board Game: Victoria Cross II [Average Rating:7.41 Overall Rank:5933]
A.T. Selvaggio
United States
Webster
New York
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Giving this a try while watching the film Zulu. Nice production and solid solitaire gaming.
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5. Board Game: Navajo Wars [Average Rating:7.96 Overall Rank:1320]
David
New Zealand
Auckland
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An outstanding and very unique game that will see a good deal of play from me. A sleeper hit of 2013.
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6. Board Game: Modern Naval Battles: Global Warfare – Campaign Expansion [Average Rating:7.17 Unranked] [Average Rating:7.17 Unranked]
Scott Key
United States
Knoxville
Tennessee
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For some reason the Warfighter) Kickstart got me to bring this out. I'm six missions into a Long Campaign between the Americans and the Russians. I found the base game uninspiring but this campaign expansion changed all that. Good fun, and even the bigger missions tend to play in under an hour.

As of Dec 6 I finished the seventh and final mission. Russian Federation withdrew from the contested waters
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7. Board Game: Field Commander: Napoleon [Average Rating:7.72 Overall Rank:1346]
Franco
Canada
Ottawa
ON
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Actually, it's been on my table for two weeks, but I only played the first few turns today. I'm slow that way. Cutting across Italy in 1800, I've skipped entering Marengo in June, which I suppose isn't all that historical.
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8. Board Game: Campaign Commander Volume III: Punic Island [Average Rating:7.22 Overall Rank:8118]
Judd Vance
United States
Wichita
Kansas
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I have been messing around with this. I went and re-wrote the rulebook in a layout that made more sense to me. Then I upgraded the Vassal module. Now I want to study the strategy more, so I have it set up on the table.
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9. Board Game: A Distant Plain [Average Rating:7.96 Overall Rank:696]
Alexandra Logan
Australia
Bardon
Queensland
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I managed to obtain a copy of this game through a trade which I was really excited about.
This afternoon I played through the tutorial. I feel utterly exhausted. And I still don't know what actually happened during the game. I have a feeling I'll enjoy this game, but it is a big step up in complexity from what I'm used to playing.
Any tips for someone new to both the COIN system and wargames in general would be appreciated.
I think maybe a video tutorial could be necessary.
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10. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.27 Overall Rank:336]
Sky Zero
United States
Illinois
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34 plays solo running a party of 3 in a single month. The only other game coming close to this in the past for me is Legendary, but even that can't hold a candle to PACG. Pathfinder is THE solo game to own. Addictive and equally fun regardless of the number of humans playing. In fact, I may actually prefer it solo.
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11. Board Game: Andean Abyss [Average Rating:7.58 Overall Rank:815]
Justin
United States
Plano
Texas
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Back to back COIN games on the list (unless someone sneaks a post in) EDIT: And they did... oh well

I just finished my second Propaganda card in my first true solo game. It's a dead heat between Gov't, FARC, and the Cartels. The poor AUC is way behind.

Thoughts so far:

-I need to do a little bit of research on this conflict before I go much further. I have a feeling the theme will come through quite a bit better. Right now, I just feel like I'm moving wood around.
-That said, the mechanics are a lot of fun to work with. It's enjoyable every time a rule or strategy clicks.
-I almost grabbed Cuba Libre yesterday (for free), but passed for Space Infantry. Assuming I grow to enjoy this game, should I plan on investing in all the COIN games? Do they differ enough to warrant the investment? That's obviously an extremely subjective question, but give me your thoughts. My birthday falls a couple months after Christmas so by then, I should be confident on whether or not COIN is for me.

EDIT: Just finished my third propaganda card. I thought the Cartels had it in the bag, but a couple of cards did them in leading up to the prop phase.

I'm pretty sure I've gotten about 50 things wrong through the course of the game (for instance, I'm only placing bases if there are two UNDERGROUND guerrillas, which I'm not sure is how it works). I'm tempted to just fold it up and go back over the rules for next time, but I might as well see it through to the end. It's anyone's game at this point:

Government - a little bit going on all over the map. Playing them fairly defensively... might need to be more aggressive next time. Hovering around 55 support heading into the final round.

FARC - Heavy fluctuation with these guys. One turn, they're looking like the clear victors, the next, they're back to square one. AUC has been giving them hell in the grasslands and forests.

AUC - They couldn't get anything going the first half of the game, but the last round, they've started to show some life. They have FARC on its heels in 3 departments. Could be a big swing if the cards are right.

Cartels - Like FARC, these guys fluctuate heavily turn to turn. They have an ungodly amount of resources (which is why I thought they would pull it out last round), but the Government has gotten a couple of cards that decimated their bases along with the Eradicate special.

This game is awesome. I still don't have a clue if I'm doing anything right, but dadgum if I'm not enjoying every minute. I have this geeklist to thank... and the guy who traded me this for Arkham Horror straight up.

EDIT: First game in the books. A stalemate with my score differential coming out to 2 for both FARC and the Cartels.

The AUC actually almost pulled out a victory. They had the same number of bases as the FARC at the end of the game. The FARC pulled out a last turn rally in Choco where the two factions had been facing off the latter half of the game.

A couple things I know I missed that may have turned the tide:

-Patrols: Didn't do a single one during the game and a couple times it would have been exceedingly useful.
-Base rules: More than one in a city? Only underground guerrillas can place? Can I rally guerrillas to a new base based on the flowchart guideline?

I liked seeing how the government can manipulate the other factions. A lot of cards came up toward the end that let me mess with the other guys.

Summary: Once again, this game is pretty awesome. Looking forward to further plays, but first, a trip back through the rulebook.

12-8-13: I've started a new game. This time, I'm soloing without the flowcharts and I think I'm enjoying it a bit more. I'll go back to the flowcharts eventually, but this is working much better as far as familiarizing myself with the mechanics (which I think a few here mentioned would be the case).

Just finished Propaganda round 1. No victory. Current status:
FARC - Biggest threat. Got a good FARC zone placement from Uribe in the southern mountain zone that should make for some good disruption.
AUC - Probably in 2nd place mainly because they've managed to get every base on the board.
Govt - Was poised for a big assault round, but due to a couple of inconvenient cards (including the Prop card), that got derailed big time.
Cartels - Spread a bit too thin early on. Bases and Resources are both low. Need to try and start using shipments to their advantage.

Propaganda Round 2: SNAP!
So this happened 2 cards before the Propaganda round:


FARC placed this specifically to be out of AUC's immediate reach. Next round, Cartels and AUC take their turns. Cartels had to take the favorable event leaving AUC to try and take out a FARC base. They could not.

Turns out, that FARC base put them up to 26. Neither the Cartels nor AUC could have done anything to stop it. FARC wins.
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12. Board Game: Rallyman [Average Rating:7.24 Overall Rank:818]
Matt
United States
Central Coast
California
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Just finished my second rally after the stroke of midnight, so it must be December!

Raced three special stages with Yellow and Blue, although Blue got a third tire puncture at the end of SS1 and dropped out of the race, leaving Yellow to her own devices.

(I think Yellow and Red will be women drivers because I have already referred to Blue and White as "he" in my entry from last month; I haven't picked names yet.)

Results:

SS1: V7-V8/J6-J5/V9-V6/L3-L2
Yellow: 180-26=2:34
Blue: DNF

Really good time on this one for Yellow, I think, given that both racers got a puncture on the first shortcut they each chose to take. Lots of good time attack rolls along the way, and I don't think she ever had to spend the seconds. Blue just could not catch a break: he lost control in turn one (but went into the dirt of the shortcut), then punctured on the second turn (intentional shortcut), punctured again soon after, and finally punctured right at the end of the stage. He should have used the spare after the second puncture.

SS2: L17-L14/J16-J15 SNOW TIRES
Yellow: 140-18=2:02

Short and sweet for my first snow outing. Yellow had everything under control right up until the very last roll, and spun out on the move that crossed the finish line. She was in 1st gear anyway, so this only added :10 to her overall time.

SS3: V9-V6/C6-C9/J10-J19/V7-V8
Yellow: 150-1=2:29

One snow section, third out of four, so Yellow went with asphalt tires and just tried to play it safe on the snow section. There was one tight hairpin in the snow that she took in 1st, and she ended up spending several seconds to avoid loss of control in that section (since only 2 "!"s are required with asphalt tires on snow). There was a bit of drama on the last round as she exited the course (on asphalt), using a sequential roll and hitting two "!" along the way, but the last two rolls came up 4-5, and she ended strong. I decided to keep rolling when I realized I still had my SISU card, and could wait until my third "!" to pull it out.

I'm trying to come up with a reasonable notation for my logs, and I have one that I understand, but it uses subscripts, wavy underlining, and arrows that would be hard to reproduce in text. Is there a standard, compact notation, or does it just have to get a little clunky? I'll poke around in the forums and check out a few session reports...

Edit: 8 Dec 2013

Rally the Third: Lana (Yellow) vs. Pam (Red)
SS1: J2-J3/L6-L5/J4-J1/C9-C0
Lana used her SISU card toward the end to avoid LOC in a shortcut, and Pam suffered LOC on the last throw. (ended in neutral crossing the finish line. grr!)
Y: 4:00 - 28 = 3:30
R: 4:40 - 24 = 4:16

SS2: J4-J1/V11-V14
Both used normal tires, even though the second segment was in snow.
Lana suffered a puncture, and then an LOC right when she crossed into the snow section.
Y: 4:00 - 6 = 3:54
R: 3:10 - 18 = 2:52

SS3: V10-V15/J16-J15/V16-V19
All snow, so snow tires all around. Lana had LOC halfway through and lost a gear to a snow-covered tree, but that didn't hurt her nearly as much as ending in neutral. Lots of time attack bonuses on both sides here.
Y: 3:50 - 32 = 3:18
R: 3:20 - 38 = 2:42

Overall:
Lana (Y): 10:50
Pam (R): 9:50

FWIW: Sterling (Blue) and Barry (White) are up next

Edit: 14 Dec 2013
Kyle inspired me to revisit the first race from this entry, so Sterling (Blue) and Barry (White) faced off in some time-attack madness.

SS1: (Asphalt)
Sterling: 5-3-4-5-5-5-2-4-5 2:40 - :35 = 2:05
Barry: 5-5-3-5!-5-5-5-2-4-5 2:40 - :37 = 2:03 (!=blown tire, but better gear sequence!)

SS2: (Snow)
Sterling: 5-4-5-5-2-4 1:50 - :26 = 1:24
Barry: 5-4-5-3-4-1 2:20 - :24 = 1:56 (bad gear sequence)

SS3: (Asphalt: used some sequential shifting on the snow, Sterling paid :06 for one sequence)
Sterling: 5-5-5-5-2-3-4-5 2:20 - :15 = 2:05
Barry: 5-5-5-5-2-3-4-5 2:20 - :21 = 1:59

Totals:
Sterling: 5:34 (winner)
Barry: 5:58
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13. Board Game: Cruel Necessity [Average Rating:7.50 Overall Rank:1805]
Dave Daffin
United Kingdom
Ledbury
Herefordshire
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This new game from VPG is one of their States of Siege games based around the English Civil Wars. I've played it once and achieved a Decisive Defeat. There are a lot of elements in this game to deal with, and not enough Zeal points (actions) to deal with them all!

This is going to be out on our kitchen table for much of December and the Christmas period. (I might have to clear it away so we can eat our Christmas dinner!)
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14. Board Game: Ambush! [Average Rating:7.41 Overall Rank:760]
Gary Jones
United Kingdom
Chelmsford
Essex
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Picked up an old but very good condition copy recently.

Started a first play the other day and took photos to record positions to continue later at about 1 in the morning after 3 hours or so.

My squad had moved about an 8th of the way across the board, play seemed to be speeding up as I got the hang of it though.

Enjoying it so far. One of my troops has been taken out by a sniper but we moved in and took out the cheeky blighter who was hiding in some woods.
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15. Board Game: Silent War [Average Rating:7.36 Overall Rank:2103]
Antonio B-D
Luxembourg
Luxembourg
Luxembourg
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I've taken this one out for a spin with the IJN expansion (I had never tried the IJN expansion before).

I am only in the first patrol of the second week and I have still not hit (and don't let me start about sinking) a single ship!

I initiated this game after losing 3 consecutive planes with B-29, so I definately have a high tolerance for frustration.
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16. Board Game: Fields of Fire [Average Rating:7.78 Overall Rank:1176]
John Hedges
United Kingdom
Penrith
Cumbria, UNITED KINGDOM
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Well it's on my table.

Whether or not I'll manage to play it depends on me being able to understand it!
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17. Board Game: Legends of Andor [Average Rating:7.24 Overall Rank:333] [Average Rating:7.24 Unranked]
Andy Cowen
United States
Union Springs
New York
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Finally made it past the second legend and starting the third. My second time around with this game is more enjoyable. The first time, I played it as a hack and slash, kill monsters take their stuff and level up. So, I lost But, the game plays out more like most fantasy novels. In most fantasy literature the heroes are trying their best to avoid monsters and complete whatever quest that they're on. Which makes sense, when you think about it. Why would you mess with a troll, ogre or orc if you don't have to? Anyway, having that mindset makes the game play out like a story and makes the game more interesting and different from other fantasy games.
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18. Board Game: High Frontier [Average Rating:7.41 Overall Rank:921] [Average Rating:7.41 Unranked]
Kyle
United States
Up Nort' Der
Wisconsin
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VAST:                The Crystal Caverns The Fearsome Foes The Mysterious Manor
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DV: Anakin Skywalker was weak. I destroyed him.                 AT: Then I will avenge his death.             DV: Revenge is not the Jedi way.         AT: I am no Jedi.
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(This technically happened yesterday while it was still November, but I didn't get it fully recorded until today so that's why I'm posting it here.)
-----------------

2-Player Solo
Base Map Only, Colonization Rules, Legacy Endgame
No Quick Start
Luna and Mars Busted

------------------------------------------
The girls were in bed and everyone else was out shopping, so I set things up for a solo 2-player game, with NASA versus PRC.

NASA was first to put points on the board with a Crew-powered trip to Deimos (which they can do from their Bernal without spending a drop of fuel), and by loading up a few tanks they were able to send the crew all the way back to Earth for some glory points. They still needed a thruster to get anywhere useful, but it was the start of a good run for them.

While NASA was still looking for some extra parts, PRC put together their rocket and set out toward Hertha, but busted almost everything they came across. They finally managed to score a hit on Karin B, but didn't have the WT on hand to cross the entry hazard safely and paid the price as their entire rocket crashed and burned.

Before they had any chance of getting back out there, NASA slipped in and jumped their claim (politics had shifted to War several turns earlier), and then immediately put down a factory. From there they produced a GW Rocket and several other parts to add to it.

PRC did some fundraising and got their replacement back up and running, but went on to bust several more potential sites before finally finding claims way over on the edge of the map at Menoetius and Patroclus, with the latter becoming the site of their their first and only factory.

By this point NASA had put down their second factory on Venus, and while they were digging through the decks looking for a suitable generator to get their GW rocket moving again, their Freighter left from the Karin B factory with a load of prospecting equipment and cruised toward Vesta.

With Vesta and a few other neighboring sites (including Psyche and the remainder of the Koronis cluster) prospected the freighter and rocket met back up to combine equipment to build a final factory. After picking up a new refinery back near Earth, the decision was made to fly direct to Mercury, which soon led to the fourth factory of the game and a huge victory for NASA. PRC had just barely sent their next rocket on its way, but it still had several turns to go before it could have reached a viable site.


Score Breakdown:

NASA
Claims & Cubes(11): Karin B(F+C),Venus Aero (F), Vesta, Psyche, Koronis, Dresda, Mercury NP(F)
Science Claims(2): Venus Aero
Factories(30): 1S, 1C, 1V
Glory(3): Any
Ventures(5): Space Pharmacy
Busted: Deimos, Unitas, Eichsfeldia, Kollaa, Peking, Eureka, Urda, Lacrimosa, Neckar, Ida, Dactyl Moonlet
Total: 51

PRC
Claims & Cubes(4): Karin B, Menoetius, Patroclus(F+C)
Factories(10): 1D
Busted: Chaucer, Hertha, Comet Encke, Karin A, Karin C, Khufu, Antenor, Laocoon, Galukos
Total: 14



I only used the basic board this time with the idea that it would keep the game a little shorter and because it would save some table space. It certainly did save space, but didn't do much to reduce time because so many of the really good sites were unavailable and so many others came up busted. This game definitely had the most claim and busted discs I've ever seen on the map at one time; there were so many that I ran short of black ones and had to replace some with blue WT discs just to cover everything.
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19. Board Game: Race for the Galaxy [Average Rating:7.76 Overall Rank:50]
Shawn Baldwin
United States
Knoxville
Tennessee
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To Do List: 1. Eat 2. Workout 3. Be Amazing
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This is the hot game for me at the moment! Thanks Mo.

Difficulty EASY

Me (New Sparta)
VP Chips: 2
World VP: 24 - including Rebel Homeworld 7VP and Alien Robotic Factory 5VP
Dev VP: 2
Galactic Imperium: 11
Total: 39

Robot (Doomed World)
VP: 12
World VP: 15
Dev VP: 8
Total: 35

I drew New Sparta as my homeworld and was lucky enough to get Galactic Imperium (2VP/Rebel World and 1VP/other military world) in my initial 4 cards. So I new my strategy was to settle military from the beginning. Explore and build up the military machine! I then drew improved logistics which allowed me to place a second world per settle. This turned out to be a great combo especially when settling military worlds. I ended up with 8 military worlds, 2 regular worlds, and 2 Developments in my tableau.

A New Spartan, Imperialistic, Rebel galaxy with and improved logistics network.....Yeah, it could happen.
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20. Board Game: Nuklear Winter '68 [Average Rating:7.46 Overall Rank:3775]
Matt Johnston
United States
Lewiston
Idaho
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After spending November focused mainly on learning Navajo Wars and finishing off the Burnt Offerings path in Pathfinder, I wanted to try a new wargame for December. I've been interested in the World at War series from LnL publishing for some time, as the chit activation system works well for solo gaming.

I came across a thread that mentioned another LnL game that used similar mechanics but had an interesting alternative history theme: Nuklear Winter '68. I'm currently playing through the first scenario a few times to get a feel for the mechanics and then plan on working through the campaign.

On a slightly off-topic note, although I tend to be lurker on forums, these monthly threads have been an inspiration and helped me discover many new solo games. The effect on my wallet on the other hand. . .blush
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21. Board Game: Cruel Necessity [Average Rating:7.50 Overall Rank:1805]
Tracy Baker
United States
Omaha
Nebraska
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My solitaire gaming plans were derailed last month by a package Victory Point Games kindly sent containing some games for review. I've been working my way through Cruel Necessity, Infection, and the 2nd Edition of Dawn of the Zeds and hope to have reviews for all three posted in the next few weeks.

Cruel Necessity is interesting in that it was designed by John Welch, who also designed my least favorite States of Siege title, Levee en Masse. Levee isn't a bad game, and does an excellent job of teaching players about the French Revolution, but after several plays the choices became less interesting and more rote. I vastly prefer States of Siege titles like Dawn of the Zeds that have more randomness, more to do, and that weave a dramatically different narrative with each game.

Cruel Necessity is what I wished Levee en Masse would have been. It models the English Civil Wars in the mid-1600s and there is enough going on with it that I doubt it will ever bore me. It once again does a fantastic job of teaching about the conflict, turns up the pressure quickly and keeps it up, and gives you that great States of Siege feeling of having much to do a not enough resources to do it all. I'm not sure I care for the off-map combat (even though it does a good job of simulating the frequent stalemates of the wars), but it's optional and you can just use dice to resolve things (which also does a good job of simulating those stalemates).

I still need to play several more times and read up a bit more on the era to get a good enough grasp on it to write a review, but so far so good, and it's from their Gold Banner line so the components are awesome.

(An aside regarding that: Gold Banner products I've played in the past have had a ton of soot on the counters from the laser-cutting process VPG uses. These three had some soot, but less than my past experience and seemed easier to clean. PRO TIP: Keep wet wipes handy and use a dry napkin or paper towel to clean the counters. That way you can frequently use the wipes to clean your hands so you don't have to go wash them at the sink umpteen times during the process.)
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22. Board Game: Phantom Leader Deluxe [Average Rating:8.04 Overall Rank:2201]
Judy Krauss
United States
Pittsburgh
Pennsylvania
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I am in the midst of playing a Phantom Leader Deluxe long campaign (9 games) of the hypothetical 1962 Cuban conflict, with the USAF.

I'm not certain yet whether the added rules (as compared to Phantom Leader) for entry/exit paths and targeting area restrictions are worth the fiddliness. I do appreciate the expanded experience levels of the pilot cards although some of the added aircraft seem pretty useless (Only 3 weight points and Aim-4s!).
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23. Board Game: Cuba Libre [Average Rating:7.74 Overall Rank:478]
Clay McConnell
United States
Sarasota
Florida
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Working through the playbook for my first multiplayer solitaire of this gem. Own and have played AA, but this is my first play of Cuba Libre after picking it up from GMT's Fall Sale.


UPDATE: After the second propaganda card, things are looking good for both the Government and the Directorio with a showdown about to take place in Las Villas.


With the third Propaganda card popping up only two cards later, the Government pulled out the victory before anyone could reduce their support in the three cities and Las Villas.

Great first play through and I am keeping it set up to try again soon!


EDIT: Game 2 completed on 12/8/13

After resolving first propaganda card:


After resolving second propaganda card which popped up early:


After resolving third propaganda card, it was looking like the Syndicate was holding a strangle-hold on this game:


The game was decided on the final (early-arriving) propaganda card during the Victory Phase as the Syndicate could not be denied a hard-fought victory.


After two solo plays of CL, I am still very much captivated by this game. I really enjoy how much tighter, shorter, and more tense everything feels than its predecessor. Very much looking forward to trying this with more players though too!
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24. Board Game: Eldritch Horror [Average Rating:7.85 Overall Rank:59]
David Ainsworth
United Kingdom
Manchester
Lancashire
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This turned up last week and while I got in a couple of games with the missus (it's been a big hit - she loves Arkham Horror and this is a better game overall) I didn't get to play it solo until today (and she caught me and told me off).

I played against Yog-Sothoth, using Mark Harrigan, Lola Hayes and Diana Stanley. It was a very intense game - very different by the way from the two games I'd played with the missus against Azathoth - with an appearance by the Dunwich Horror as well as Ithaqua (or at least, his avatar, the Wind Walker). Both of which were taken out by Harrigan. I don't want to spoil too much but there were highs and lows as well as some very cool narrative moments forming.

For example Diana Stanley, cultist of the Order of the Silver Twilight, proved to be a potent spellcaster but after making a Dark Pact with Yog-Sothoth himself went on to kill her own former cult master Carl Stanford as he attempted to transcend and unleash disaster upon the world. Her actions helped to seal Yog-Sothoth away forever.

There were lots of cool little narratives popping up like that - and yes, they happen in Arkham Horror too but here everything just seemed so much more focused and flowing, rather than erratic and thrown together (not that I'm bashing on that, I enjoy that too).

Anyway, I won, just about. I finished the third Mystery but the game says that you must wait until the end of the Mythos Phase to count it as one of the three. Well, that Mythos Phase after a series of unfortunate events the Doomtrack hit Zero and Yog-Sothoth was unleashed. I got very - very - lucky and sealed Yoggy away. Harrigan got 3 successes on 4 dice for his encounter (which I won't spoil) and Diana got 3 successes on 3 dice for hers. They both needed 3 or more successes, so it really was skin of my teeth!

Some great mechanics here too, like the double sided cards. And there's a lot more (potential) interaction between Investigators here, too, with a lot of abilities and assets geared that way.

Lovely stuff, but probably one that will see more multiplayer play than solo.
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25. Board Game: Friday [Average Rating:7.19 Overall Rank:344]
Mo
United States
Downingtown
Pennsylvania
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I normally wait a few days before making my first post on the current SGoYT geeklist as it's just a crazy rush of solo gamers posting games and comments that I have trouble just keeping up with what's going on with others, let alone keep track of one of my own entries.

However, with that being said, I played this one on Level 5 and got in a very solid win, so I thought I'd brag just a tad. whistle

This was my fifth play on Level 5 and my second win at this level. The biggest factor in my success today was Life token management. During the Yellow Phase, I drew the 0 / +2 Life card and both Copy action cards in my deck at the same time. Instant +6 Life...cha-ching!

After that it was smooth sailing to the Pirates. I took on the 10/40 Pirate first, and lo and behold, the same three card combo again. I actually had 14 Life in my pocket at one point during that first Pirate battle. Sweet! Or so I thought. In my excitement to add Life tokens I forgot that I had only acquired one Double action the whole game. I ended up playing all but one of my Fight cards to reach a total of 41 points to barely beat that Pirate. Whew!

The second Pirate was the Hazard Pirate which tallied up to 14/41. This time, I saved my two Copy actions to apply with the Double card and easily beat that Pirate for a 141 total point victory.

Here is a pic of that second Pirate battle win...


Beating the Hazard Pirate
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