Solitaire Games on Your Table - June 2014
Steve N
United Kingdom
Macclesfield
Cheshire
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cool Welcome one and all! Happy June! cool

Veterans of the SGoYT geeklists will know what to expect. If this is your first visit then well done for finding the brightest corner of the 'geek - prepare to be amazed at the sheer scale of solitaire gaming. Feel free to post comments on any/all of the items (and don't hesitate to add your own). We love talking about our games and it's great to generate some discussion.

Please do consider a visit to the 1 Player guild which is the hub of the solitaire gaming community, and don't hesitate to join - it's a nice thing to do.

If you'd like to be notified of future SGoYT geeklists then be sure to subscribe to the Solitaire Games on Your Table Monthly Geeklist SUBSCRIPTION THREAD. You wouldn't want to miss out now would you?

Forthcoming lists will be hosted by:

July 2014 Woelf
August 2014 petegs
September 2014 Malaiser
October 2014 dr.wheatie
November 2014 garyrbrooks
December 2014 Ryanmobile
January 2015 bikefreak

Thanks to Ryan for the chance to host this month!

Geekgold Giveaway

One of the many great things about the SGoYT geeklists is reading about such a diverse assortment of games. I'm sure I'm not alone in confessing that many are entirely new to me.

To be eligible for this month's geekgold giveaway (entirely optional) please append your posts with three full stars (summarising what is so great about your game) and one empty star (highlighting a possible flaw, or why it might not be for everyone). If you wish to focus your comments on a specific scenario, a specific variant or any other detail (rather than the game at large) then please don't hesitate to do so.

I hope it will be fun.
We might be able to learn a bit more about each other's games.
We might be tempted to look at games that we would otherwise have passed on.
I could end up buying every game that is mentioned.

At the end of the month I will use a random number generator to randomly select an item from the geeklist. If the entry features the stars (as outlined above) then I will award that user 100 geekgold. If not, I will randomly select a new entry until we have a winner.

Have a good month everyone!

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1. Board Game: 2nd Fleet [Average Rating:7.26 Overall Rank:2364]
Iain K
United States
Arvada
Colorado
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Well I wrapped up my session of the campaign game I'd reported on last month after 18 turns (6 simulated days which took me 12 days in real time). I'd made a lot of mistakes as the Soviets early on, but as the game progressed I started to get the hang of how to play them.

I sat down this morning and made a list of notes for future me to remember the next time I play the campaign. I swear I was ready to pack up the game and play a smaller scenario from its sister, 7th Fleet. Funny thing happened on the way to Honshu ... as my notes stretched to three pages I found I wanted to replay 2nd fleet using the knowledge I'd gained.

And here's a bit of that wisdom in the hopes you find it useful. I'll omit the numerous notes I made myself about errors in rules play.

(1) The Soviet T-26 Backfire bombers are powerful anti-shipping aircraft. Capable of reaching almost any hex on the map and packing a punch capable of sinking almost any ship afloat that isn't in the middle of a CAP. As the Allies, fear the Backfires. Build walls of adjacent and overlapping CAPs to fence them off. And expect to lose ships to them, with a range of three hexes, their SSMs are hard evade.

(2) Soviet sub might do well to focus on evasion and use Deep mode to "lurk" in wait of VPs for "Sea Lane Denial". In particular note that the Norwegian Sea Zone is eligible for earning this VP bonus. The NS Zone can be a relatively safe haven for Soviet subs as several Soviet fighters have the range necessary to fly strategic interdiction missions therein and if successful can shield Soviet boats from the prying eyes of NATO recon missions.

(3) Damaging airfields can be a useful tactic. Aircraft can't launch from Damaged airfields, thus CAP can't relaunch in phase G, bombers can't leave, etc. Destroying an airfield eliminates all aircraft at the field. Also note that damaged ports can't replenish ships ... which could put a crimp in an enemy's plans if achieved at just the right time.

(4) The Soviets should seriously consider taking Longyearbyn in Svalbard. It's worth 2VPs (times negotiation progress modifiers) and is easily reached by Soviet CRs for 10VPs each. Place the Kiev's task force within range at set up so that the CV's Y36's can deny NATO paratroopers access to Longyearbyn during the first turn's invasion phase. As an added benefit, such a location leaves the Kiev and friends within cruise missile range of critical NATO bases like Keflavík in Iceland ... hint, hint.

(5) Soviet and British carriers are great escorts and ASW platforms. The British CVs will be vital members of a Backfire containment fence. Soviet CVs are also extremely potent SSM launchers with cruise missiles to boot ... but neither of these carriers are the mobile aircraft attack platforms that the US CVs are. Be careful how you use the Soviet and British CVs, particularly near enemy land based aircraft whose fighters can quickly overwhelm their CAPs.

(6) The value of tactical coordination missions are not to be overlooked particularly in zones where players expect to be very active that day. A specific example is the use of Soviet short range RCN aircraft to support attacks on Norwegian bases in the Barents and Norwegian Sea Zones.

(7) Finally consider using the following rule subsets from 7th fleet

(7a) The rules and procedures for submarine detection, submarine full movement, and ASW ... all of which increase the longevity and potency of submarines.

(7b) Disallow SSM attacks on ports and airfields, and playing with cruise missiles as implemented by 7th fleet.


At any rate, I've begun a new campaign session. Low preparedness (which I think favors the Soviets slightly), springtime (which means the occasional storm or squall as well as plenty of drift ice), and cruise missiles.

An oddity occurred during the free setup, NATO kept rolling to place their units ... which finally left a slew of Soviet units able to place on the map without NATO being able to respond. Put another, NATO's been caught completely flat footed.

The Kiev's task force placed itself just south of Svalbard to keep NATO from responding to the Soviet paratroopers arrival in Longyearbyn. The Soviets then won the first action segment and the Kiev (CV), Frunze (CG) and Tula (CG) launched their cruise missiles at Keflavík's airfield ... but failed to put it out of action (rolling a "1").

So the battle is once again well and truly joined.

No Backfires on board yet however ...
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2. Board Game: Aether Captains [Average Rating:6.88 Overall Rank:8617]
Jonathan A.
United States
Everett
Washington
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I just finished putting this game together. It's sitting on my table waiting for first layer of gloss coat to dry. I'll spray the second coat on after work then give it a try after dinner tonight.
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3. Board Game: Africana [Average Rating:6.75 Overall Rank:1882]
Denise Lavely
United States
Carmel
Indiana
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I actually played two solo games yesterday, as I wanted to re-learn this in hopes of teaching it to a group soon, so I played a solo game by playing two players. The only hidden info in the game is what travel cards you have in hand, so to help create a little fog around that issue, I played that if you drew travel cards as your only action (which is the way to get 90%+ of your travel cards), you drew blind & do not look at them until your next turn. That way I never knew if my opponent was going to use those travel cards next turn or keep drawing. This seemed to work pretty well.

a pick-up-and-deliver game that is all about optimal routing, and some of the routing decisions are very interesting

strong theme for a Euro - you definitely feel like an explorer or early traveller as you play

nice bits, especially the wooden 'books' that hold the North/South decks

not really suited for solo unless you just play two players (but that works fairly well!)
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4. Board Game: Agricola [Average Rating:7.98 Overall Rank:26]
Tim K
Australia
Colonel Light Gardens
SA
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I have played this numerous times but have finally decided to give the solo game series (8 games with increasingly higher point scores as your goal) a go. I failed 1 game into my first attempt but am currently part way through the sixth game. The occupations I have in play are pretty decent with the key ones being:

Allowing to expand the house with two few resources than normal
Getting free fields for the cost of a gold during rounds 5, 8 and 11

Am hoping that I can finish off the series by meeting the target score in my last three games!

3 good things and one not so good thing about the 8 game solo games challenge:

Each games is fairly quick to play
You feel like you are getting more and more powerful as each game progresses and choosing which new occupation to add after each game makes for some interesting choices
The game is feeling quite different to a normal solo game now that I have a big suite of occupations to kick start each game
The end result of my farm seems to be looking quite similar each game now (eg. 5 family members, 5 stone rooms, 5 fields, 4 vegetables etc. to maximise points in each category).


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5. Board Game: Agricola [Average Rating:7.98 Overall Rank:26]
Kuhns, party of four!
United States
Muncy
Pennsylvania
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So, I finally joined the rest of BGG and played Agricola. I actually got it for Christmas, but have been daunted by the set up. I guess I was just motivated.
Great looking game, it plays fast solo, but I apparently don't know what I'm doing and scored a -4. Did I set a record for worst Agricola outing? Yowza, especially when "moving on" at the solo level is 50.

I do realize (now) that I should have worked on a better food production engine (like an oven etc), but got that going way too late. It's going to be a little while until I can try again unfortunately.

My people only starved once for one begging card, and had 3 fields, a clay hut 2 occupations 2 minor improvements and 1 major improvement (clay oven), so, if we actually followed their lives out I'm pretty sure they'll be fine.
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6. Board Game: Ambush! [Average Rating:7.41 Overall Rank:773]
Chris
United States
Tucson
Arizona
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Thought about cracking open DDaOB again, but I'm kind of digging my Summer of Retro Gaming, so...

To commemorate D-Day, tomorrow night I'll be taking the Easy Eight for their final mission in the base game before retiring them and bringing in a new squad for Move Out!

Mission 4: D-Day Night Drop to Destiny

D-Day, 6 June 1944. In the early morning, your squad’s parent unit is paratrooping on to the Cotentin Peninsula in support of the US landings at Utah Beach. Your squad has been assigned to capture, intact, two bridges in a small hamlet near the town of Carentan. Opposition is expected, although reconnaissance has shown no presence of tanks or heavy weapons in the immediate vicinity of the drop zone.

Update to follow! (Fun fact: I've played this mission maybe four or five times. I've never had more than two soldiers survive. I guess what I'm saying is that the Easy Eight is probably not going to be meeting in full for the 70th anniversary reunion this year.)

Update: Well then. On the bright side, the weapons cache didn't land in the river - in fact, it landed right next to the stone bridge, all the way across the map.

You know what did land in the river? Sgt. Miller. I got a sinking feeling once he drifted over the town center... then it got worse as he approached the river... then I saw the dreaded "LAND" appear in the mission sleeve. Die roll... yup. Drowned. Absolutely gutted.

Anyway.

We managed to unwire the stone bridge, but a German sentry detonated the wooden one. Luckily, Lt. Roche had discovered the Nazi deployment plans, so with 11 VP in hand we executed a disorderly retreat - losing Pvt. Lindstrom in the process of getting the hell out of there.

All told, a loss. I can live with losing the bridge. But I'm gonna miss Sergeant Jerry Miller, hero of Bloody St. Mick and a damn fine shot.

/salute
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7. Board Game: Ambush! [Average Rating:7.41 Overall Rank:773]
Mike W
United States
Illinois
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With the 70th anniversary of the Normandy landings over the weekend, I wanted to play something to commemorate the great endeavor. Decided to pull Ambush! out of the dust and set-up Scenario 4: D-Day Drop into Destiny. From notes jotted down in my game box, looks like I have not played Ambush since 1995. That last game was this same scenario 4... in which I ended up losing my entire squad. Obviously hoping for better results this time.

Two low rolls for Squad Generation gave me only 31 squad points but 45 weapons points. So I won't have much for initiative but should be well armed. Initiative ratings purchased were: A (SL) 3, B (ASL) 3, C 3, D 2, E 2, F 2, G 1, H 0.

My parachute landings went well. Nobody injured, nobody drowned, no Germans activated. Had a nice grouping of 4 soldiers plus my assistant squad leader in the area between the church and the bridges.

Positions upon Landing and when Rounds began:



Rounds began when the SS General and his Aide kubelwagen-ed it out of there and killed Pvt Ernie on the way. It was then quiet for a while until more and more German sentries and soldiers were activated and starting making their way toward the bridge house. Corporal Burt was incapacitated by melee in the bridge house, reteaching a basic Ambush lesson - don't use your leaders to do the dirty work, use them to give turns to others for that. Pvt Charlie was able to unwire the road bridge but was incapacitated when the railroad bridge blew up.

Eventually all the German defenders were silenced. I lost half my squad - 1 KIA and 3 incapacitated. Final tally was 15 vps gained minus 8 vps lost for a total of +7, not enough for the 10 point victory condition.

Here's the final carnage at bridge house:



One of the earliest and most innovation solitaire games ever
Tense, war hero movie like action
Role play as your squad members get better with experience and despair when your veterens are lost
programmed paragraph system does limit replayability, even two or three decades later I remember details on some missions
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8. Board Game: Android: Netrunner [Average Rating:7.89 Overall Rank:46]
Chris C.
United States
Yardley
Pennsylvania
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Last month I gave the Running Solo variant to learn the ins and outs of playing Netrunner as, well... the runner. I had a lot of fun with this variant and am really impressed by its replay ability and difficulty level. I won a few games agains the corporation, but every game was close and I never felt like I dominated.

Now its time to see how the other half lives, by playing the side of The Corporation in the Stand Your Ground solo variant.

6.6.2014 Update

First Attempt. I chose Haas-Bioroid for this session after reading the description of each corporation in the manual. They make androids and artificial intelligence. I like androids and artificial intelligence. I added in just the neutral cards for now. I don't think i'm quite ready for deck building.

Things were a little slow going at first. I haven't spent a lot of time digging into the strategy of the game, so it took me awhile just to get my head in the mind of the mega corporation. I started off with some decent ice and a few agendas. I installed a few things and seemed to be in a good place. After a few turns I had plenty of servers, agendas, and assets going. Credits were hard to keep-up, but I never felt like I was in the poor house.

The runner started chipping away at me pretty quickly. Before I knew it, I had lost 2 agendas worth a total of 4 points. She got one through a remote server and the other through R&D. She didn't have much in the way of programs, but was generating more credits than I could. Her events were also being used very effectively. Crypsis also allowed her to run against any type of ICE and it stayed in play for quite some time. She eventually scored a 3 point agenda after another successful run at my R&D, which for some reason I left pretty vulnerable. Game. Set. Match.

After some post-game analysis it became quite evident that I had spread myself too thin. The corporation game seems to be built on a slow and steady build up... Getting stuff installed with enough ice and assets to protect everything. The runner runs at you while you are still building out your systems, so spreading yourself out too thinly makes your entire system vulnerable. Probably pointing out the obvious here, but writing it out makes me feel like I've learned something.

6.10.14 Update

Second Attempt: I should have taken a mulligan. I started off with a bunch of agendas and assets, but no ice. With no defense to speak of, things went south really fast. The runner hit me early for 5 agenda points from the R&D deck and I was never able to recover.

Third Attempt: Shoe meet other foot. I started off with a great hand that included a bunch of ice and a couple of hedge funds and was able to get defenses and servers established early. I was able to contain the runners efforts by destroying most its programs through ice sub routines. They were never really able to establish themselves and only managed to acquire one 2 point agenda.

This game has me smitten.
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9. Board Game: Anzio/Cassino [Average Rating:6.22 Overall Rank:10516]
Judd Vance
United States
Wichita
Kansas
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A 2-player wargame without hidden information, so it plays perfectly solitaire. Actually, it's TWO wargames in one: one on Anzio and one on Cassino.

I heard the Anzio game was heavily imbalanced in favor of the Allies. I just played a solo Anzio game and the Allies got their rears handed to them. Here is the scoop -- folks who say games are imbalanced more often than not are just bad at playing one side. This is certainly the case.

Balance: The Germans have to stall, stall, stall with those expendable units and outflank the Allies in order to force them into retreat situations where they can't retreat (ZOC). Don't attack until it's favorable. Here, go read this article by Grant Wylie and learn how to play them.

Rules: For the most part, I made sense of them, but yeah, there are a few fuzzy areas. The designer was cramped into writing instructions on little more than a front and back of a paper. Yeah, that blows. But fortunately, this has been ironed out. Go get this file for Anzio and this file for Cassino and you will be set.

Quality: Excellent. Big counters. Big hexes. Beautiful map.

A lot of fun. I want to explore the game some more and then I plan on making a Vassal module for it in June.
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10. Board Game: Archipelago [Average Rating:7.38 Overall Rank:318]
Sascha Döpke
Germany
48161 Münster
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Oh this is such an amazing beautiful game, the hex tiles fit awesome together. I tried it in a helpful Solitaire variant with two opponents And a d12. First Time i played this game i thought " whoa this is a lot of Tiny fiddly Rules " but it us Not like that. If you think this game is a thematic game about exploration, so i would answer : No , this is a strong Euro game which Looks like a exploration game. Today i orderd the Solo Expansion, Hope i will get it soon.
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11. Board Game: Archipelago: Solo Expansion [Average Rating:7.19 Unranked] [Average Rating:7.19 Unranked]
Sascha Döpke
Germany
48161 Münster
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Oh man, this is so awesome, this game Rocks my table since Four days. Easy to Set up, fast game Play And an exzellent Brain Burner experience After work.
The hex tiles are so nice its just a pleasure to Discover New Land or seatiles.
Great Euro game with Discover Elements.
Solo suitability : for me 100 %
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12. Board Game: Archon: Glory & Machination [Average Rating:7.03 Overall Rank:1897]
Glaya B
United States
San Mateo
California
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I received this game last December, but I haven't had a chance to play it at all. The game is just too doggone big to take to game meetups, and the friends who visit to game at my house prefer lighter or cooperative games.

I finally decided that it had gone unplayed long enough, so I settled down to start a solo 2p game. The game setup has piles of components strewn all over the board (kind of reminds me of Euphoria: Build a Better Dystopia in that respect), which drove me crazy. I put a halt on the game until I could pick up some little plastic tubs to store all the cubes and tokens.

Once that was accomplished, I was able to get into the game. Player 1 went for a building strategy, using the Merchant ability to collect lots of resources and then blowing them on as many buildings as possible. Player 2 tried to go for running up the Magister track, buying lots of Magisters for points and then using their abilities to help nab points elsewhere.

Player 1 had a clear advantage. Those building bonuses are quite powerful. Player 2 lagged behind and couldn't seem to get enough resources to go for the really good point bonuses at the end of each season. The main problem was that Player 2 got mainly Scribes Clerics (Edit: Somehow my brain transposed the two while I was typing), which weren't as useful after Player 1 had already taken the best cubes.

The scores were actually reasonably close during most of the game, but Player 1 got some good buildings that gave end-game points and blasted ahead, ending up winning 89-64.

I really enjoyed the puzzle of trying to predict which Magister cards would be useful in which hand, and when to play them to get the maximum benefit from their powers.

The art for this game is fantastic. I had fun sorting through the various Magister characters and picking which ones I wanted to add to my deck.
Deciding which types of Magisters to purchase and how best to use their powers, particularly in response to the opponent's moves, makes Archon seem much more dynamic than the typical worker placement game. It brings a bit of that deckbuilder thrill to what might otherwise be pretty standard resource management.
The mini-game of dividing the deck in half every two rounds adds an extra layer of strategy that reminds me a lot of the card selection aspect of Glass Road.
This game is too big for its own good. While I do think the board is gorgeous, it could have been half the size and still function perfectly well. The size is the main thing that will stand in the way of future plays for me.
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13. Board Game: Arkham Horror: Dunwich Horror Expansion [Average Rating:7.81 Unranked] [Average Rating:7.81 Unranked] [Average Rating:7.81 Unranked]
Enrique Carro
Spain
La Coruña
La Coruña
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Hi again.

In the end, I managed a last game of this. To avoid unpacking too much stuff, I deployed only Dunwich. Four investigators against Glaaki. A complete disaster. Rita Young got devoured, a Rumour card that kept introducing monsters appeared (if 8 monsters appeared on the card, Terror level would go to 10, meaning that Glaaki would wake) and made me kill monster after monster to no avail... In the end, I had only sealed one location, although my investigators closed 8 Gates. In the end, Glaaki awoke, and killed everyone.

As usual, tense, funny, great.
See you on July, after completing the moving. (I hope)
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14. Board Game: Asgard's Chosen [Average Rating:6.14 Overall Rank:7588]
Jason Moore
Germany
March
Baden-Württemberg
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It was more long faces than longboats as I slowly worked my way through the rules of this Viking-themed beast, over the past couple of evenings. I'm a fan of this game, I like the combination of the art and under-exploited Norse iconography, along with the mechanisms and general feel of the game. I always appreciate a game that goes the extra mile to ensure the solitaire version is as fully-fleshed out as the multiplayer component.

That said, for all the comments that this is Mage Knight-lite, it can be a bit of a bear to learn (or re-learn, in this case); the rulebook is not always the simplest read - and I defy anyone to pick up the game and start playing correctly on a first run through of it all. I also went back to the Box of Delights play though just to fine tune my understanding of the game.

Once you're through that, it's actually fairly simple to follow. Each round you have the option to play a god card for the favour it will bestow, before playing a charm (or spell) card for its effect. You have two warrior pawns that you move through a randomised landscape. In lieu of an opponent, the game is seeded with cubes which represent the dominant enemy forces. You meet in battle, and the game has a rather nifty skirmish section, which utilises all the extra details on the card to compare your fighting forces. You're spending cards out of your hand (it's a deck-builder, of course), to build up your army... but you might want to keep some back for the next phase, where you can similarly spend them to muster, or purchase, new items or creatures to join your ranks from the offer (here called "the Tisch"). After certain conditions are met, you have the option of appeasing one of the gods in your hand, although you then lose the card, so there's a sense of timing and developing synergies to deal with. In the solo game, you win if you can appease seven gods before the in game timer runs out.

I like it a lot and really enjoyed tonight's play... but it also makes me yearn for more Mage Knight, if I'm honest.


An uncommon theme gives gamers something new to sink their teeth into.
Nice mix of hand management, area control and deck-building.
A robust solitaire engine, equally as good as the multiplayer component.
Can be tricky to get in to, at first... which is not helped by, what some people consider, some very spartan artwork on the modular board.

It's been a swine to get hold of in the UK, but it looks like the latest print is popping up here and there. www.boardgameguru.co.uk mentioned having some copies (and reported hearing favourable mutterings from those who had the first print run), so you might want to look into it whilst the option is still on the table.
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15. Board Game: Astra Titanus [Average Rating:7.20 Overall Rank:3845]
Justin
United States
Plano
Texas
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Been in the mood for some intergalactic shenanigans.

Those that have played this won't be surprised when I say that the Titan space laser'd the TDF into oblivion. Technically I stopped before the very end, but it wasn't looking good.

On two separate occasions I had missle salvos ready for the Titan to bash into them and that sneaky bugger either backed up or swerved past them. It then of course shot its space lasers at the missles and blew them up in a blaze of dashed hopes.

I'm sad that I've gone so long without playing this. It's quite a good time.

6-18-14: One more play of this tonight. I was feeling really good about how things were going. Sure, the titan squashed the first base like a bug, but I had her defensive lasers wiped out, the extra movement gone, and the primary beam down to one blast. Lots of board left.

Then not so much board left.

Ah... one must not neglect targeting the drive. That titan will plow right on in to the second base without breaking a sweat.

Game Over
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16. Board Game: At the Gates of Loyang [Average Rating:7.39 Overall Rank:267]
Aaron Edwards
United States
Nashville
Tennessee
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This is one that the 1 Player Guild helped me pick out in a poll I set up in the guild forums. In spite of my unintentionally sparking a little tension with some insensitive wording in the intro, the Geeks were kind enough to give me lots of great advice.

Requires relatively little upkeep for a solo Euro-game. There are lots of components, but the game doesn't feel overly burdened by fiddling with bits. You spend most of your time thinking.

A big bag of vegimeeples. Need I say more?

At 45-60 minutes with a quick setup and breakdown, it's about the perfect length.

Scoring in the solo game falls somewhere between 16 and 18 points. A little wider scoring range would have been nice; I anticipate that it might get a little dull to keep scoring the same thing over and over.

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17. Board Game: At the Gates of Loyang [Average Rating:7.39 Overall Rank:267]
Moe45673
Canada
Toronto
Ontario
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Got this in a trade (officially, I have yet to send him his game) with
Chad Mestdagh
Canada
Edmonton
Alberta
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. The man is awesome, I open the package to find a used but like new copy of this game.

And Everything vs. Everything, the brilliant game he designed. I have yet to play this but wow, what a gentleman. I initially had no plans on playing this, due to being overwhelmed by the whole PnP thing, so the ice is now broken with this surprise addition to our trade. I've found a bunch of tokens and stuff but need to find more! Really excited about this, thanks dude! And of course, I have a surprise or 2 to send him along with Rallyman which I think he'll be really happy with.

Anyhow, played ATGoL and finished with 16 points. Played with a strategy of few helpers, lots of market stalls (about 4), and a rotation of 2 regular customers and 1 casual customer. The 1 loan I took early on put me back to 16.

The game is great because the number-crunching is meaty but not overwhelming. It's rather straightforward and I like these kinds of puzzles.

As someone who is not into the whole "beat your own score" kinda thing, this game was a lot of fun to play my first time. I can see it being a good time for a while and am really happy to own it.

Plus, it has turnips. Who doesn't love turnips?
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18. Board Game: At the Gates of Loyang [Average Rating:7.39 Overall Rank:267]
Tom Builder
United States
Redmond
Washington
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I read all of the SGoYT GeekLists but this is my first submission.

I bought this game to play solo because of all the great recommendations it gets here and it is definitely deserving of all the hype.

After six games I managed a score of 17+10 by earning 44 cash in the final round.

Score per game.
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19. Board Game: At the Gates of Loyang [Average Rating:7.39 Overall Rank:267]
Moe45673
Canada
Toronto
Ontario
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My second time playing this and I enjoyed the heck out of it.

Setup:



End of first round.



That wheat in my storehouse shouldn't be there, that was an oversight. I sold it back to the market to get 1 dollar that I needed to move my score to 2 (on top of the 3 I already paid to move to 3).




End of round 2.



Planted pumpkins to prepare for the regular customer under the helper.



End of Round 3.



Used a helper that allowed me to plant +1 vegetables for the entire round. Put it to good use on the leeks and beans.




End of Round 4.



I had to pay two to my angry pumpkin/radish customer. I forget why, but it was cheaper than actually serving her! I think it had something to do with that suspiciously new radish field at the top.





End of Round 5.



I used the salesman to turn all my angry customers back to happy. So no payment to those two who I otherwise would have had to pay! Meanwhile, I have time to plant some more fields to get all the veggies I need to reliably produce.





End of Round 6.



The money starts to come in. But I was 1 dollar short to move up one more space! Argh!






End of round 7.



Boatload of money. That casual customer came in really handy. Able to move up the usual 1 + 3 more spaces! Best round in the game, hands down.






End of Round 8.



Endgame:




In Round 8 and Round 9, I was able to move up 2 spaces each on the score track. Paying back my loan moved me back to the 17 space. I am now considered a "Good" player. I think I need to focus more on the casual customers, unfortunately a lot that were coming out in the 4 x 3 matrix of cards needed radishes and I was already overloaded with my regular customers that use them, so they'd had to be ignored. The helpers were great and I really took advantage of the 2-packs this game. One of the 2-packs gave me a casual customer that I really needed and I was lucky that the draw was so favorable.

My esteem for this game has grown based off this last play. I'd like to intro it to my wife.... I think she'd like it but then I worry that this would be all we'd play for the forseeable future and I would get sick of it. Need to give it a bunch more plays and see if its replayability holds up.

Has anyone thought of a way to implement the solitaire 4 x 3 matrix rules into the multiplayer version of the game, to make it less about bluffing and more puzzly?
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20. Board Game: At the Gates of Loyang [Average Rating:7.39 Overall Rank:267]
Moe45673
Canada
Toronto
Ontario
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Another game of this one. Overloaded myself a bit with pumpkin-heavy regular customers. Managed to avoid the loan this time but still only ended up with 17 points. Enjoyed the heck outta this session. Need to get up to 18 points!
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21. Board Game: B-17: Queen of the Skies [Average Rating:7.02 Overall Rank:1356]
John Robinson
United Kingdom
Barrow in Furness
Cumbria
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Got my hands on a copy a few weeks ago, Im going to give it a go this month. cool
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22. Board Game: B-17: Queen of the Skies [Average Rating:7.02 Overall Rank:1356]
Jerry Wilkinson
United States
New Castle
Indiana
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I played B-17 for the first time this afternoon. I named the plane "Nuns on the Run" and I have an all female crew. The crew includes gamers from the central Indiana area. For those of you who are curious, my crew is Lynda Wilkinson (pilot), Steph (co-pilot), Denise (bombardier), Laura (navigator), Julia (engineer), Krista (radio operator), Annie (ball gunner), Ruth Wilkinson (port waist gunner), Ginger Wilkinson (starboard waist gunner), and Anna (tail gunner).

I only played the first mission, and our target was the rail yard at Amiens. As we approached the target we were attacked by three FW190s, two from the front and one from the starboard side. We exchanged gunfire with the two in the front with no hits for anyone, and even though it was her first mission Ginger fired her guns and obliterated the one on her side. That was our only success from the mission, as we were off course and failed to do any damage to the target.

On our return we took superficial damage from one plane, and we landed safely. Hopefully we can do better next time.
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23. Board Game: B-29 Superfortress [Average Rating:7.03 Overall Rank:3819]
Ryan King
United States
Stockbridge
Georgia
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Played a mission today. Fighter really messed me up, flak over bombing site was rough, made it to base with no fuel, no landing gear, poor weather, and a beat up ship....but I still had 1 chance to land it.

I drove it in the ground and killed every member on board.

Fun 2 hours.

Pic mid play
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24. Board Game: Barbarian Prince [Average Rating:6.52 Overall Rank:4100]
Russ Rivet
United States
Pine City
Minnesota
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Just printed this game out and looking forward to some solo action, Check it out.
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25. Board Game: Barbarian Prince [Average Rating:6.52 Overall Rank:4100]
Christopher Ebert
United States
North Fort Myers
Florida
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Date
6-23
6-23
Starting Hex
Weshor (1501)
Countryside (1301)
Outcome
Killed by Spectre on Week 1 Day 4
Killed by Spectre on Week 5 Day 3


Finally finished up my print and play copy of Todd Sander's redesign of Barbarian Prince so set it up to play.



Game 1: I went south over the river and into the swamp. For four days I was lost trying to find my way out, and I met a Spectre in that swamp. Game over. Very short anti-climatic game and I only made it one hex.

That took all of 5 mins so I reset for another game.

Game 2: I traveled south. On my journey I found a hidden Halfling town and they were very excited for my unannounced visit. The loved gossip and stories and fed me well. One of their magicians was really moved about my story and decided to join my quest in getting back my home. He must have never traveled outside his town... ever.. cause he talked to everyone we passed and thought everyone in the world was friendly. We were ambushed by 2 men on horses and sadly the little halfling didn't make it. He gave it his best though. I continued my journey alone and found I missed his random weird facts. I journeyed up an old forgotten road and found some ruins. Something made a home here though, a Spectre. And it took me away.

A SPECTRE AGAIN?! *Flips table*

hehe. I forgot how fun this game was. But man, the game hates you.

Tells a story as you play
You'll never know what'll happen
Todd Sander's redesign looks great and adds some nice components for bookkeeping.
The game hates you



Btw. I went ahead and used the standee that came with his redesign. I forgot to cut it out of the cardstock before gluing it to the chipboard. Thinking about the pawns from Gem Rush, I cut it, glued the two parts together, and crafted my own base. Then painted the sides. Here's a closeup.




Barbarian Prince - Game Tracker Spreadsheet
mbBarbarian Prince - Solitaire Tracker Geeklist Item
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