Welcome to the November 2016 edition of Solitaire Games On Your Table
Microbadges you might like: - I love solo gaming! Solitaire Gamer Solitaire Games on Your Table Gaming is best solo 1 Player Guild Member - I'm my own worst enemy, I play multiplayer games solo. - SoloCon attendee Solitaire Gamer - Low Player Count Podcast Solitaire Wargamer 1 Player Podcast Challenge Accepted - Challenge Set 1 - Challenge Set 2
The Rules of SGOYT:
If you're new to the SGOYT lists it's pretty simple:
1. Play a game solo (absolutely anything you like, any way you like).
2. Come here and post something about it (as much or as little as you like).
3. Have fun (playing games and talking about them here).
If you're an old hand with these lists then just get playing and posting.
Leave your wallets, purses, money belts, etc at the door. They do not like it here.
Try and help us spend less money:
If you can, please post 1 and 2 about the games you play (more of either are welcome too). It's really helpful to those interested in the games and helps to provide a bit of balance to the usual SGOYT positivity (as this can be expensive ).
3 is the Magic Number
Saturday 2nd November 2013 is the day my solo board gaming adventure began.
However, it hasn't been totally solo. Thanks to this place and the 1 Player Guild I have always had gaming buddies. So to thank you all for giving me 3 years of great memories the challenges, competitions, giveaways, etc this month will all be about the number 3.
1. Every item on this month's list will receive 0.03 GG. 2. Every 3 days, 1 item at random from the items posted on those 3 days will receive 3 GG. 3. 1 item at random from the all the items posted on this list will receive 33 GG. 4. There will be 3 game related giveaway challenges/competitions during the month (I'm not saying when, what will be given away or what you will have to do to win them yet but keep your eyes peeled). 5. I reserve the right to get over excited and give away more GG, have more challenges, etc.
N.B. All times used by me will be my local time (e.g. if a challenge ends at midnight, it will be midnight Gateshead time).
is doing it again. I hope you all consider voting, so if you do here are the rules:
Deadline for submissions: Dec 4th, 2016.
Send Kevin (kerskine) a geekmail with the subject "2016 People's Choice" with your votes from 1-20 (1 is your favorite). If for some reason you change your mind then send a new geekmail with a clear note that you want this to count instead of your original vote.
If you specifically are referring to an older version that is a very different game, then specify that so he can find it.
Don't vote for expansions. If you believe an expansion makes the game, you can mention that in the comments when the games are revealed. e.g. For a game like Archipelago, if you play with the Solo Expansion, still cast your vote for the base game.
Put each game on a different line. e.g. 1-Solitaire 2- 3-Arkham Horror (1987 Version) . . .
If you change you mind, just send another Geekmail before the deadline and either give him a new list or preferably tell him what changed. Also add Revised in the geekmail Subject.
Lastly, anyone can vote. You don't have to be a member of the 1-Player Guild. But if you aren't, we hope you'll consider joining. It's truly a fantastic group of people.
Here are some useful links and resources for the solo player:
SGOYT Aggregator - Aggregation of each list's games by Ones Upon a Game. To add a summary that will be pulled by the aggregator use the <summary> </summary> in the details of your entry (which I forget to do all the time ).
If you want to host a future list them send a GM to Ryanmobile letting him know what month you want to do. Disclaimer: The host (garyrbrooks) and the 1 Player guild take no responsibility for any purchases you make due to reading this geeklist.
This is a one page PNP I printed out on Sunday. I played two games and two partial games monday and today.
it has quite a lot of dice rolling, but i did enjoy the exploration aspect of it.
the first game I had a military expedition that was wiped out only 7 hexes in. the second game (also military) was destroyed when Childzilla came over and swiped the dice I used for resource tracking. the third game (another military expedition) was forfeited on account of bedtime. the fourth game was a cartographic expedition that survived quite intact for a total of 31 points.
easy pnp fairly quick fairly light, for times when you just want to go along for a ride
a few rules errors needed to be clarified not sure how much staying power it has.
this game honestly deserves to be played with a better focus on storytelling what actually occurs. The final phase of each round is 'journaling' what happened to the expedition. it's optional and I always skipped it.
This looked like a neat little PnP that several people played last month.
I really need to work on my strategy. Three successive games scored 30, 3, and 21. The 30 was before I read the scoring and it was the highest scoring game. None even hit the bottom of the given scoreboard.
I played two games of 7 wonders duel with a variant using an AI called Scott. In my first game, I played it all wrong. I didn't know I could not win using the military or science, which made the variant really boring. My second game though, using the points strategy, was really good! I won by only one point. 73 vs 72. Even though I'll rarely play this game by myself, the variant works just fine.
First try at the Scott variant for 7 Wonders Duel. Scott is not a jerk, at least at the normal difficulty level. In fact, he's a bit of a patsy. Final score was 90 to 63.
The interesting thing about this variant is that it allows you to play an absolutely cutthroat approach to the game, something that would maybe create some hard feelings if your regular opponent isn't someone who plays to win (as opposed to have fun and maybe win once in a while). You can see Scott's layout and know which play he will make next, so you can plan your turns to set the board to your advantage. So basically Scott is not a jerk but this variant kind of encourages you to be one.
In this game, I was able to use my Wonders and double turns to make Scott resource poor. I did this by using one of my Wonders to kill off his newly acquired double brick brown cards. Without any bricks or paper for most of the game and too cheap to trade for any, Scott took a long time to get his Wonders going. In the future I will have to play the advanced rules, where Scott gets free purple cards, to make things fair.
48 pawn in four colors 47 forest tiles 1 plane tile 1 vulcano tile 3 games
There are three games in the box: Wild Fire!, Volcano! and On the Run! All use the same components and are really easy rulewise and can be played 1-4 players each.
I bough this game in Essen for 5€ and finally managed to try it out, playing all three games once.
Wild Fire!: In Wild Fire! you lead a firefighting crew into the fight against a blazing wild fire. You must try to cover the largest area of forest while always maitaining a link to water. Every round, you draw a forest tile, value 1-6 and have to place it at the spot where the fire is hottest. How hot a fire is is determined by how high the number of all adjacent tiles are when added together. Then you can place pawns. In the solitaire game you can choose which color you want to play (you use all pawns) but can only use pawns of that color. You can place them on any one tile, not only on the one you just drew. You have to place them in a way that every color is placed in just one group and connects to a '1' tile whith at least one free edge. I lost the game in the last round.
At first I was disappointed because you can't choose where to place the new tile. That seemed very confining. But completing the objective is pretty hard. It's a bit random with the tile drawing and I would've liked for the theme to be more present, to shine through a bit more. Because it seems like this is a very abstract game (especially multiplayer). I didn't like this one that much but its not a bad game per se.
Volcano! Players are pilots of firefighting planes trying to support ground troops fighting a bush fire. In the solitaire game you once again use all the pawns and try to extinguish forest fires and isolate forest tiles. You win if all forest tiles are extinguished or isolated and claimed by the player. For this game, you place the forest tiles face up before you start so that each forest tile is adjacent to at least two other forest tiles. Then you replace on tile with the volcano. At the start of your turn, you drop water loads. To do this (again, that sounds a lot more thematic than it is, its once again a really abstract game) you place the plane tile on any tile you want and then procede to place pawns on every tile in that row or column. If a tile is completely occupied by pawns and has at least two adjacent free edges, it is extinguished and removed. This may lead to another tile becoming extinguished. And so on. If a tile is not connected to the volcano tile anymore, it is Isolated and also removed. If there's no pawn on it, you lost the game. Also very abstract but I liked this game a lot more than Wild Fire! A quick game, easily adjustable by the layout of the tiles and where you place the volcano. I also lost this one, too, because in the final round I isolated a few tiles without a pawn on them. I read in the forums that its either really easy to win if you place the volcano near the edge or plain impossible if its in the middle. Not sure if thats true, but I might try this one again.
On the Run! Last one I tried was On the run! A bushfire springs up, forcing animals on the run to escape a fiery death. In the solitaire game, you once again play all four colors. But this time, you have to use one color after the other, you can't choose which one you want to place. You draw tiles and place them at a flashpoint. Its a bit like in Wild fire! but you have a bit more freedom on how to place them. Its 'only' the tile with the hightest value, so you have some more freedom on which corner you place it. Again you can then place your pawns on one tile or you can move your pawns. To move them, you select one number from 1-6 and move all your pawns on these tiles to adjacent tiles, trying to get them to the edge of the ever expanding area, simulating animals on the run, fleeing from the fire. You win if at the end of the game, every single one of your pawns is on an area at the edge. I really liked this one, this was a really great puzzle. Deceptively simple at the start and getting more and more difficult. I lost this one, too. But this is the one I will be coming back to!
All things considered, I'm not sure how often I'll play this. But for just 5€ it was already worth the purchase. I like the fact that there are three games included, all using the same components and playing differently. I'd love for the theme to be more present and prevalent, all of those are very abstract games. A bit like chess and checkers. I move my pawns here and now I move them there. Also not sure how much fun it will be when playing it against others.
Three games for the prize of one. Good components though the pawns themselves look a bit outdated. But very cheap!
Very abstract, thinky games. I was expecting something a bit more thematic.
<summary>Three games for the prize of one, fighting or fleeing from forest fires or a volcano erupting. Interesting and challenging but very dry</summary>
Two plays of this excellent deck builder, and it receives the adjective "excellent".
I suppose it can be described as your typical deck builder, but with some twists (like in a M. Night Shyamalan movie). One of the biggest, and most convenient, is the fact that you never shuffle your deck. Just flip over the discard, and keep drawing. That, coupled with the fact that you don't have to discard your entire hand at the end of your turn, creates some interesting opportunities to really get some amazing draws.
Another is the turn order is completely variable, as it is based on a small deck of cards. Maybe you get to go 3 times in a row. Excellent, but then you know the baddie is gonna hit twice. It creates a feeling of tension and randomness, but the deck is small enough that you can keep track of how many cards are left.
I've played two solo games against the first nemesis, one loss and one win. Its a Dominion type deck builder, which I don't prefer as much (I like making my plan up as cards appear), but it worked out just fine. We'll see how it goes playing two heroes, I find sometimes they just end up buying the same cards and I basically have duplicate decks. Anyone have advice for this?
My Aeon's End shipment arrived yesterday with the base game and the first two expansions. Add in the completely unnecessary yet totally awesome playmat that I bought earlier and I'm ready for crushing defeat after crushing defeat.
Used a small plano box to store the tokens and sleeved everything with KMC Perfect Fit sleeves. The square Breach cards fit in KMC Perfect Fits, or any sleeve of that size, so I just trimmed off the excess plastic from the sleeve.
After 20 plays with my PNP copy I am eager to inject all the extra variety the full product holds. This game is easily in my top 10 if not top 5 of all time.
I have too many games that punish me for being confident. Everything was flowing, I thought I had this handled. But I have never played against Horde-Crone before so I wasn't prepared for its army. Also I played Nym and Reeve for the first time. Reeve seemed like a slam dunk choice due to her special ability to damage minions. And I did put it to good use.
I had Reeve buying Leeching Agate to generate charges and Nym scooped up Clouded Saphires that allowed her to give charges to Reeve during her turn. So Reeve was almost always full of charges for her special ability.
Gravehold was taking a beating, but I was confident the city would hold. Their life totals were dropping, but as long as there is life there is hope. Then Nym died and the Horde-Crone capitalized on my sorrow by bringing out 4 minions which left an army on the table that overran Reeve before she had a chance to do what she does so well.
In hindsight, I went too heavy on the gems, needed to balance it better with spells. By the end I had built a strong arsenal of spells on both character with Nym rockin' a deck of Blaze spells and Reeve tearing up with the devastating Monstrous Inferno spells.
I just needed a few more turns....
Oh well it wasn't meant to be. Fun time though.
The flow of the game goes like this... "I'm feeling good about this....oh &%*^! .... I think I can.... oh @%*#!... alright if I just.... oh %*!.... hopefully the next game will go better...."
Being inspired by Marty who recently took out Agricola for a ride, I thought I should do the same as I hadn't played this game in years. Most of my plays were on the family game in the past, and only 2-3 were solo actually. I decided to go all-in and shuffled all decks (E, I, K, Z), using the 10-7 option. Optimizing your hand of occupation and improvement cards is probably the most interesting part of the game, and it took me some time to figure something out (well yes I was a little rusty). I eventually got it going and was pleasantly surprised how smooth this game plays solo. There is not much to do each turn, but of course *what* to do can be a bit of a brain burner. I was able to fill my board pretty well and scored 70 points, which I found quite satisfying after not playing for so long.
I enjoyed the game but really lacked some form of competition. I would like to try playing with an AI opponent that randomly selects interesting spots with simple prioritization rules. I will give it some thoughts and test it in my next game!
I didn't have the mental will nor energy to start working on a new variant today, so decided to play another standard solo game which I enjoyed very much! I was able to skip the first harvest and grow my family on turns 6-8 with a good card combo. The rest was fairly easy, I ended up playing 6 occupations, 5 minor improvements and 5 major improvements, as well as filling my board. Final score: 75 points, happy with that. Going to pack the game now but won't be waiting so long until next play...I've been reminded why I was so fond of this game before!
I know everyone is raving about this some new-fangled feast for some guy named Odin, but I personally prefer the tighter, more restrained play of Agricola (not a fan of sandbox play, I enjoy the tension and smacking around of something like Agricola).
I`m currently 3-games in my solo-campaign and for the second time in a row I managed to end the game with 4 VP over the threshold More importantly, for the first time ever (in a solo or multiplayer game), I completely filled up my farm!
A Feast for...my eyes
still feel like I could find a way to squezee even more VP with each game
in the first half of the game you help helpless, there`s so much to do and the rounds seem to go by with nothing to show for it...and then suddenly the gears shift and you`re achieving stuff left and right...it`s a great progression and very few games give me the same feeling of actually acomplishing something
great ratio of time invested vs. intellectual gain
I took up Marty's challenge before packing Agricola. I blame him for dealing us a bad hand of cards! I usually like to play occupations on the first 4 turns, but this didn't seem to work out well enough here. So I decided to start with a single occupation (clay mixer) and invest in grains to seed two fields by turn 4. I grew my family on turns 6, 8, and 11 (using the chamberlain which my first analysis had discarded as uninteresting in this game!). I then focused on maximizing points with the chief and chief's daughter by building 6 stone rooms and getting as many animals and grains/veggies as possible. Final score: 68
After 4 years of not playing this game I decided to reacquaint myself with it. Solo game using family rules. So much fun!
I started really worried about inefficiencies and starvation but I barely scraped by. I guess things got better when I turned a whole bunch of sheep into food near the end of the game to give me some breathing room to expand and renovate while building fences for all my cattle and wild boar.
Final score: 45 pts. Is that good?
Rule Question: As much as grain can be turned to bread one grain at a time, am I allowed at any point in the game to cook up as many animals as I want?
This is my third of THREE 'abstract' games I am solo playing this month. This time it is Agricola with the SoloPlay Variant that includes these Agricola Resource Cards that generate variable number of resources each Round depending on how many resources a space generates and how many resources are already on the space. They also affect Breeding in Harvest rounds. The SoloPlay variant also limits you to a selection of four random Major Improvements available instead of the usual full 10, BUT gives you a MUCH larger selection of Occupations, making almost the whole set available for Solo play, even the ones that normally are only used in 3+ or 4+ player games.
Like Suburbia, I found the official Solo version of Agricola to be kind of boring. Other than the limited set of occupations and the minor improvements, every game felt the same to me. You always have the same production and all spaces available. I saw articles posted on BGG about optimal plays for the solo game to get highest scores, which made it seem like a math exercise. You had special rules to remember about food. It just didn't feel like the multi-player game.
The SoloPlay variant with the variable Resource Cards and the regular conditions (2 food to start, 2 to feed each family members at Harvest) and the ability to use a LOT more of the occupations makes it WAY more fun to me.
I haven't played Agricola in a long time. I only pulled it out to have another entry in the list this month (and to finish my THREE theme). I was not/am not very good at it, in my opinion. But last night, I actually got a score of 52, which is a high for me and considered a Major Game Victory using the SoloPlay rules. I actually chalk this apparent success to a good selection of Occupations and Minor Improvements AND all the practice I've been getting at engine-building games I've played so much of this month like Terraforming Mars and Race for the Galaxy. OR I could have just been doing something wrong. I haven't played in a while.
Here is my ending farm and the round by round play (if I did something wrong - assuming anyone reads it all - let me know):
I used only the 'E' Deck for this game.
Major Improvements Available - 2-Clay Fireplace, 5-Clay Cooking Hearth, Joinery, Basketmaker's Workshop.
Minor Improvements Available - Animal Yard, Cattle Market, Millstone, Baking Tray, Stable, Helpful Neighbors, Manger.
Round 1 - Sow and/or Bake Bread: (1) Occupation - Greengrocer (free) (When you do "Take 1 Grain" action, also take 1 Vegetable) (2) Take 1 Grain (+ 1 Vegetable)
Round 2 - Sheep: (1) Occupation - Clay Mixer (1 Food) (When get only Clay from a space, get 2 more Clay) (2) Take 1 Grain (+ 1 Vegetable) NOTE: Thanks to the variable resource cards, I still had NO resources on any of the "Add 1" resource spaces, so only Wood was available so far.
Round 3 - Fences: (1) Occupation - Carpenter (1 Food) (When adding rooms, use only 3 of a Resource instead of 5, e.g. 3 Clay and 2 Reed to add a Clay room) (2) Get Clay (1 + 2 from Clay Mixer)
Round 4 - Major/Minor Improvement: (1) Get Clay (2 + 2 from Clay Mixer) (2) Major Improvement - Cooking Hearth (5 Clay) NOTE: After two rounds of 0 and one of one, 2 Clay showed up on Round 4 in the empty Clay space.
1st Harvest Round: Use Cooking Hearth to convert 2 Veggies to 6 Food. Feed Family 4 Food.
After Harvest: 2 Clay, 2 Grain, 2 Food
Round 5 - Stone: (1) Occupation - Thatcher (1 Food) (For adding rooms or renovations, pay 1 less Reed - so with Carpenter, I can add rooms for 3 resource + 1 Reed and Renovate with no Reed cost) (2) Take Wood (9 Wood)
Round 6 - Renovation then Minor/Major Improvement: (1) Take Reed (2 Reed) (2) Build Rooms and/or Stables - (I build 2 rooms for 6 Wood and 2 Reed using Carpenter and Thatcher and build one Stable for 2 Wood.)
Round 7 - Family Growth then Minor Improvement: (1) Family Growth then Minor Improvement Helpful Neighbors (convert one of my Clay to one Stone) (2) Take 1 Grain (+ 1 Vegetable)
2nd Harvest Round: Use Cooking Hearth to convert 1 Veggies to 3 Food. Convert one Grain to one Food. Combine with one leftover Food to feed Family with 5 food (since third family member was added this round).
After Harvest: 1 Wood, 1 Clay, 1 Stone, 2 Grain, zero Food.
Round 8 - Take 1 Vegetable: (1) Family Growth then Minor Improvement Stable (1 Wood) (2) Plow Field (3) Take 1 Grain (+1 Veggie)
Round 9 - Wild Boars: (1) Take 1 Grain (+ 1 Vegetable) (2) Plow Field (3) Sow (2 Veggies) and Bake Bread (1 Grain -> 3 Food) (4) Take Clay (1 + 2 Clay)
3rd Harvest Round: Harvest 2 Veggies. Convert to 6 Food, Feed Family 8 Food.
After Harvest: 4 Clay, 1 Stone, 3 Grain, 1 Food.
Round 10 - Stone: (1) Take Wood (10 Wood) (2) Build Fences (10 Wood) (3) Renovate to Clay House (4 Clay - Thanks to Thatcher) and Minor Improvement Millstone (1 Stone) (when you Bake Bread, get 2 extra Food) (4) Plow Field
Round 11 - Cattle: (1) Plow Field (2) Sow (2 Grain) and Bake Bread (1 Grain -> 5 Food) (3) Take Cattle (3 Cattle) (4) Take Boar (3 Boar) NOTE: The variable resources help me here as the newly arrived Cattle shows up with 3 instead of just 1.
4th Harvest Round: Harvest 2 Veggies and 2 Grain. Convert 1 Veggie to 3 Food, 1 Boar to 3 Food + 2 Food, Feed Family 8 Food. Breed 1 Boar and 1 Cattle.
Round 14 - Renovate then Build Fences: (1) Take Wood (4 Wood) (2) Renovate to Stone (4 Stone again, thanks Thatcher) then Minor Improvement: Animal Yard (2 Wood) (Store 2 animals here of any kind.) (3) Take Cattle (2 Cattle) (4) Occupation: Chief's Daughter (Get 3 Bonus points at end of game for Stone House) (5) Minor Improvement: Cattle Market (1 Sheep -> 1 Cattle)
Final Harvest Round: Harvest 2 Veggies and 4 Grain. Convert 1 Boar to 3 Food, 1 Cattle to 4 Food, 1 Grain to 1 Food + 2 Food, Feed Family 10 Food. Breed 1 Sheep, 1 Boar and 1 Cattle.
Although I have been a member for some time it's my first time posting here. Due to some changes in my life I invest more and more in solo gaming and thanks to this wonderful guild I am having a really good time. So after a long time I decided to try again Agricola. I played recently Fields of Arle and I wanted to remember how Agricola plays. After 2 games, first one scored 41 and second 59, I have to say that I still like it very much.
End of second game
Interesting decisions, mainly from the choice of cards to play. Big variety, again the cards. Feed your people. Feed them again and while you are doing that try to find some room for these poor animals. In the bottom line it is a math problem that needs solving.
Just picked this one up over the weekend and didn't wait too long to get it out onto the table. The rule book had me worried a bit at first (compounded with the fact that I knew this game can be rather demanding). All the same, I lay it out and got into the thick of it.
I'm pleased to say that it didn't turn out as badly as I had thought it would at first. The rules said that a beginner (aka myself) out to shoot for around 30 points and in the two play throughs I had with this game I got a score of 34 and 32 respectively. Pretty pleased with how I played, a lot of fun too honestly.
A lot to think about, plenty of meat there and tons of replayability. Also really just enjoy the fact that the solo variant pretty much lets you practice for the multiplayer game. The new boards and components in this set are superb, really enjoyed them both.
Even with the nice components, the amount of space you need to play this is substantial, which is less attractive for people like me who have next to no room to play games most of the time (living in a small apartment with a bunch of people I'm relegated to my room for board games).
One of the best damn little solo games I've played in a long time. For the size and complexity, both small and easy. Yet despite how easy the rules are to grok. There is still a lot of depth and hard choices to be made. In this you are Agricola, trying to subdue Britannia during Roman times. Battle and conquer is one tactic you can use. As well as negotiations and peacekeeping actions. And then once you conquer you can garrison the land and suppress the people before the rise up.
It's tense, each turn there is a VP-threshold you have to reach. If you don't you lose the game. If you lose a SINGLE battle you lose the game. Romans don't like losers.
There is a lot to do in this game. And the greatest thing is, the most original, is the Cup Management aspect of this game. To deal with the various unruly tribes you have to negotiate and battle with them, and part of the way you do that is moving the tribe chits between the cups, moving tribes between the friendly to the unfriendly to the hostile cups.
A good game. Check it out. It's better than the States of Seige games from VPG. Not that those games are super good. But I do like them. Agricola has a much more innovative design.
I attended the San Diego HistCon last weekend, and bought a few White Dog games, including this new title, Agrocola, Master of Britain. It seemed to get good early reviews, and a read through of the rules was promising, if a lot to digest.
Basically, you, as the Romans, have 5 Actions per Turn, and these Actions are selected from 5 different possibilities, though you can do any one more than once. These Actions range from Battling local Tribes, to Peacekeeping. As you do each of these Actions, it will affect the balance of new Tribe chits in 3 different cups, Friendly, Unfriendly and Hostile. Hostile chits are the ones that can arrive on the map, and start causing you trouble. There is a final win/loss VP target, but there are also VP targets for each Turn, to keep you on your toes. You get VPs for having elite Roman units, settling Britain, and killing tribal leaders.
So, how did it go? Well, if I'm honest, not that well. A quick glance at the game's forum will show that I had many rules queries. None of them were huge, but each slowed me down. This really affected the flow of the game, which could probably be quite quick, once you got the hang of it.
By this point, I've chased the tan tribes out of Wales, and placed a Garrison, with the hopes of getting a Settlement there later.
Prior to Mons Graupius
At the start of Turn 5, I trigger a big Battle against Calgacus, the red Tribal Leader. By this point, I also have a few settlements in place.
During the Battle, I lost a few units, but enemy losses were larger. This included a lucky hit against the toughest opposing unit (units are 2 step, but if you roll an 8 to hit, they get eliminated with one hit).
However, the last few turns were a real let down. If you ever need to draw a tribal unit to the board from the Hostile Cup, and you are unable to do so, the turn ends immediately. Well, for 3 turns straight, I did one Battle, then ended the Turn. This seemed very odd, and so I raced through the second half. Seeing as I had 3 Settlements, 4 level 3 Roman Units, and no enemy on the board, I was easily scoring enough VPs to move to the next Turn.
To cap this all off, I ended the game by buying 3 VPs to win. After all the fighting, and building and marching around Britain, buying VPs to win was a real anti-climax. I also don't like that I won my first game. I had a bunch of questions, which the designer, Tom, answered quickly. So I think I was doing it all correctly. But that easy second half was disappointing. This wasn't a game I knew a lot about before getting it, so I hadn't hyped it a lot in my mind. But I can't say I was wowed by it. I'll probably give it another go at some point, but at this point, I'm not itching to play it again. Maybe my struggles earlier today with the Bios: Genesis rule book put me in a bad mood. I'm not sure. Oh well.
ps - The Battles are fairly easy to run, but I did end up with this odd situation in one:
Auxillary unit is fighting the enemy, but my 3 Roman Legions are just standing around doing nothing. I couldn't find anything in the rules that would allow them to assist. Also, the way the Battles work, my 1/3 unit is actually better than the 4/5 unit it is facing, which is odd.
I played this game today and really enjoyed myself. My game didn't actually go very well. It seems that the randomization of the mission deck increases the difficulty of game. I didn't finish strong and it's embarrassing to admit my final VP total (spoiler: you can easily count my total on one hand).
But it's difficult to not focus on the positives of this game. It's well designed, doesn't take forever to set up and play, has a small footprint, and looks good and is fun go play.
<summary> Well designed solitaire card game with meaningful decisions. </summary>