Happy Birthday, SGOYT!!! The first SGOTY went up this month in 2013. So let’s celebrate!
Feel free to participate in any way you like: Post about the solo games that you play, share your latest solo design or variant, comment on entries that strike your fancy, whatever.
Bottom line: If you’ve played a game solo and want to say something about the experience, go for it! Don’t worry about posting “the wrong way.” This is a very friendly group, and we happily welcome aboard every type of solo gamer!
PLAY a solo game, a solo variant, or a multiplayer game solo. Add an entry to this GeekList and tell us about it. Get the most out of the SGOYT Aggregator by using at least one of the following tags:
Add the <summary></summary> tag to include a short overview. All summaries are recorded, as on my User Overview page. Add the <rating></rating> tag to rate a game on a scale of 0.5 to 5.0. Only the most recent rating for a game is recorded, as on Albia's ratings page. I haven'trated a single game, so my page is worthless to look at.
Be nice, but most of all have fun! See something you like? Give it a thumb! No Stairway to Heaven (jk)
It's extremely helpful (but not mandatory) to include some , or describing the pros and cons of the game you played. They're great visual aids to summarize your post, and might help to keep the wallet damage down a bit!
This is my first time hosting SGOYT. May is also my birthday month - go figure! So it’s a fun month to be hosting the list for the first time. I think it was around the time that the first SGOYT list went up in 2013 that I got a copy of the Space Hulk card game. “You can play with only 1 player - what??” Of course after playing it a bunch that way, it was just a matter of time before wondering if there were any other neat little games that you could play solitaire, and that’s when I found this place, which pretty quickly became my favorite place on the wwws! Since then it’s been great “meeting” folks, reading thoughts/opinions/reviews on Mage Knight and other game. Thanks everyone!!
This is the month of May
Let’s celebrate SGOYT’s 5th birthday with a big bouquet of May flowers (brought to you by April showers)! This month, GG will be awarded to geeklist items that include an image of a flower from the artwork in the game played. If we get enough flowers I’ll make some kind of flowery 1pg collage. Here’s one now
So keep your eyes open as you play - maybe you’ll notice some interesting details that you haven’t seen before!
Why not, let's post something in SGOYT for the first time. Of course, this being Gloomhaven, spoilers are inevitable.
My Gloomhaven solo campaign, running the Brute, Spellweaver and Tinkerer, has been going on for a while, and my characters almost reached level 5 already. I've just played scenario 66 and
Spoiler (click to reveal)
bought a copy of the Rocket Boots instantly; those are amazing!
Now I've unlocked scenario 82 recently, so I wanted to get that done before leveling, as level 5 would make things relatively hard again with the scenario level bump.
From here on, spoilers for 82:
Spoiler (click to reveal)
Of course, the Burning Mountain unlocked on the road event on the way to the previous scenario. After 66's interesting mechanics, the doors requiring to beat up elites was another intriguing condition. Room 1 was already quite problematic, with the elite earth demon immobilizing my Brute. Keeping everyone decently healthy turned out to be the main problem of the scenario. The Aggressor battle goal was never easier than here though; with the automatically opening doors there always was something on the map. (In the end, all that was left were some lagging stone golems; could use Ink Bomb+Piercing Bow on the flame demons in the artifact room. I kept the hammer and dropped the helmet, as this party doesn't have a lot of earth generation. Perhaps if the Cragheart was in the party, I might have considered it, based on what I've seen in their level 1 and X cards.
After the scenario ended, I went to town... and my town event finally got the party to +10 reputation! I've just opened the sun box, and it is an interesting character for sure.... Spoilers for the sun character:
Spoiler (click to reveal)
I'm curious to see how the Sunkeeper progresses through the levels. This Paladin-like character looks a little weird in terms of damage output and general play, with buffs, heals, and extra actions for its allies, but when the Brute+Tinkerer retire, I feel like this could be one of the classes to replace them.
So far, this game has been one of the most interesting things I've ever played; I love this kind of calculated hand/deck management games to solo. (Spirit Island and Mage Knight are also really nice for this kind of gameplay) Seems I'll be playing Gloomhaven for quite a while....
As I am playing through my games in ranking order this gem dandy came up. I've logged 30 plays and am currently on 31. I finally added the expansion and am playing movie 4 for the first time. Took me a while to sort the expansion and decide what all to add to the next game which I did it all except the hard mode. I like to play the movies several times anyway so there is no need to go hard mode for an already hard game... I do have a gripe about this though.
Seriously for 4 decks of cards that easily fit in the base box. Back to the game. I'm excited to be playing this again as I always have a great time. The first time to play a movie is so exciting as i don't look ahead at anything. I take the beating as it comes and relish each minute.
I am currently in act 1 and am losing gloriously. The first act is tough and I will definitely have to adjust my game play next time. I just hope I can make it to act 2. I may be able to finish tonight and then set up to play again. I love this card... can't wait to get it.
Since I paired Snowdonia with a nice warm Brandy I figured i might try this pairing thing.
Legendary Alien is like a punch you in the face IPA and one of my favorites is from Community Brewery in Dallas called Mosaic.
It is sneaky strong and the first punch is like where did that strike come from but then it starts to move from complex to smooth. If you can make it to objective three then look out all bets are off.
EDIT: 5/1/18 Made it to the 2nd objective before losing both characters on back to back turns. There happens to be an alien that if revealed in the combat zone immediately does three strikes. Yeah that took out one player. Then on the next turn an event sent all revealed aliens to the combat zone and with 5 in there there was little I could do. Swift agonizing defeat. It was glorious. Already set up for round 2 and my strategies have definitely changed now that I know what the early game entails. Next goal is to get to the third objective.
In the midst of all the recent talk about Legacy of Dragonholt a lot of people drew comparisons to old game books and the Fabled Lands series. Piquing my interest I compared the two it became very clear to me that Dragonholt was not something that I would be interested in; the Fabled Lands were however a very different story...
Spoiler (click to reveal)
I washed-up on shore shipwrecked but no worse for ware; I had my map, my clothes and my old belt knife.
My voyage across the sea had not gone well and it wasn't even clear if I'd reached the eastern coasts of Harkuna. Getting to my feet an old man, barely-clothed, came wandering along the shore toward me. He seemed half-mad and kept going on about destiny and taking me to the 'Gates of the World'. Whatever these 'Gates of the World' were, the alternative seemed to be wandering around aimlessly, so I followed the raving old man.
He lead me around for some time, talking about the great Druid Isle, before finally stopping atop a low hill and declaring that we had "reached the Gates of the World". What we'd reached was a pile of old black stone... the old man was crazy and my great adventure had taken me to the top of an insignificant hill on what I presume was Druid Isle. The old man had wandered back down the hill, still muttering about destiny, and I was left alone.
If this really was the Isle of Druids, then at least I knew where that was; a small island off the coast of Sokara and my map showed a trading post somewhere farther down the coastline. A trading post meant a port and ships and represented a way off this island and onto the mainland, so I planted my feet and set off toward better fortunes.
The thirst for adventure has me hooked and I'm ready to make my way to glory in the Fabled Lands!
And today, the brave heroes ventured back into Andor to brave Legend 13, which they've lost... a lot.
I was planning before this even hit the table. Thinking about it last night. I was ready. Today was going to be the day.
And I was right!
Legend 13 has you moving your caravan whilst avoiding many monsters and the wrath of an undefeatable ancient troll. Needless to say, my previous attempts were not so great...
This time, we did something right. Had some fortunate fog token placements (all of the extra enemies were off in the middle of nowhere, and I saw them with the telescope before stumbling in to them). I killed two trolls and a multitude of other enemies, distracting the ancient troll at a key moment with some shiny gems... and victory was ours!
I did accidentally handicap myself, not moving the heroes with the caravan when they move it. Still managed a victory though, so that's good.
I did encounter a few rules ambiguities, which is pretty uncommon for an Andor game. Here are some helpful tips for those who may play this legend after me:
1) The legend ends when the caravan hits space 207. This is unclear on the cards, but I found the answer from the designer on the german Legend of Andor forum.
2) There is an error in the english rules-- skeletons that have been 'overcome' (not defeated) are knocked down and no longer hinder hero movement nor count towards your golden shields if the caravan moves through them.
All in all, proud of myself for beating this Legend. On to Legend 14!
I'm gonna sound like a broken record here, but this is such a great game series. Fantastic components, artwork, and stylistic consistency. It's a true joy to look at. I just felt good setting it up. That crunchy brain burn with low rules overhead. Love it. The Last Hope introduces some neat mechanics to the base game. Menzel continues to innovate on the formula without changing it drastically enough to make it feel like a new game.
On one hand, I do enjoy the core gameplay. The theme is well implemented, the dice mechanics are well implemented, and it's pretty fun to play. I like that each hero has their own solo story and win conditions. It's a nice touch.
On the other hand, the game is so unnecessarily huge. I don't even mean that it has miniatures and stuff... that's fine. It's just that it has SO MANY miniatures for basically no reason. It could have 1/4 the components and be the same game with zero changes to how you play. On top of that, it takes up an inordinate amount of table space. The game has you set up 6 dens and tells you to populate all of them... which is pretty pointless. There's separate miniatures for every clan, which I guess some people might find neat, but I ended up just using the same 4 the whole game since they stand on the board for about 2 minutes anyway.
It's silly, because overproduction usually doesn't bug me. I love Kingdom Death: Monster, and it's arguably one of the most overproduced games in existence. I guess the difference, though, is that a game like Kingdom Death has a thick, chunky, long game hiding behind those mounds of plastic. It feels more worth the time investment for setup. Here, I've got this game spread out over the table for what essentially boils down to a simple dice manipulation game with a cool theme.
And it sort of bums me out that the overproduction bugs me so much, because I do like the core gameplay. But, unfortunately, it might be enough to prevent me from pulling it out regularly, if at all.
Core gameplay mechanics are solid and well implemented. Solo mode is well implemented... ...but the rules for it are terrible. "Follow the normal rules except make these ten changes and also check your character specific board and card." The rulebook in general isn't super great. Coming back to the game after having not played for a while, finding what should be obvious things was not as obvious as I felt like it should be. Might be me, though. Kickstarter content and expansion content marred by stupid component issues. Cards are a different size and the punchboards are printed backwards (meaning, the front is the back and the back is the front). Might not sound like that matters, but it's annoying when the ability tokens are obviously different. Unnecessarily overproduced and just huge. Could be about 1/4 of the components and still keep the same fun gameplay.
This month, DWSSG2e is focussing on Doctor 5 - Peter Davison - and I've just seen the cover of All of Time and Space (AOTAS) 5 that releases on Saturday.. In my opinion, this is the best yet...
I've done a lot of playtesting of this one and I hope players like what I've written. Certainly there's a lot of material that is 'suggested' by the TV stories rather than us just copying them. A good example of this is that players get the chance to visit the Tinclavic Mines on Raaga, a planet mentioned twice on TV but never shown.
(A no-prize if someone tells me the stories....)
The All of Time and Space expansions (AOTAS) that are covering each incarnation of the Doctor throughout 2018 are going down very well with Doctors 1-4 already released
I've already completed AOTAS6 and AOTAS7 and have a good start on the design of AOTAS8 which doesn't release until August - and THAT expansion will have a LOT of 'new' material in as there's very little from TV to go on - but we're very creative...
I still like going back to the 1st edition booklets and updating the material as well as writing completely new stuff. There's lots of extra material and content to really get the most from these expansions.
I'm very happy and proud of 2nd edition DWSSG
If anyone wants to pop over and have a look, I'd be very grateful - or follow me and game development (plus lots of Doctor Who goodness) on Twitter @DWSSG01
We've also started a DWSSG2e FaceBook page too that currently has 121 members but happy to accept more!
Maximum Apocalypse is a much better game once you're past the zombie stuff.
There's just not enough going on with the zombies.
The Mutants force you to deal with poison, which increases the need for scavenging. They also attack your hand and your equipped gear.
It's a great reason to spend an action equipping that extra handgun.
I played the Gunslinger and the Scientist from the Kaiju expansion.
After two plays, the Gunslinger feels a bit like the Fireman to me. In that, his strategy is fairly straightforward and narrow.
Equip guns, turn ammo tokens into dead monsters, repeat. I'm not complaining. There were many monsters, they needed bullets in them.
The Scientist has some great Sulfuric Acid. 4 Damage to 3 targets at midrange. Then equip a 5th gear point to discard the empty acid, then invent the acid from your discard. Wheeee!
If the apocalypses so far were M:tG decks, the Zombies would be that kid who showed up with 4 Scathe Zombies, 4 Dark Rituals and then all the wrong cards for the rest of the deck. Probably not enough swamps either.
Then the Mutants would be the kid that brought the Hymn to Tourachs, Mind Twists and Sengir Vampires.
I realize I'm using very old M:tG cards, but the low complexity is important for the comparison.
Aliens look like they might be standard blue/white control. Peace through superior numbers of Serra Angels. No idea what the Robots are about yet.
If you missed the KS and you reeeeeally want to play this right now, go ahead and pick it up, but get the new rulebook and pick up the expansion when it hits retail so you can stop using your homemade monster spawn tokens.
I stand by my assertion that the Zombies are the wrong way to start the game. The first four games are listed as very easy to easy and I can see why people would ditch before getting to game 5, where one can start to see the potential.
Am I suggesting that you skip the first 25% of the content? Only if you're thinking, "this game is too easy and I'm sad now." Or perhaps if you play the tutorial and think, "if this game doesn't get deeper immediately I'm going to responsibly recycle the parts of it that I can and throw the rest in the garbage despite the fact that I could likely trade or sell it" that would be a good time to skip ahead as well.
At mission 4 it becomes a better game. With the caveat that you're using the updated rules.
Although, interesting thing. While I still don't see how it's a roguelike, it is a dungeon crawler. Although, one where you want to explore as little as possible. Establish a safe zone and walk back and forth between two rooms looting until you have X.
The more open tiles, the more crowded the board becomes with monsters.
It's good. Random tile placement can still swing the game in one direction or the other. I've been keeping them in a grid for the most part. It might be interesting to build two large sections connected by a bridge of two tiles. Force exploration of the first zone before crossing, so as not to miss anything.
This could potentially stay a long time. The setup isn't bad once you have some basic organization. I've been doing it in under 10 minutes. With the Mutants I've had to make some choices, which is a step up from the Zombies.
I also lost the Gunslinger to the Mutant boss and the Scientist was starving to death on his way back to the fueled van. Still a victory, but a closer call.
Way back when, PnP had a different meaning. Before the days of the internet, cheap color printers and pdf files, PnP usually meant some small publisher printed it and then sent it to you, and you had to mount and cut the counters yourself. Back then there was a magazine called Panzerschreck that specialized in small, often solitaire wargames. The first issue, in 1998, contained a game called Fall of Berlin.
I played it at the time and recall thinking it, and another game called Battle for the Atlantic, were good enough for a larger company to produce in a more professional format. Evidently, one Small Step games agreed, because they have these two in their line of folio games.
FoB simulates the last few days of the Third Reich. You play the Soviets (NOT the Russians, as the rules consistently state) and your goal it to raise the Red Star flag over the Reichstag. To do that, you will need to fight through the center of Berlin on a point-to-point map, overcoming pockets of German defenders. Here is the set up. The German units are placed randomly. There are blanks, regulars, home guard, Hitler Youth and ambush counters.
The victory conditions are handled simply and elegantly. The game ends when the Reichstag falls. At that point, you count up the number of turns that have passed, the number of Soviet units eliminated and the number of special areas still in German control. To win, the total has to 15 or less. It's not easy. You have to balance the need for speed with the need to avoid taking too many losses.
One of the elements of the game is choosing the Soviet posture. Each has its pros and cons. Artillery allows you kill German units for "free" but limits combat to only one round. Cautious means your units are harder to kill and you get more reinforcements. Aggressive means combat is now to the death but you are more vulnerable to German ambushes and ranged attacks. What makes these choices difficult is that it will usually take a full turn to change posture. You can gamble and try to do it immediately, but if you fail you lose a turn and still remain in your current stance. Since each turn you lose costs you a VP, it's a tough decision to make. There are also random events, and a Hitler track that may see him flee or, more likely, become broken and then commit suicide.
Here was my game several turns in. I had cleared a path toward the Reichstag, but the lack of Soviet units on the map indicates that my losses were pretty heavy.
I managed to take the Reichstag a few turn later, benefiting from large reinforcements (determined by a card draw each turn).
But the capture took too long and was too bloody. I ended up with 18 points (8 turns, 7 lost Soviet units and 3 non-captured special areas).
This game has what I look for in a folio game. Easy-to-grok rules, challenging play and a sweet price (around $25). Be aware there are some minor rules issues, but nothing that prevents play.
Continuing my campaign from last session into the second historical period.
I am barely able to keep the winning condition intact.
Rancheira C was utterly destroyed. It started strong but got multiple epidemics reducing the strength of the population significantly. With 2 very weak bands remaining, I got raided by a tribe and a small battalion from the west at the same time! My rancheira proved resilient and withstood the onslaught and became victorious. But the west wasn't having any of it and dispatched a second more powerful battalion that obliterated the rancheria. But the Comanche refused to be supressed and formed a new rancheria with stronger leadership. Yet, the west sent an even stronger battalion this time that is looming on the horizon (board below). I am not sure if they will succeed this time around.
I decided to wrap it up for the night. Tomorrow, the fate of the Comanche empire will be unfolded.
Update: The Comanche won the second historical period with enemies marching for them. I will continue the campaign until I lose. The setup for the 3rd historical period didn't look good
Amazing game. Takes a few plays to get your head around it. Now that I know what to do and how each operation affects the state of the game, I am thoroughly enjoying the game. 9/10
My survivors made it to the Dirty Slot Casino and rolled 3 1s getting the jackpot. The people around them drew notice and wanted to join the town (drew conscription and enlistment cards). They also won a stretch limo.
Things were looking up when the team left the casino, but a fight broke out in the car (backseat driver card). During the fight the vehicle went out of control and flipped over destroying the vehicle severely injuring the group.
In the following turn they drew the transportation procurement Mission card, and stole the War Wagon semi.
They moved ended some livestock rustling taking food from the neighboring town. Sensei Tanaka wiped out the opposition with his firefighter axe.
There's so much more I can write about but the narrative the game put me through tonight was amazing!
Second time playing this. Again I see how people say it’s easy to win without expansions. Still enjoyable and feel after one more I’ll be ready to add in my expansion. I did lose an investigator this time. Poor Dexter Drake could not use his magic to escape his death to the high priest in the Medusa Exhibit. But good ole Ashcan Pete came in and got the last two elder signs and continued to drift away with duke.
Cthulhu rising but my all women team was kicking some Lovecraftian butt. The game ended with them sacrificing themselves for the greater good as Out of the Aether drained their health to zero just when they solved the last mystery. True heroes!
My Little Man's first real wargame play: Barbarossa Solitaire
I received this for Christmas last year and decided to give it a try partly due to a request from a subscriber to my Bare Bones Wargaming program on youtube.
I've played and enjoyed Where There Is Discord: War in the South Atlantic but Thatcher seems to focus more on the whole land combat whereas WTD concentrates the land war on the landings only. I have enjoyed the designers (Ben Madison) other two games in this series and that is part of the reason I picked it up.
for nominating the game, and thanks to one and all who voted.
My first game was a miserable loss, thanks to the beast "Bison" enemy landship.
So, I relieved the Bison of it's duty for game 2, set the game up again, got down to the "final battle" (3 enemy cards left - no more repairs for either side).
I thought I was in decent shape, got down to one "Boar" - getting down to 1 enemy card in this game is almost like a win. But, it was full strength, so in little time, it took out my hull.
This Boar Class Landhsip is something I am playing around with. It only does damage to you on 2 of the 6 possible outcomes, but both of those are 2 damage hits. So, it's a bit "swingy". The Boar Class that is in the official version of the game does damage on 3 outcomes, 1, 1, or 2 damage.
So, there is a mini-behind the scenes look at part of the game development process.
This game just arrived a couple days ago and played it 3 times tonight. I had very high hopes after my love of Friday and happy to say it didn't disappoint.
Finished! has you manipulating a deck of 48 cards to get them all in numerical order over the course of <8 rounds. You can spend resources to draw more cards, swap cards with the deck, push a set of cards off for a round and deal with them later...
Finished! has elements of Klondike Solitaire, Bohnanza, Onirim, and Friday all rolled into one.
It's incredibly satisfying to get a chain of in-order cards stacking into your tableau, even if that's only happened in one game so far.
So now I have learned both Bios: Genesis and Bios: Megafauna (Second Edition), it is time to try a campaign where I evolve from the primordial soup to a macro-organism with emotions and maybe even language!
Green managed to develop a micro-organism first, from the undersea hot springs. Yellow eventually did too, but it was wiped out before it could evolve very far.
Eventually Green went macro and evolved into Sea Stars. There were a few heat events, and a disastrous cancer roll that almost wiped the little critters out, but they managed to survive and eventually...
...they left the sea and became amphibians! They successfully fought off a parasite, absorbing its biont with the Red Queen ability, and lived to see the end of the game.
This means I can now transfer them over to Bios: Megafauna and continue their evolution.
I set up my amphibians in Bios: Megafauna, trading in some of their basal organs to get white ones, and drawing four mutations due to all the bionts in my final critters.
These games seriously appeal to my inner nerd, and the fact that I did my degree in Biology (with a focus on Evolutionary Biology) doesn't hurt either.
Update: The continuation of this game into Bios: Megafauna is here.
Since it's a holiday here,no work-all play why not go to space!
Second play for today, first game is a dismal loss, 23 vs 33pts. But this one is really close, 39pts to 40pts against 2 AIs, snagged the 3rd breakthrough on the last round but not enough to win the game. sigh, Eastern Bloc.
I know it seems like I say that about a lot of games, but I mostly only write about the good to really good games I play.
This is one of the games I got in my recent trade frenzy. It was, up until this afternoon, still in the shrinkwrap. I hesitated to open it. It's an OOP game, there's a planned KS at some point, so there's a small window where it's still good trade/eBay material.
I've spent the last chunk of hours reading rules and playing two games. Basic, then jumped to level 1. I didn't finish the basic game because I felt like I had it down. Level 1 is much more interesting even with just healing and infection.
I have Zulus, Empires in America, and Cruel Necessity from the States of Siege line.
I think I'll keep this and Zulus on the Ramparts.
It's 3 am. I'll write more later.
Dawn of the Zeds might have the City of Kings problem. Specifically, The City of Kings is supposed to arrive tomorrow and I don't see how Zeds is going to stay on the table.
Pretty great though.
Setting up to play my 6th game. 5th play of the Level 1 game. I keep thinking I'll move up one, but I've been finding rules or processes I've been doing wrong, so I think the presentation of the rules in discrete chunks is doing its job.
Owning this and Zulus feels like all the States of Siege I'm going to need.
Five rulebooks. If you'd told me Zeds 3 had five rulebooks, I probably would have hunted it down earlier.
I know some people hate having multiple rulebooks, but it's the clearly superior way with a game of this complexity.
One book would be bound differently. It would be 80 pages and it would be a pain to constantly flip back and forth through without weakening the aforementioned binding causing the pages to eventually fall out.
The first book contains the rules for the basic game. On the first page, it will direct you to open the Setup & Epilogue book so as to set up the game and then return to the basic game rules.
Back to the Basic game, ignore the symbols it tells you too, you'll be playing in no time.
Finish basic game, get out the Level Up! Advanced Rules book. Read the section on level 1, put it down. Open the setup book, set up the game. Play the game.
Keep the A to Z rules reference handy as it is incredibly easy to use if one understands the English alphabet and the order in which it is arranged.
The last is the rulebook for the No Brains mode which is apparently a super simplified version of the game for a quick hour of zombie survival. Not that I've survived as of yet. Eaten by zombies every time so far.
There's also a dossier with the long-form rules for particular tokens and units.
It's great. It's well organized, well presented and it all works together to teach a complex game slowly over the course of many many hours.
So refreshing in a world of Kickstarter rulebooks. Or should I say, Kickstorter rulbooks?
I know FFG gets hate for the Quick-start guide + (Perfectly organized rules reference where each rule has a list of related rules to answer any questions you may have about related subjects), combo.
And again, I think this comes down to using the tool in the right way.
Read the quick-start, play the game, throw away the quick-start guide, it will literally never have a use again. Use the incredibly useful rules reference going forward. It has everything you need.
I didn't mean to turn this into a rant about how good a multi-rulebook system can be. But they're really good.
The failing of the Mage Knight rulebook is one of font-size and layout.
The failing of the Magic Realm rulebook is that it's all bound together into 20 pages of rules and 230+ pages of exceptions to those rules.
It's a real pain to flip back and forth through. If only there were smaller rulebooks arranged by subject in a logical way.
The Fallout rulebook from FFG is very good. Stop, I'm serious. If you have a rules question, the answer is almost assuredly in the rules reference.
Zeds 3 is quite good. I've got four more levels of complexity to go through.
Legacy games could learn a lot from Zeds. Like a Legacy style game, the content is unlocked in stages of rising complexity.
Almost 4 am, why am I writing about zombies on the internet?
I still had this out on the table, so I decided to play one more game before packing it up to make room for something else (probably a jigsaw puzzle). I picked the same character as in my previous game: a Human Renegade Thief Street Urchin. And I managed to improve my score!*
Is just my market oddly imbalanced? Nothing good for 2 rounds, and then 3 cards show up side by side that I would all love to buy!
*By a most impressive single point, from 29 to 30! Edit: Apparently, I fail at reading rules. Somehow, I managed to completely ignore an extra rule for the solo game:
Final scoring occurs in the same way as in the multiplayer game, except that for every 8 Gold the player has at the end of the game, the player earns one additional Reputation Star.
My thief (!) had 12 gold left at the end of the game, so that's one additional reputation star. Since I made the same mistake in both games, the 1-point increase still applies, but it is from 30 to 31.
In honour of this month's flowery theme, I played Herbaceous.
I scored 48, 50, 62 and 53 points. The combined score of 115 for the last two games means I have two green thumbs, according to the rules (114+ points). I'm not sure the occasional unlucky plant that has ended up in my care would agree...
I re-discovered Tantrix few weeks ago. It’s a very pleasant 2P game and excellent family game thanks to the several sets of - very easy to catch - rules with various difficulty levels.
I don’t recall I ever considered it as a solo game (it’s by essence competitive) and while re-reading the rules booklet, I noticed some solo options.
The game consists of 56 tiles numbered on the back side.
The loop solo challenges are played with tiles 1 to 30. You begin with the first 3, then add one tile (in ascending numerical order) each turn. The idea is to build a loop of a single color determined by the verso’s color of the last tile added.
Well, there is a golden rule.…
Every connection between two adjacent tiles must share the same color. The more tiles you add, the trickiest it becomes.
As long as you’re not suffering from color blindness, it’s an excellent and very relaxing puzzle. And since the travel/pocket version weights only 120 grammes, it’s currently my go-to-outdoor game, everywhere …