Solitaire Games on Your Table January 2019
Dave Matthew
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Welcome to
Solitaire Games on Your Table
January 2019


The Home of “Together, We Game Alone”


Before anything else,

HAPPY NEW YEAR!!!


and welcome to another year of awesome solo gaming.

Guidelines

1 PLAY a solo game, a solo variant, or a multiplayer game solo.
2 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:

1 Add the <summary></summary> tag to include a short overview.
2 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.
3 Be nice, but most of all have fun!
4 See something you like? Give it a thumb.

It's extremely helpful (but not mandatory) to include some thumbsup and thumbsdown 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!

Need a little help with formatting? Check out the Forum Formatting Guide and Tricks of the Geek.

About Me

Hi! some of you may have recognized me post in SGOYT and the 1PG forums, now here I am. I started joining this hobby on the last quarter of 2017 and sooner after that I found this awesome guild. Since then I've been lurking, occasionally posting and researching of what games I need to add to my collection.

So this month is the start of a new year and a new beginning.

Board Gaming Resolutions


Our theme for this month is of course, Resolutions, resolutions, resolutions...this may sound cliche but we all are man of habits, sad to say we may have developed some not-so-nice habits this year, and deep down we need to change some of that. Personally, my most obvious habit that I need to correct is my overuse of smartphone, I don't play games with it, I just browse for hours on end. So it's keeping me from playing board games and reading books. In line with this month's theme, I'd like you to share a bad habit that you will change in the coming year and shiny will be given to those who shared.

All GG donated to this post will be given away this month.



Upcoming SGOYT Hosts
February
Martin Dubovszki
Hungary
Budapest
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March
Derek Winning
United States
Missouri
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April
I might be Brain though
United Kingdom
Gateshead
Tyne and Wear
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Interested in hosting a future month's list? Find out more in the first post of this thread and send a GeekMail to Ryanmobile to volunteer. If I can do it, anyone can!

SGOYT Resources

1 Player Guild - The home base for everything related to solo games
SGOYT Monthly GeekList Subscription - A subscription thread updated with the latest SGOYT lists
SGOYT QuickLinks - A collection of links to every SGOYT GeekList
SGOYT Made Me Buy This - A list to both thank and jokingly blame SGOYT posters for purchases
2018 Solo Challenges Geeklist - A subscription list of every past and current 2018 solo challenge
The 2018 Solo and Coop Unpossible Challenge - A place to set and achieve a difficult personal solo goal or challenge for 2017
1 Player Guild / SGOYT 2018 Solitaire Goals - A place to set and track personal solo game goals for 2018
2018 People's Choice Top 100 Solo Games - An extensive list of the top 100 solo games as voted by solo gamers
Solo Gaming Awards - A list of links to various 1 Player Guild and solo game awards
SGOYT Aggregator - A site with detailed game and user data from every SGOYT list
SGOYT Spreadsheet - An excellent resource for SGOYT data from 2013-2016
Solitaire Recommendations for Your Table - A list of solo recommendations broken down by genre
SoloPlay Variants Posted on the Geek - A list of all SoloPlay variants to enjoy many multiplayer games as solo games
Solitaire Resources - A list of additional resources for solo gamers

1 Player Guild Trading Post - A place to buy, sell, and trade games with members of the 1 Player Guild
The Solo Games Chain of Generosity - A place to pay it forward with other members of the 1 Player Guild
Solitaire Games - Fair Trade It Forward - A place to pay it forward with solo games
1 Player Guild Hot Deals Thread - A listing of current deals and discounts on solo games
1 Player Guild Auction Watch - A thread with links to BGG auctions for rare and hard-to-find games

Sock Puppet of the Week Subscription - A subscription thread updated with the latest 1 Player Guild Sock Puppet of the Week
SROYT Monthly GeekList Subscription - A subscription thread updated with the latest Solitaire RPGs On Your Table (SROYT) lists

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51. Board Game: Holland '44: Operation Market-Garden [Average Rating:8.29 Overall Rank:2092]
Daniel Schulz
United States
Saint Michael
Minnesota
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I've been meaning to learn this, and it's turning out to be great fun.

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52. Board Game: Warfighter: The WWII Tactical Combat Card Game [Average Rating:7.88 Overall Rank:1990] [Average Rating:7.88 Unranked]
Brian Olmstead
United States
Denver
Colorado
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Starting off the year with the game I left setup on my table to end the year.

Just Another Day mission to Bridge Capture objective vs. German Frontline troops.

I pretty much felt right from the beginning I'd failed to equip the 2 Soldiers I took properly. And it cost me the game. I needed grenades at the Bridge and because I didn't have them, I pretty much just ran out the clock trying to kill the ever growing reinforcements.

A loss this time around.
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53. Board Game: Gloomhaven [Average Rating:8.87 Overall Rank:1] [Average Rating:8.87 Unranked]
J J
United States
California
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I've been playing this game with my daughter. In our last game, my Triangles character leveled up to 5. Combined with two retirements in the party and Gloomhaven at prosperity level 3, this meant a solo scenario was finally unlocked!!

SPOILERS FOR TRIANGLES AND TRIANGLES SOLO SCENARIO:

Spoiler (click to reveal)

Seraphina the Elementalist sets out on her solo quest...



She brought along these cards:



and these items:



It was neat being able to flip the monster cards before choosing my own cards, as well as being able to push up an element at the start of each round.

In the end, Seraphina was no match for the demons. It took her too long, I think, to clear the first room. She got exhausted halfway through the third room.





Thus, a failure. It occurs to me that I'd be able to play this scenario at the same level (3) even after Triangles levels up to 6. Triangles might have a better shot then!
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54. Board Game: Dungeon Degenerates: Hand of Doom [Average Rating:8.46 Overall Rank:1837]
The Redheaded Pharmacist
United States
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I admit it. I initially judged this book by it’s cover. But boy was I pleasantly surprised when I finally decided to open it.

First thing I noticed was the heroes you get in this game. No, actually I mean anti-heroes.

There’s no noble white knight saving the land from evil in this game. Let’s just say if you met one of the characters in this game you’d better hold on to your valuables.

It shouldn’t work like it does but the pieces all come together and they work to provide a truly unique and enjoyable gaming experience. I can admit when I’m wrong- especially when eating a little humble pie leads me to a great game. And I’m not much for pies!

<summary> DD is a unique and enjoyable solo experience. </summary>
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55. Board Game: New Bedford [Average Rating:7.18 Overall Rank:1170]
Dave Matthew
Philippines
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Another attempt at defeating Captain Flask, I still did not get the flow of this game and the strategy of defeating a captain. Before I post my lost attempt, I'd like to share a book I've read before which subconsciously convinced me to get this game. It got me interested about whaling even though whaling is not a thing in my country.

The book is Heart of a Samurai by Margi Preus. I bought this book in 2015, I still have the receipt but already faded.


The book is based on the real life story of Manjiro, who was shipwrecked and were rescued by an American whaling ship, the John Howard, the captain befriended him and brought Manjiro to America. Manjiro is believed to be the first Japanese person to set foot in America and have been called "the boy who discovered America".

Drawing of New Bedford

It been awhile since I finished it, I did not remember that this book is about New Bedford, but when playing the game, I double-checked and true enough they refer to the same town.

John Howard and drawings of whales


The captain himself, who brought Manjiro to America, the captain is not in the game by the way.


This is the not-so-interesting picture of this post because I lost to Captain Flask again, but I'll share it anyway.

He is a whalemonger, I tried to catch up but he is way ahead, he even built his 4 building limit and caught a sperm whale. 16 to 24pts.

<summary>New Bedford is a worker-placement game that plays quick with a good solo variant, pitting you against captains with different specialties.</summary>
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56. Board Game: Caverna: Cave vs Cave [Average Rating:7.26 Overall Rank:588]
Matthew Galer
United States
Atlanta
Georgia
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quick play in between football matches (as in between EPL matches, football, not hand-egg).

Thought I was doing well, and in the end had 49 points - one short of the target.

I like this one as it is quick (<30min), but offers interesting choices that have long term ramifications.

took picture of final board, will try to upload later.
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57. Board Game: Deep Space D-6 [Average Rating:7.35 Overall Rank:887]
Kevin
United States
Kalamazoo
Michigan
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First solo game played in 2019. Won with the Athena MkII. Used only 3 "No Threat" cards and faced the Ouroboros at the end. Got pretty tense a few times as the threats built up and I couldn't remove them fast enough. Repairs were rolled in the nick if time more than once!
Fun game, easy to set up and get going.
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58. Board Game: Fields of Arle [Average Rating:8.12 Overall Rank:53]
Rando Weirdo
United States
Oregon
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One of my Nerd Year's resolutions was to give more back to this community of wallet-draining awesomeness. What better way than my first SGOYT entry? In fact my first GeekList entry ever!

I got Fields of Arle (and Tea & Trade) for Christmas and set the base game up today. Was hoping I'd like it as it seems most similar to A Feast For Odin, which I love. Turns out I hoped correctly.


Holy smokes this was a lot of setup. Wasn't sure how much to leave in the box, but can reasonably leave more in next time.




Uwe says 110 is exceptional. 84 felt exceptional for my first effort.


thumbsup I tend to like a ton of choices in my worker placement games. This did not disappoint.
thumbsup Firmly in the in the 'minutes to learn, lifetime to master' category.
thumbsup Replayability seems essentially infinite.
thumbsdown I do like a little more theme. (Unless 'Uweness' is a theme, because this has plenty of that?)
thumbsdown I am not AP-prone at all, but this triggered some.
thumbsdown Sooooo much stuff. And no one-box organizing options seem plausible (though it all does fit in baggies.) Going to leave it set up for a while, at least until I roll out Tea & Trade for a few games.

Solid for me. Not sure it adds something to my collection that AFFO hadn't already, but still quite glad I have it.
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59. Board Game: Thunderbolt Apache Leader [Average Rating:8.08 Overall Rank:839] [Average Rating:8.08 Unranked]
Eric
United States
Missouri
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You can count me as another victim of the People's Choice with the addition of this game to my collection. I have been interested in the A-10 "Warthog" for a long time ever since I first read about them in "Red Storm Rising" by Tom Clancy about 20 years ago. Interestingly given the theme of this game, Clancy heaped praise on the heavily armored A-10s while portraying the Apaches as more vulnerable than expected. Regardless, I had this game on my X-mas wishlist. I put a large number of games and expansions in random order on the list that way I am still somewhat surprised by my gift or gifts. This game was secretly my most desired game on my wishlist and my wife apparently read my mind since she picked it up for me.

For my first game of the year, I also happened to be playing my first solo wargame. I struggled to get through the rules over the past week, but was able to finally get it to the table today. I played the suggest starting campaign, but failed on the first day. I successfully completed my first mission, but failed my second meaning that I failed my first campaign. It was a good learning experience and my first impression is a favorable one. I will probably start a new campaign sometime this week.
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60. Board Game: Patchwork: Automa [Average Rating:7.96 Unranked] [Average Rating:7.96 Unranked]
J J
United States
California
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Played at Level IV today and got a tie! The game ended with a score of 20-20. I was able to get the 7X7, but at the cost of 13 empty squares.

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61. Board Game: Mr. Cabbagehead's Garden [Average Rating:7.25 Overall Rank:3051]
Jessica
United States
Rochester
New York
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Mr. Cabbagehead's Garden

Happy New Year! After a rather long day, I needed to make sure I started 2019 off on the right foot. And that foot wanted to go trekking through a tabletop vegetable garden. To Mr. Cabbagehead's little garden plot!



The goal is to make the best use of the 3 vegetable cards that appear each round. Creating a garden arrangement to earn merit awards is a high priority, yet there are many other considerations. After all, most games aren't a simple race for the most points.

An assortment of terrible neighbors decided to pose all sorts of issues. I had a really nice garden all planted and set when Callahan O'Corncob came in to steal a very important vegetable. How rude! That cost me quite a number of points.

Things didn't play out as I had hoped, but I had a fantastic time using some new neighbors! It isn't easy to guard against all possibilities, and sometimes the worst one swoops in at just the wrong moment. Realistic, I suppose. Ha!


The bitter cold of the actual winter got some adorable critters all excited about the prospect of an imaginary spring or summer scene! They set themselves up a lovely little tea party, complete with beautiful backdrops.

All was going according to plan when they rushed off to investigate some rustling in the bushes. If only they had known what was afoot...


What meddlesome neighbors! The vegetable people claimed the goodies for themselves and made the little critters waltz off in bewilderment. Rumor has it that they have their own idea in mind for how to repay this rude gesture...

Session Overview

PLAY NUMBER 5 and 6
PLAY DETAILS Bernard Betterave, Callahan O'Corncob, , the Widow Leafygreens, and Duke and Duchess Peapod
SETUP TIME 5 Minutes
PLAY TIME 10 Minutes
OUTCOME 96 Points (Loss) and 68 Points)
SUMMARY <summary>Planting vegetables takes a careful bit of planning in this wonderful little game that features vintage-style artwork and rather unique vegetable people.</summary>
RATING <rating>3.9</rating>

INCOMPLETE GOAL Score at least 110 points.

thumbsup Gameplay is quick and simple with time needed for strategic thought, not needlessly time-consuming game actions.
thumbsup The older style artwork is quite charming and beautiful: I really do get the feeling of gardening and would love to have my own vegetable garden someday.
thumbsup Decisions are rarely simple since there are many things to consider, yet the overall complexity is still quite low.
thumbsup The wide variety of neighbors creates a lot of different challenges, particularly with the way the different ones require unique ways to mitigate the worst possibilities.

mb My playmat is still slowly coming around, and the possibly permanent ripple on one side might simply turn into a charming "hill" feature.
mb Some bad luck with the neighbor tokens can thwart even the best laid plans, leading to a bit of frustration that doesn't really detract from the overall enjoyment.
mb The vegetable people seem to divide most opinions, especially since I think they're adorable and a certain someone finds them absolutely terrifying.
mb The moveable garden rows and columns during the early rounds is a feature I typically ignore since the playmat makes it seem like the vegetables are locked in.
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62. Board Game: The Lord of the Rings: The Card Game – Road to Rivendell [Average Rating:7.53 Unranked] [Average Rating:7.53 Unranked]
Jim Fardette
United States
Lawrenceville
Pennsylvania
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My dwarf deck that was so stout in exploring the ruins of Khazad Dhum just isn't getting it done in the wilderness. Three tries, three failed attempts to deliver Arwen to her brother. With all the bears and Mountain Wargs, I just don't have the combat power and Gandalf has been scarce.
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63. Board Game: Mage Knight: Ultimate Edition [Average Rating:9.09 Unranked] [Average Rating:9.09 Unranked]
Alex
United States
Missouri
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I’ve watched so many solo play throughs of the game in the last week. So many are about Solo Conquest which is quite amazing! Then I discovered Ricky Royal and watched him go through a few different scenarios and really started to get a feel for game strategy. Initially I played very timidly hoping to keep my reputation positive and avoiding the harder creatures. Now I see more of the possibilities of balancing between taking over a Keep while also destroying the hidden monsters in their dens or in a labyrinth. All of that culminated today in 2 big scenario wins. The first was with Wolfhart in the Volkare’s Return scenario. I scored my highest score yet at 199. I then got destroyed by Volkare’s army in the Volkare’s Quest scenario using Wolfhart again. I decided to switch it up and used Goldyx for my second attempt. I took a more focused approach and allowed Volkare to come to me.

End result was taking out all 3 areas of 2 different mazes, 2 keeps, 2 mage towers, an ancient ruins, and a monster den. I only explored 2 additional tiles while amassing 5 units. I realized that not allowing Volkare to add support through the indecisive units significantly impacted my fight with his army. I was able to destroy his army in 2 fights spanning over the day and night of the third day. I almost got him wiped out in the day part, but he caught me with only 1 active unit and 4 action cards. No matter...during that battle I took out 2 orcs, a dragon, a golem, and a hero. This left him with 1 final dragon that I pounced on as soon as the night started. Final score was 189. Take a look at final images below if you are interested. Cheers!





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64. Board Game: Warhammer Quest: Blackstone Fortress [Average Rating:8.16 Overall Rank:1760] [Average Rating:8.16 Unranked]
Luke
United States
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The Tragic Tale of Amalynn Shadowguide.

This is Amalynn Shadowguide. Her Phantom blade rolls 2 blue dice at range 1 when she's Inspired. At range 4+ she's just as deadly.






The tragedy which befalls her, or rather, me, is that the spray primer that constitutes her underlayer is not spray primer, simply spray paint.

It rubs off on my fingers while I hold the base to paint. It lacks adhesion, therefore the layers of paint above it are vulnerable to contact.

She looks pretty good though.

Tomorrow she's going into the Simple Green.

I have some actual primer on the way, then I'll have an opportunity to improve upon my previous work.

Sadly, I can't really play the game because the bases might get paint on the board.

Ah well.
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65. Board Game: Bowling Solitaire [Average Rating:6.65 Overall Rank:4857]
Mark Shanaman
United States
Philadelphia
Pennsylvania
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D'oh. I had 113 after 5 frames and thought I'd maybe finally get a score of 200+. I collapsed in the last 5 frames and ended up with 164.
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66. Board Game: SpaceCorp [Average Rating:7.73 Overall Rank:1007]
George Pattison
United States
Odenton
Maryland
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Just finished a game of SpaceCorp. It took me three tries to get a clean one. I kept blowing small items, a goofed rule here and a messed up discard there. Although the errors were small, they weren't small enough to keep me from wondering whether I'd given myself an unfair advantage.

The solitaire bot in this one has to be really asymmetrical to balance the game almost to the point where you start to feel that maybe it's cheating. It is able to do things that would take the human player three turns in two to compensate for totally random site selection. It also uses a system were it skims points(i.e. Teracredits) off of the player draw deck through the face up cards in the four offers slots to compensate for the fact that it can't do a production, a genetics, or a revelation action in a coordinated fashion.

The first era, the Mariners, which was like being a cage with a bear in the previous two games was completely different in this one. Rather than focus on seizing sites with a vengeance, it went for the player draw deck where it skimmed off what felt like nonstop string of points; however, it did manage score the first base on Mars. The era ended quickly in a player draw deck exhaustion with "The 1st Beyond" and many of the contracts unclaimed. I was down 9 and felt pretty beaten, because there is not much one can do except try to bury the cards that score to counter the skimming. That unfortunately cedes the initiative in grabbing sites.

In the second era, the Planeteers, I didn't notice the fact that I not gotten the head start that "the 1st Beyond" provided, because I had managed to upgrade all HQ bonus card slots(i.e. Infra) in last era. So, I got onto Europa straight from the inner solar system and a built shield base to protect myself from the radiation in system. That enabled me to get to the exploration 3 sites first, pick off a couple contracts, and block him out of Jupiter and Saturn; but he got the progress card contract having to do with genetic adaptions and technological breakthroughs. To try to keep up with his progress card bonuses, I had to settle for taking the Sensor Focus adaptation for the points when it was really no longer useful.

Then, the asymmetrical nature of the bots placement system made its unwelcome appearance as he was able to get out to Pluto long before any human player would have to a right to, but I was able to shut him out of getting the contracts for bases in regions beyond Jupiter, beyond Uranus, and in the asteroids by exhausting the player draw deck. Unfortunately, he set up a spaceport on an asteroid and was able to claim "The 1st Beyond" as a bonus. Despite all my efforts, I managed only to narrow his lead by one, but I had upgraded my HQ so that I would be protected from the victory point drag of continual radiation sickness in next era.

In the Starfarers, "The 1st Beyond" put his teams at the two closest stars, Alpha Centauri and Luhman 16. I was pretty sure he was going to beat me to first colony. I also was pretty bummed that both systems were binaries or trinaries, because there was a big contract score for getting bases in three multi-star systems. But, he got hung up with the big systems of Epsilon Eridani and Epsilon Indi in his three head start turns. That and him trying to skim points off of the draw deck allowed me to slip into both Alpha Centauri and Luhman 16 and get bases on both of them and eject him from the systems.

This is where the Sensor Focus adaptation payed dividends. Sensor Focus gave me the ability to choose between two different primary discovery tiles, so I took the ones with the discovery bonuses and left him with the junk. That also gave my genetics program a jump start that got me to "Environmental Adaption" adaptation first which meant that I could to afford to buy the higher value colonies with the bonus it provided.

Despite all that effort, I was down by about 20 or so at one point, because he was able to score the contracts for bases in different regions and progress cards. With his random placement and card action scheme, those contracts were always sort of a gimme. My only hope was getting to the big scores before him. Those were the having colonies of value of 16, having bases on three multi-star systems, and the first colony, because they corresponded with contracts that hadn't been fulfilled in the last two Eras. So, all the contracts were worth a lot more.

Alpha Centauri fell to being the first colony which wasn't surprising followed by Luhman 16. About then, I started to get hopeful about the 3 mult-star contract, but his team showed up at 61 Cygni while my team was on approach to that binary. Luckily, he never drew that card from his deck in the next three turns, and I was able to score that contract. However, I was still far behind, so I just had to go for the colonies-of-value-16 contract which was worth 9 points.

Since every team has to take a three turn approach to it's target, the colony on 61 Cygni was established after I put the 61 Cygni team on approach to nearby Groombridge 34 to establish another colony, because the 9 points from the colonies-of-value-totaling-16 contract wasn't going to be enough to get close enough to win even with the 11 point end game bonus for having three colonies. While parallelism in action is good idea, that move was probably a mistake in retrospect, because I could have sacrificed the team for one more point of colony value and taken the colonies-of-value 16 contract. At the time, he had colonies of value 10. If he had managed to score a colony on either Epsilon Eridani or Epsilon Indi, he would have taken that big contract from me and possibly grabbed the one for bases in 6 regions.

Groombridge 34 turned out to be even more dicey than just avoiding a bad draw. When the team explored the site, the tiles that came up were a choice between a first contact situation and a difficult base build. A first contact situation can go very badly in this game, and the difficult base build would have meant that I had to take another action for research possibly ceding the contract that I was after. The only alien contact in the neighborhood, and I stumble on him. Fortunately, the alien turned out to be something good, and I was able to score another genetic adaptation as well as closing the contract.

That score got me close enough to pull within seven with the discovery and colony bonuses that I picked up, but he was on the verge of picking up the bases-in-six-regions contract and the three-upgrades contract either of which have ended the game. He also had a colony bonus that would kick in if I grabbed another contract. Besides that, the draw deck was within one research action of going out. So, I had a choice of how I wanted the game to end. I took a research action and exhausted the deck. That gave me enough production cards to run a production action for my final action that picked up seven more points tying up the score. Bonuses for colonies settled and a colony bonus for systems not colonized ended the game in a blow out for my side.

I don't know whether I'd consider this game a satisfying experience. There is something demoralizing about being behind the whole game fighting an opponent who can run up the score in ways that you can't counter only to give you back the win because the final score was graded on a curve. You wonder whether you acquired any insights that would benefit you in a face to face game.
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67. Board Game: The Lord of the Rings: The Card Game [Average Rating:7.63 Overall Rank:117] [Average Rating:7.63 Unranked]
Joel W
Australia
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Dusted off the old LOTRLCG Card Game; been a while since I played.
Played with starter deck of Tactics & Leadership; and found that the heavy board presence of allies with both decks synergises extremely well.

Trying the second mission; it felt quite easy to ramp up and completely dominate board control. Not sure whether I have played it wrong; but I can't find an obvious error in my rules interpretation.

Found the going quite easy with the Tactics deck; perhaps because of the hard counter to the starting troll utilising a Tactics deck. Had an absolute blast; looking forward to the 3rd scenario and then onto the first Saga Expansion.



Hand #1 final board state


Hand #2 final board state


Setup & final board state
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68. Board Game: Ambush! [Average Rating:7.42 Overall Rank:786]
Yani
Switzerland
Zürich
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My first solo for 2019 was mission 2 "Chassoul". Result: 23 VP, 1 KiA, 2 WiA, just short of a Victory. I decided to bail out instead of waiting for the odd point, since that's what the Cdr would likely do IRL.

What a cracker, even after 35y+... I have played it a few years back, but still I get the same joy replaying it. It's feels so realistic and so tense. I am extremely surprised this wargame system hasn't been revamped for the new era, app included (come on!). Positively, 90% of all modern wargames I have played have less tension, are more fiddly, and have more rule problems than this one. Really, LoS is not a big deal once you get it, and a few quirks and interactions can be houseruled on the spot using RL as a yardstick.

I have resolved, now that I understand the rules well, to keep an eye on the rules forum of the game and help newbies with their questions, as I would like the game to continue to thrive. If you are a newbie who likes solitaire wargames, do, please do, seek a copy of this one. If you have played Mage Knight or Combat Commander, this one is doable for you.

If any fellow 1PGer does not play Ambush!, and wants to give his/her expansions a good home, do PM me please.

Happy new year fellow Grognards and 1 PGers! Wish you all good folks good health and lots of love in your lives. Remember,

LOVEblankISblankALLblankYOUblankNEED

---

edit: shameless plug for my "Monthly giveaway to give thanks" thread in case you come directly to SGoYT like I do.
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69. Board Game: Coffee Roaster [Average Rating:7.78 Overall Rank:1707]
Comboteur "Crazed 'Beastface' Survivor" Fou
France
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I finally got to roasting some coffee and did a full menu of learning the game.
The blends were Geisha Wash (13 points), Kona n°1 (8 points) and India APA (18 points). Which makes for a pretty bad score.

thumbsup Plenty of blends to choose from
thumbsup Different ways to score, push your luck, and you can end the game when you feel like you're ready, or keep pushing.
thumbsup You can get bonuses for your final test, culling the tokens by the same occasion.

thumbsdown The cup test is super random. You can mitigate that, but if you don't draw what you need then you don't.
thumbsdown I'm note sure about the replay-value.
thumbsdown Extremely expensive for what it does.
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70. Board Game: Frostgrave [Average Rating:8.09 Overall Rank:1676]
United States
New York
New York
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Playing Frostgrave in the Runebound Frozen Wastes world. (A little bit DIY, of course.)


A chronomancer vs. a necromancer.




Using the white death rules to model the environment into Frostgrave even more:

.



It’s taking this man-at-arms a long time to deliver his treasure.

There is a video.

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71. Board Game: Grimslingers [Average Rating:6.48 Overall Rank:3633] [Average Rating:6.48 Unranked]
Helen Slater
United Kingdom
Sheffield
South Yorkshire
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Happy New Year solo gamers!

I backed Grimslingers and its expansion Grimslingers: The Northern Territory on Kickstarter and unfortunately they have been unplayed on my shelf of shame for quite a while. I think I'd been a little put-off by the comments about the poor rule book. This Kickstarter delivered with an updated (3rd edition) rule book though. So fingers crossed that it was an improvement on previous versions...

So, with the new year I decided to make an effort to play some of my unplayed games.

I watched Ricky Royal's solo playthrough of Grimslingers and it didn't look too complex or difficult to play.

I chose "La Fleur Noire and The Professor" as my character. She looks pretty badass to me and has a bear for a companion . So cool! I chose the "Witchborn" archetype. I also played on the Easy level which allows you to be defeated (reach zero health points) four times. Blimey, would I really be dying that many times?!



I don't want to give away spoilers about the story, so I won't go into detail about what happened on my travels. However, I was having fun exploring the Valley of Death (that doesn't sound like it should be fun though does it?!).



You move between the "nodes" on the map where events occur, or you can attack a creature or have encounters at weird and wonderful places.

I was knocked down to zero health points once before eventually encountering the Witch King. He was quite a nasty beastie and he defeated me. The Story book indicates that if you are defeated by the Witch King then it is game over. So it looks like I'm starting the story over from the beginning...



The Witch King. See, told you he was nasty.

thumbsup I LOVE the open world, sandbox feel. There are times in the Story mode where you're given free rein to explore until the Story indicates to "Be ready for a big fight!". So you can explore where you want, fighting creatures, finding cool items and leveling up your character. You don't always know who or what you'll be fighting, but when you feel "ready" you read the next part of the story...
thumbsup I LOVE the world the Stephen Gibson has created. The sci-fi, fantasy western theme is weird (but in a fun, engaging way) and so cool and immersive. I want to know more about this world
thumbsup Artwork is stunning
thumbsup I'm looking forward to playing Grimslingers: The Northern Territory which adds new content for solo play
thumbsup thumbsdown I think most of the information you need is in the rule book, but I found the layout a bit strange. I know it would probably cost more money but I wish the Dueling and Solo/Coop modes had separate rule books
thumbsup thumbsdown There is randomness with rolling a D6 and drawing randomly from a deck of numbered cards. However, at times you are given other options to chose from or you can spend Energy points or Items to mitigate taking a big hit to your Health points
thumbsdown Probably not much replayability once you've been through the Story (solo/coop) mode
thumbsdown Couple of typos on the cards

<summary>Story mode is fun, but has limited replayability</summary>
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72. Board Game: Killer Eyelashes [Average Rating:7.00 Unranked]
Jay Jasper
United States
New Mexico
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I figured I start my year of playing down my Shelf of Shame, with a little light campy game. I picked this up because it looked pretty silly, and I liked the artwork. I still like the artwork, but the rulebook is another poorly executed mess. The instructions for building the Challenge, and Stuff decks are after the gameplay sequence, the gameplay is basically...draw up t your hand limit and use your cards to defeat enemies (how?), many of the icons are not explained...yah-dah, yah-dah, yah-dah.

I had heard the rulebook left something to be desired, so even tho’ this doesn’t play solo, because I’d picked up a copy for my nephew, I thought I’d work out how it was played so I could help him learn it. Good idea! So many questions!

It looks like there’s room for quite a bit of nastiness because you can attack your opponents. During your turn, you can either attack a zombie or another queen. Not my favorite thing. Once I figure it out so I can teach it to my nephew, my copy is pr’ly going on the trade pile. Too bad, I still like the artwork.

I haven’t been having much luck with rulebooks recently. soblue

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73. Board Game: Scythe [Average Rating:8.27 Overall Rank:10] [Average Rating:8.27 Unranked]
Bert Peinlich
Germany
Bayern
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Played Scythe against two automettas (Rusviet against Saxony and Crimea).





It was the first time for my freshly painted miniatures to hit the board (I easily won 83 / 53 / 48).

thumbsup it's always a pleasure to see the incredible art in this game
thumbsup great automa (fast enemy actions, very clear instructions)
thumbsup magnificent material (especially when painted)
thumbsup i really love Tableau Building
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74. Board Game: Spirit Island [Average Rating:8.34 Overall Rank:14]
Brian "Langalore"
United States
Sewell
New Jersey
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I have a strange relationship with Spirit Island. I've seen it on SGOYT for months and I've wanted it. In October, I had the chance to play a 4 person game of it at a game store in CA while traveling and we beat the game but the person teaching us messed rules up and we were only playing with 4 fear token! Then, I convinced my wife to try it out at PAXU and she liked it but it's much heavier than our usual fare. She did like it enough to buy it for me for Christmas. I imagine that most of my games will be solo with the occasional couples game where we play 1 or 2 spirits and just play together, even if it's not each of us controlling 1 specific spirit.

At this point, I have no desire to add in scenarios or opponents, I'm perfectly happy to play the "easy" game using power progression suggestions and "low" complexity spirits. I'll probably add in a 2nd spirit in solo games around game 5 and probably in 8-10 games, I'll move up in complexity.

I've played twice since getting it with Lightning's Swift Strike and River Surges in Sunlight.

Lightning's Swift Strike: I barely won with Lightning's Swift Strike in Terror Level III. I had to play for the win on my last turn, not caring which cards I was actually playing for their effects, but strictly for the elements so I could use Thundering Destruction to remove the 1 city on the board. Blight was an issue and I had to play a card to remove blight on the turn before the win or I would have lost. I really liked this spirit because it suits my style with nice offense.

Question #1: when blight is removed, it goes back into the pool, right? It's not like the presence where it's just removed from the game. I can continue to allow lands to get blighted as long as I then remove them back to the pool?

End game state:


River Surges in Sunlight: I had my wife helping me last night when we played. She picked this spirit based on the bars listed on the panel (I believe it's balanced offense and control). I noticed we had trouble building fear with it at first and I think we played the wrong strategy, not realizing how valuable the power that adds Dahan to the board might be. I admit that I misread the card and didn't realize that you can ADD a Dahan until after we discarded it when we picked up a Major Power card. We also misplayed by not removing presence when we added a blight, this only would have affected us twice and don't know how it really would have affected us, but it's a big deal to not play a rule right to me. We lost right before a big slow power round by not realizing that we would run out of blight. Our slow power round would have netted us 2 more fear cards and would have put us in Terror Level III with only 1 city left on the board. I did notice that the power progression was nice with the "move all explorers" card coming around when the invaders got to deck 3. I'm excited to try this spirit again playing with the right rules and a more proper strategy now that I've seen the cards.

End game state:


thumbsup really interesting decisions trying to balance protecting the island from future invader building and ravaging vs building fear vs destroying what's already on the board.
thumbsup the variability of the spirits is amazing and I'm really looking forward to getting into more of them once I figure out River Surges in Sunlight
thumbsup thumbsdown price point is great for what you get if you get it from online store. It's still worth the $80 MSRP but it's hard to swallow that when you see it so much cheaper online. I admit that I have a $200+ credit at my FLGS and I couldn't pull the trigger on ordering it because I knew the value wasn't there when it was so much cheaper on amazon.
thumbsup thumbsdown Keeping track of all the rules is tough, but the book is great and the guide on the board to play order is also wonderful. They really beat into your head the progression through a turn so after a few games, it becomes automatic and lets you focus on the nitty gritty and your strategy.
thumbsdown My game came missing 3 power progression cards so I've had to use the wiki to find them.

I actually think this is likely to be a "lifestyle" game for me if I can find a good Plano box to use when I travel for work that can hold a few spirits, an island board, and the invaders + Dahan + energy. I've already sleeved and deck boxed all of the cards.
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75. Board Game: Pathfinder Adventure Card Game: Mummy's Mask – Base Set [Average Rating:8.09 Overall Rank:2024]
David Arlington
United States
Summerdale
AL
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The Story so Far:
Plagued by ominous dreams, Amhotep (the Human Magus) has traveled across the desert through perilous adventures (Basic Adventure) with her companions, Simoun the Jinni Rogue (seeking treaure) and Channa-Ti, the Half-Elf Druid (seeking personal fulfillment and enlightenment).

Arriving in the city of Wati, they entered the ancient tombs beneath the City, each on their goals individually and as a party (Adventure Deck 1). Once they got there, they had to clamp down on an undead uprising throughout the City led by cultists in the name of a powerful Pharaoh whose name has been lost and forgotten. (Adventure Deck 2) In tracking down the name and history of this Pharaoh in the Shifting Sands, they crossed the dangerous desert to the tomb of the architect who built his flying pyramid. (Adventure Deck 3) The Maidens entered the Tomb and managed to save and rescue the vessel of the Forgotten's Pharaoh's soul, but not before the ritual had resurrected the evil Pharaoh, Hakotep I. (Adventure Deck 4)

With the Pharaoh Hakotep terrorizing the countryside and the city of Wati in his sky pyramid, the Five-Pointed Star, the Maidens will now have to breach and stop this deadly weapon of destruction by braving "The Slave Trenches of Hakotep". (Adventure Deck 5)

The Storm Maidens had a horrible time in trying to stop the attacks of the Five-Pointed Sun on the City of Wati, battling for days. (Scenario 1 - took me four tries to defeat it). Realizing they are not going to defeat it using brute force, they sneak their way into the giant earthworks that are the source of the power that keeps the Five-Pointed Sun in the sky and work to shut it down. The Storm Maidens activate the Sekrepheres (Scenario 2), and brave the Lanterns of the Bone Fields (Scenario 3) to find the Life Lantern and the Pharaoh's Key to enter the Elemental Trenches that power the flight of the Sky Pyramid. The Maidens entered the chambers beneath the trenches and retrieved the info on how to bring it down. (Scenario 4) Now they just need to go find the Pyramid and bring it to earth. But it won't be so easy, as they must battle their way back out again from "Tef-Naju's Bastion" (Scenario 5), fighting Warrior Dolls, and the Elemental Janni, Tef-Naju and his eternal consort, Aiveria to win their freedom.



This was a tough scenario, as befitting the final scenario of Adventure Deck 5, before heading to the final Adventure deck. Simoun and her whirling knives of death are the usual way the Storm Maidens dispatch the Big Bads, but in this case, both of those Big Bads are Elementals who were immune to all her Electrical-based attacks (which is pretty much all of them).

I also had to camp one of the Maidens out at the Five-Pointed Sun (the Pharaoh's Sky Pyramid) to keep it monster-free, and since it accumulates monsters if you aren't there and deals Cold Damage if you are there AND can't be permanently closed, that basically took Channa-Ti off the board until Ahmotep found her Armor that soaks Cold Damage and took her place. With just two Blessings left in the Blessings deck (and the game), Ahmotep faced off with Tef-Naju in the Guardian Vault while Simoun cut off Tef-Naju's escape route to the Five-Pointed sun by taking on the mummified bull, Kor-Ahn-Tuk. (Only Simoun had enough Dexterity to dodge the bull's initial rush and be able to fight back.)

Ahmotep essentially drops a ton of sand on Tef-Nau (Dunes of Doom spell) and the Maidens escape just before the entire structure crumbles to stone and dust!

Now only ONE ADVENTURE DECK to go! Time to face "Pyramid of the Sky Pharaoh"! (Adventure 6)

Dave
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