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Let's Talk Solitaire.....
- ChristopherMD
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- Road Warrior
Nemo's War is cool. Also waiting for the deluxe version.
That's all. I don't play a lot of solo games. Although I could see pulling out Arkham or Crusoe someday.
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I also like the Archipelago solo expansion. I wouldn't buy Archipelago purely for solo play, but the expansion is a fun add if you already have it.
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DungeonQuest - "Welp, I died. Guess I'll do it again!"
Dungeons & Dragons: The Legend of Drizzt - Who needs a DM to play a little D&D?
Elder Sign - Like Arkham Horror or Eldritch Horror, but takes up less table space and gets right to the good part… the dice rolling. It's a little easy if you can get a monsters-for-items economy going, but supposedly the expansion makes the game harder. A good thing I think.
Friday - A tough little card game about getting Robinson Crusoe off an island filled with dangers. Once off the island, you have to fight pirates. Then more pirates. Life's not easy being a castaway.
K2 - It's hard climbing one of the world's tallest and most deadly mountains, even if you have the whole thing to yourself.
Onirim and Urbion - Abstract, almost trippy experience of escaping a dreamscape. Looking forward to the upcoming Castellion and Sylvion games.
DVG and VPG both make many great solitaire titles, they kinda specialize in them.
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- ThirstyMan
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- D10
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I'm not impressed with DVG or VPG for the solitaire gamer.
VPG are too simple with no real choices to make and over within 30 minutes (a big no, no for me). DVGs are just repetitive and pretty trivial, not a wealth of story there at all.
Seems like both those companies churn out solitaire games with no real understanding of what a solitaire gamer really wants. They need to be as immersive as a full on multiplayer and, with those two companies, they are not. I know there's a market there but it needs some careful development to make a really good solo game.
There are lots of suggestions here, so plenty to keep me going.
Elder Sign is just Yahtzee for Cthulhu isn't it? Sounds fucking boring.
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- san il defanso
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- D10
- ENDUT! HOCH HECH!
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- Cranberries
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- D10
- Don't give up.
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Gary Sax wrote: Yeah, you should wait for the reprint. The manual will probably make more sense and have fewer holes.
I briefly owned Fields of Fire and created bound versions of 2-3 revisions of the existing manual, so you might save a little money if you buy a used copy (unless the hoarding has begun) and then printing the new rules when they are released.
I played my firts game of Incursion semi-solo. My ten-year-old daughter was walking by and so she stopped and played the Allies for a few turns. I'm looking forward to the meatier scenarios. So much easier to understand than Earth Reborn.
edit: It looks like the carpet baggers are trying to cash in.
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- ThirstyMan
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It's actually three games (which can be joined together for a monster game). The first is against the Spanish Conquistadors, the second against the Mexican government and the third against the Americans. I'm still dealing with the Spanish.
Finally got it into my thick skull that the key to winning is pushing their morale down by evading all their raids and some selective ambushes, during their raids, deep in the mountains where we can really fuck the Spanish over. If the Apaches attack, this can be quite easy as every turn the Spanish morale drops due to them being super concerned about subjugating everyone else and less concerned about me.
Cunning is a great tech to have as it screws with the order the Spanish do their actions. In other words, you can draw them into the mountains, when you want to, and then shit all over them.
I like that avoiding action is as good as shooting them all in the face. I particularly enjoy burning churches (but I always have). When you do that, your culture (Navajo) rises which is a good thing. The more culture you have, the more incentive there is to swap this for military power and then the occupiers don't have a prayer or a church in which to say them.
Highly recommended.
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- Cranberries
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- Don't give up.
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Gregarius wrote: I knew that I didn't have the right kind of mind to really enjoy it.
Having purchased and resold Hornet Leader and Fields of Fire, I can relate to this statement. Nemo's War I can handle. I keep lying to myself about heavier wargames. "Just take your time, and you can figure this bit by bit" and at some point it starts to feel like I'm doing my taxes or something.
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I just placed my order so I haven't played it, but here's the description pulled from BGG:
Codeword Cromwell was produced by the Combined Forces Military College in Greenwich, and is used to train officers of the Combined Defence Force that was established following the cessation of hostilities in March, 1941. This simulation does not reproduce the entire Invasion, but instead concentrates on a single action, the famous ‘Battle of Birkham Stokes’, in which a small group of civilians, Home Guard irregular forces and Regular British soldiers defended the strategically vital Sussex village against advance elements of the German Invasion Force.
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