Solo Gaming 2023: The First Eight Months

I’ve been writing these solo gaming reports since March of 2020… yes, early on in the pandemic. But my solo gaming started a lot farther back than that.

In junior high & high school (1977-1982), I played a lot of wargames. At different points, I had a subscription to both The General (Avalon Hill’s magazine) and Strategy & Tactics (SPI’s magazine that included a wargame in each issue)…. and, for a short while, Ares (SPI’s magazine that included a sci-fi or fantasy game in each issue). While one of my good friends was happy to play Squad Leader and Panzerblitz and Wooden Ships & Iron Men, most of my wargaming time was spent playing against myself – choosing actions and rolling dice for both sides of the conflict.

There were solo games that saw a lot of play during that time as well: Chainsaw Warrior (Games Workshop), Ambush! & Mosby’s Raiders (Victory Games), RAF (West End Games), Voyage of the BSM Pandora (SPI), and B-17 (Avalon Hill). I still own Chainsaw Warrior.

This new era of well-designed automata and solo modes for multiplayer games, coupled with excellent new solo game designs, is actually quite heartening to someone (me!) who finds something really satisfying about physically playing a game: shuffling cards, moving pieces, seeing it all spread out in front of you.

Solo gaming is now a decent-sized chunk of my gaming experiences – while I still play a lot of games with friends and family, 20% of my gaming so far in 2023 was solo. For comparison, the yearly total for 2022 was 22%, 2021 was 33%, 2020 was 19%, and 2019 was 6%. (A bit of perspective: I had 947 plays of 333 different games in 2022.)

So, what follows are my thoughts on the thirty-seven (37!) different solo games I played in the first eight months of 2023 – ordered by number of times I’ve played them. (Note: this is not necessarily how much I like a particular game for solo play – for example, I think Xia: Legends of a Drift System is an excellent solo game design but I haven’t got it to the table as a solo game yet this year.)

Nickels

Legacy of Yu (8 plays – approx. playing time: 35 minutes)

Legacy of Yu is solo-only resource management game where you, as the titular character, are working to build canals and fend off the barbarians as you wisely use the villagers to accomplish these tasks. Moreover, Legacy of Yu is a campaign game that uses a drip of story cards and a paragraph book to tell a compelling story – and where your actions can have effects that last multiple games.

So far, I limped through three “learning” games (being defeated each time) and decided to re-start the campaign with those lessons under my belt. Five games into a “real” campaign, I’ve had two win and two very close losses… plus a loss so stunningly stupid all I could do was maximize campaign goals before I succumbed, so I think I better understand how to analyze the peril that I am in at any particular time in the game.

The production is very nice – including an excellent box insert that stores the game between plays of a campaign. I look forward to writing a more extensive review here on the site once I’ve fought my way deeper into the campaign. I reviewed it for the OG in June.

Minigolf Designer (7 plays – approx. playing time: 35 minutes)

I liked the look of this game – a tile-layer with a strong theme of building a miniature golf course – but once I finally scared up a copy, I was surprised by how much I enjoyed the puzzle of the gameplay. In a multiplayer game, tiles are drafted in a similar manner to Kingdomino… while in the solo game, the player picks two tiles and places one of them. Both the solo game and the multiplayer game are fun – they are slightly heavier than Carcassonne with a greater variety of scoring decisions.

There’s now a mini-expansion (Putt of No Return) to the game that adds new tiles, better artwork cards(!), and double layer boards for tracking par. The reason for so many plays is the arrival of the third expansion, Minigolf Empire, that adds a campaign element to the game.

I wasn’t sure about scoring the solo campaign – but the designer (Alban Nanty) responded on BGG to my questions:

The expected score for a game of Empire extension, is roughly the same as a standard game, i.e. it is expected for good players to score around 18 points for Mr Profeet and around 20 points for Mrs Pressco. Although normally your score for the two clients will increase during the campaign. Therefore, we expect the player’s score to be roughly the same as in a standard game.

I would then recommend to take the target scores table of the solo mode and multiply them by 5, to get a total target score for the campaign.

If you want to know more, I wrote a glowing review of Minigolf Designer back in 2021 for the OG.

Jump Drive (7 plays – approx. playing time: 30 minutes)

Jump Drive is quickest member of the Race for the Galaxy family of games and certainly the most self-contained… so I was somewhat surprised to hear that designer Tom Lehmann had created an expansion. Thankfully, no games were harmed in the making of this expansion.

Tom managed to add start worlds and goals to Jump Drive (along with a few more cards to make it playable by 5 players)… and in one of the classier moves I’ve seen in a while, brought in the gentleman on BGG (Eric Kaminsky) who’d designed a solo campaign system for the game and used it!

The solo system works brilliantly, btw – so far, I’ve managed to beat the first three campaigns but am stymied by the fourth. (Campaigns consist of 4 games – which explains the longer playing time noted above.)

I review the original game – sans expansionhere on the OG.

Mosaic: A Story of Civilization (6 plays – approx. playing time: 100 minutes)

My copy of the Colossal Edition just arrived right after Christmas – and I’ve immensely enjoyed both my multiplayer and my solo plays of this 90-120 minute civilization building game. There isn’t a combat system – as your primary objective is influence across the various countries of the Mediterranean.

The solo bot (by noted solo mode designer, David Turczi) can be adjusted for difficulty and for “personality” – which means I’ve won some of my games and lost others… but I’ve always had a wonderful time. I am frustrated that Forbidden Games is not currently planning to update the automata to include the expansion components.

Dice Realms (5 plays – approx. playing time: 20 minutes)

One of my favorite new games from 2022 actually has a solo version created by the designer (Tom Lehmann)… and it gives me even more opportunities to play a game I adore. If you want to try it out, here’s the link to his solo/cooperative ruleset.

Dice Realms, by the way, is a splendid use of the customizable dice mechanic first seen in Rattlebones.

Four on the Floor (or Table)

Eleven: Football Manager Board Game (4 plays – approx. playing time: 90 minutes)

While there are some tricky parts (understanding how/when to flip jerseys, for example), the game itself works like a charm and is great fun to play, especially if you are (like myself) a fan of Premier League soccer. Match play is important – but the game is much bigger than winning matches… it’s actually an economic/management game.

I’ve played through some of the included solo scenarios and look forward to making my way through the solo campaign later this year… and my last couple of games have used the International Cup expansion. Since the game this re-design was based on (Club Stories) was a solo game, it is not a surprise that this works splendidly for a single player.

My City: Roll & Build (4 plays – approx. playing time: 30 minutes)

The biggest draw for this dice-driven take on the My City system is its portability… because the gameplay is just so-so. The playing time above reflects playing a set of three games.

Three Is A Magic Number

Aquamarine (3 plays – approx. playing time: 15 minutes)

The second print’n’play roll’n’write (could I possibly use more apostrophes in this sentence?!) from Postmark Games… I find it a little less brain-burning than Voyages (which is also in this list) and great fun to play. It is – to some extent – a tile-laying game as you track your dive adventure.

I laminated my copy of this game – and I carry the Aquamarine boards (plus the five Voyages boards) in my laptop case along with three d6 and a dry erase pen so I can play pretty much wherever I go.

And there are now FOUR boards to play… each which offers some nice twists.

Ark Nova (3 plays – approx. playing time: 90 minutes)

There’s a reason so many people are nuts about this zoo-building game – it’s really that good. And, as you can probably guess by my number of solo plays over the last 8 months, it’s an excellent solo game.

The solo design forces you to win the game (get your Conservation & Appeal markers to cross) before time runs out – so you can set your difficulty by where you start your Appeal marker. 20 was too easy – 10 is a good medium range challenge, and 5 is kicking my butt (but I’m getting closer).

I’ve had great experiences playing this game solo, with 2 players, and with 3 players… and I’m very excited about the new expansion headed our way in a just a few weeks.

Clank! Catacombs (3 plays – approx. playing time: 45 minutes)

The newest entry in the very successful Clank-i-verse involves a modular board, a totally new deck of cards, and some interesting twists (freeing prisoners, using lockpicks, etc.). It’s been a wild success with my sons and with other folks as a new take on “standard” Clank!… and I appreciate that the rules even include ways to integrate the Adventuring Party expansion into the game.

As usual, Dire Wolf has done a splendid job of supporting the game with a well-written app-driven solo game… and I’ve managed to get that to the table multiple times this year.

Dune: Imperium (3 plays – approx. playing time: 70 minutes)

I’m not really a Dune fan – oh, yeah, I read the first three novels back in high school (late 70s/early 80s) like every well-behaved sci-fi/fantasy nerd – but it was never a world or story that captured my imagination. And, yes, since I’ve been a gamer for a very long time, I actually owned the AH version of Dune (aka “Cosmic Encounter meets the Spice Worm”).

Fast forward to 2020/21 and all the hype about the upcoming Dune film… and just enough people said nice things about Dune: Imperium to get me to take a chance on it. 

And – wow! – it was worth it. Much like Lost Ruins of Arnak, Dune: Imperium blends deck-building and worker placement to evoke the feel of the novels/film in an incredibly playable format. Particularly for solo players, the solo deck works like a charm – and Dire Wolf also posted a free app to automate the solo process.

The addition last year of the Rise of Ix expansion just added to the fun – I like the new variety of cards and technologies… and it feels like the AI is even stronger with this mix of choices. The new Immortality expansion added some interesting quirks to the game along with (you guessed it) buffing the AI even more.

Terraforming Mars: Ares Expedition (3 plays – approx. playing time: 70 minutes)

The much-discussed card game version of the board game hit Terraforming Mars – which, quite honestly, really does feel and play like you crossed Race for the Galaxy with TM. It’s a competent solo game that doesn’t take up nearly as much table space as its big brother… and I appreciate them upping the quality/consistency of the artwork. That said, I’d rather be playing the original game with my 3D pieces.

I kept waffling back & forth on this one… I considered selling/trading it, then decided to keep it. My most recent games were really enjoyable – which convinced me to wait and see if the upcoming expansion modules push the game from “like it” to “love it”… or if it ended up on the trade pile.

Well, the expansions arrived… and it’s staying. The Crisis cooperative/solo mode is excellent and so is the additional tweaks to multi-player games.

Trails of Tucana (3 plays – approx. playing time: 20 minutes)

A really lovely little flip-n-write route building game that I found courtesy of a Twitter friend (hi, Daniel!). Less rules overhead than Cartographers, but with the same “make the best of what you get” vibe. It’s become a travel staple for me – easy to play in a small space with lots of press-your-luck angst on many flips of the cards.

I have had the chance to play with the Ferry expansion maps now, and they add a couple of small twists without doing any damage to the very solid base game.

Meeples & Monsters (3 plays – approx. playing time: 60 minutes)

While I haven’t had the chance to play this with multiple players, I’ve enjoyed the solo mode for this bag builder/worker placement game.

It Takes Two (To Make A Thing Go Right)

Bad Company (2 plays – approx. playing time: 25 minutes)

This nifty game of planning heists and escaping the police with your gang of thieves & getaway drivers feels like it takes the best parts of Space Base and makes a better game of it. What surprised me is how well it works as a solo game since part of the design appeal is that it is enjoyable with up to 6 players.

Cape May (2 plays – approx. playing time: 45 minutes)

I like city-building games… and it doesn’t hurt if they have cool 3D miniature buildings so I see my city grow. Cape May scratches that itch and does it with a lot of style – and with a well-thought-out solo automata that offers a challenging game (and 4 different levels of difficulty).

I also really enjoyed it as a multiplayer game – which is a nice bonus!

Everdell (2 plays – approx. playing time: 50 minutes)

Based on the recommendations of others (esp. fellow OGer Chris Wray), I splurged on the Everdell Complete Collection without ever having played the game. There are two solo modes: Rugwort (which is mildly entertaining) and Mistwood (Nightweave & her spider crew) that really shines. I’ve barely scratched the surface of the personalities, plans, and plots available in the expansion.

BTW, Chris posted a weeks worth of Everdell reviews that are a great read if you’re interested. (These reviews pre-date the newest expansions, New Leaf & Mistwood.)

Lost Ruins of Arnak (2 plays – approx. playing time: 45 minutes)

My pick for Kennerspiel in 2021 was this fantastic multiplayer game of adventure… chock full with a myriad of pathways to win. The solo module (included in the game) works like a charm… and CGE even posted an update to that module that adds increased difficulty and challenge. For variety, you can even play on the more difficult Snake Temple side of the board.

Additionally, they released the long-promised solo campaign – a 4-game series with interesting rules twists and an online app (which I had some struggles with, so I resorted to printing out the files and building myself a paper set.)

My last couple of solo plays have been using the Expedition Leaders expansion – which adds twists both to your starting deck/personal powers AND gives you alternate temples to research. And there’s a new expansion on the way!

NEOM (2 plays – approx. playing time: 30 minutes)

I love this multi-player game that mixes city-building and 7 Wonders-ish drafting… and the solo game manages to capture most of that feeling through the clever use of “packets” of tiles. I typically play 2-3 games of this at a shot… since once you’ve got it laid out, it’s easy to reset and try again. I’ve defaulted to play with all the tiles in, which offers more variety and some interesting decisions since you know that you can (sometimes) wait for the tile you need.

Rome & Roll (2 plays – approx. playing time: 55 minutes)

I bought Rome & Roll thinking it would be a crunchy roll’n’write that I could enjoy solo… but after two solo plays and a single play with three players, I think it actually is more enjoyable as a multi-player game. (Which, frankly, is a surprise coming from designer David Turczi.)

Skymines (2 plays – approx. playing time: 100 minutes)

I know this is a re-skin (with changes) of Mombassa… but I never played Mombassa (plus, I’m a sucker for space themes). This is a pretty intense solo game – along the lines of Hallertau or Boonlake – but it works very well and offers a serious challenge. Warning: it’s got a pretty extensive setup so I’d plan on playing it a couple of times in a row.

The Guild of Merchant Explorers (2 plays – approx. playing time: 30 minutes)

This extremely clever flip’n’write doesn’t actually contain any writing – instead, you place explorers (cubes) on your map and by completing regions, place village buildings. At the end of each round, all of your explorers are removed from the board, but your villages stay to give you new starting places.

There are four different maps in the original box, with 2 more maps available as an expansion from AEG. It’s been a hit with everyone I’ve taught it to… and I find it relaxing and enjoyable to play as a solo game.

Thunder Road: Vendetta (2 plays – approx. playing time: 60 minutes)

Thunder Road: Vendetta is NOT a solo game… but I played two games controlling all the teams to see how all of the extra stuff worked together.

BTW, it’s an awesome multiplayer festival of chaos and fun.

Waypoints (2 plays – approx. playing time: 25 minutes)

Another very creative roll’n’write game from Postmark Games… this time using topographical maps and a hiking theme. As I’ve noted with other games from this team, I’ve laminated my copy of the two boards so I can take them whenever I travel.

One Is the Loneliest Number

Call to Adventure: The Stormlight Archive (1 plays – approx. playing time: 45 minutes)

The original rules in the base box of Call to Adventure for solo and cooperative play feel rushed and tacked on – which was disappointing, as I really enjoy this character-building/story-telling game with multiple players. Earlier in 2022, I tried a more extensive ruleset posted on BGG… which was better, but still didn’t work as well as I wanted it to.

Thankfully, the new Epic Origins box created a much better solo experience (and a great multiplayer experience as well). The revised Adversary system is much cleaner. My review of Epic Origins is right here on the OG.

Then I found an inexpensive copy of The Stormlight Archive version – which is a stand-alone game that, like Epic Origins, is designed around cooperative play – making it a better choice for solo gaming.

Cartographers: A Roll Player Tale (1 play – approx. playing time: 30 minutes)

An incredibly pleasant flip’n’write game that works like a charm as a solo game… and will also work well as a “over Facetime/Zoom” game if you use the solo rules for monster attacks. The Skills mini-expansion adds another level of decision-making that works well. I’m glad the game is in my collection… adding a set of colored pencils makes my maps look even better!

I’ll also throw in kind words for the Heroes stand-alone expansion & the six new map packs… they add some variety to the game without overly complicating the system. (The only hassle is how to store the game and the pile of maps in the two small boxes.)

Finally, there’s a great iOS app for Cartographers – which I’ve played a bunch of times this year (but don’t count in my games played list.)

Castle Itter: The Strangest Battle of WWII (1 play – approx. playing time: 70 minutes)

Since I enjoyed Soldiers in Postmen’s Uniforms so much last year, I was a happy to pick up an excellent condition used copy of David Thompson’s next entry in his WWII solo battle series, Castle Itter. Both games have the same “tower defense” vibe – but the infusion of thoughtful historical content as well as clever gameplay elements make them both winners.

Circadians: First Light (1 play – approx. playing time: 60 minutes)

I reviewed the two Circadian games early this year… and of the two, First Light was by far my favorite. Part of that enjoyment is the well-thought-out solo system built into the game… both of my solo plays have been enjoyable and fast-moving. The AI robot – literally, they’re robots – is easy to use and makes intelligent moves to both hinder you and increase its score. My victories have been hard-worn.

This is one of those games that I find intriguing and frustrating – intriguing, because the puzzle of manipulating resources and actions is challenging & interesting; frustrating, because I think the rulebook, while complete, makes it more difficult to learn the game by the way it is structured. (I will give the good folks at Garphill Games points for including a section on first time player strategies and the Irenic Union variant.)

Speaking of the Irenic Union… the original rules require players to assign dice in order (left to right) from their garages. The variant allows flexibility… and I’m here to say it’s a much more enjoyable game with that rule in play.

First Light is, once you get your head wrapped around the rules and the various strategic/tactical elements, not really a long game – my solo games ran 50-60 minutes and our multiplayer games around 75-90 minutes. There’s enough variety in the contract cards, event cards, and leaders to keep things fresh for multiple plays.

And, yes, I backed the Kickstarted expansion… more variety coming as well as additional solo content. (It’s arrived – but moving into a new house has kept it from hitting the table.)

Dead Reckoning (1 play – approx. playing time: 100 minutes)

For a game with this many interactive elements, Dead Reckoning manages to make the solo mode work and work well. Each time I play, I’m fascinated by the balance between the various victory pathways and the variety in the system.

I’m looking forward to adding the Saga elements in the next month or so for a more RPG-lite kind of pirate experience.

Empyreal: Spells & Steam (1 play – approx. playing time: 45 minutes)

Another used copy find… at half the price. So, based on some immutable law of game collecting, that should mean I like it twice as much, right?

Well, it’s actually a pretty brilliant design – my younger son & I have enjoyed a number of two player games of it. The blend of pick up & deliver and network building combined with some really wacky special powers works very well – and the very nice production makes it even more playable.

The solo mode – which I’ve only played once – works as well, but I’m more likely to use the solo bot to add an extra player to our 2 player games.

Hadrian’s Wall (1 play – approx. playing time: 45 minutes)

I wrote a positive solo review for the OG back in May 2021 of this flip’n’write game. I’m intrigued by the choices I have as a player and the myriad pathways you can attempt in your quest for accolades and glory. After the first couple of plays that ran about 60-70 minutes, I’m now knocking out games in about 35-40 minutes.

The same kinds of resource management issues that draw me into games like Terraforming Mars, Oh My Goods (and it’s cousin, Expedition to Newdale), and Empires of the North are an integral part of Hadrian’s Wall as well. (I’m not saying it’s just like those games or “if you love TM, you’ll love HW”.) These kinds of decisions make for solid solo designs – and Hadrian’s Wall has a lot of them.

In addition, the set-up/tear-down time (due to the flip-n-write design) is minimal, meaning a large chunk of your time is spent actually playing the game. And it has a relatively small table footprint, which means it will work well in my travel kit when I’m stuck in a hotel and need something to play on a less-than-roomy hotel desk.

Finally, it’s always a good sign when you’ve played a game eight times before reviewing and still get in more plays in after that.

My most recent solo play used the new expansion goodies (the Actor and the New Fate cards) – I can highly recommend both of them to those who enjoy the game.

Imperium: Classics/Legends (1 play – approx. playing time: 85 minutes)

My birthday in June 2021 was filled with goodness from Osprey Games… including my favorite new game of 2021. Want more detail? I wrote an extensive review for the OG!

One of the things that caused me to put the Imperium boxes on my birthday list was the promise of a robust solo play system – and David Turczi (who is specifically credited on the cover of the solo play rulebook) delivered.

Each civilization has its own AI set of tables. Five slots are set up and numbered (with provided cardboard counters).The die included in the game (only used for solo play) is rolled and that eliminates one of the slots (or doesn’t – sixes are not a friendly roll in solo play)… and then the remaining cards are revealed and dealt with in order. Impressively, each AI civilization retains a good bit of its character… for example, Egypt accumulates materials in the early going, uses them to attract hordes of population, and then, if conditions are right, converts those masses into Progress. 

In the meantime, the player civilization is running by the exact same rules as the multiplayer game – allowing you to learn the ins and outs of the various decks as well as consider different tactical and strategic decisions.

There is also a simple way to vary the difficulty of solo play… and even a campaign mode in the solo rulebook (which I still haven’t tried).

My only complaints about solo play? Putting the charts for resolving the AI behavior in the rulebook rather than providing them as large cards. Thankfully, a BGG user (props to DocZagreus!) has taken it upon themselves to fix this problem and posted files that do just that. The other issue is that the Qin charts needed to be changed – and the files I just linked to have the changes needed!

I was very excited to see Imperium: Classics getting the recognition it deserves… and to find out that there is another box of civilizations coming early next year!

Resist! (1 plays – approx. playing time: 35 minutes)

This solo card game about the Spanish Maquis ongoing guerilla battle against the Francoist regime is both addictive and frustrating. So far, I’ve only managed to have a minor victory in a single game. (Let’s be clear – this is what happens when you put a risk-taking maniac in charge of the resistance who sends out his Maquis one time too many… or is successful at completing missions but manages to get a bunch of civilians killed.)

I’ve played it at home and on a hotel bed while traveling for work… and even played a game of it last night while I should have been working on this blog post. While the gameplay is simple to explain (particularly with the components in front of you), the decisions can be difficult and sometimes are excruciating – do I sacrifice this fighter’s cover for one glorious attack? will using a weak hidden card with the power to reveal military cards help me or just show me the form of my destructor (to paraphrase Ghostbusters)?

It’s finally released in the U.S.… and you can read my full review of Resist! for the OG.

Small City: Deluxe Edition (1 play – approx. playing time: 75 minutes)

This very pretty reprint is billed as SimCity as a board game – and since I’m a sucker for city-building games, I dove in. It’s surprisingly crunchy – very easy to make a mistake that dooms your game – but shorter than it looks at first glance.

I keep thinking about it and the puzzle of doing it well – which is a good sign.

Slappy Panda Goes to Boise (1 play – approx. playing time: 5 minutes)

OK, you got me. There isn’t a game named Slappy Panda Goes To Boise… but there should be.

The OG writers have the most interesting discussions as we’re bantering about various gaming topics – and when this name went by (in jest), I realized that I really wanted someone to design such a game.

I’m also a bit curious of who will spot this bit of meta silliness in the midst of all of my real solo gaming reports.

Update: after putting Slappy Panda into play back in May, there were extended discussions about the solo version (Lonely Panda Goes to Boise), a potential designer for the suggested solo version (David Turczi, of course), and then a bit of crossing our fingers to hope that the Slappy Pandas could be a civilization in the upcoming Imperium: Horizons .

Undaunted: Normandy (1 play – approx. playing time: 40 minutes)

One of the last Christmas boxes to arrive in 2021 was a copy of Undaunted: Reinforcements… the expansion that offers extra units, new scenarios, 2 vs 2 play, and – most importantly for this recap – solo play. The AI is smart and keeps me on my toes… and while it takes a minute to figure out how to set up and run, it’s worth the time. I’ve been slowly working my way through the Normandy campaign as the Americans and enjoying each time it hits the table. (One of the bonuses of the design: I can flip to the Axis side and play through the campaign again – both come in the Reinforcements box!)

The AI plays “faster” than we have normally played (in other words, it chases objectives and unit elimination pretty hard)… which has forced me to take more chances and ‘fail boldly’ against it. Makes for a very exciting game.

I want desperately to play Undaunted: Stalingrad (released last fall)… but the lack of a solo option and no consistent opponent may have that one wait a while.

I’ve also played Undaunted: Battle of Britain solo to figure out the rules… it’s very good as well but doesn’t yet have a solo system.

Warp’s Edge (1 play – approx. playing time: 30 minutes)

Warp’s Edge is a bag-builder space combat game that is designed for solo play. So far, I do pretty well against the weaker motherships… but the higher rated ones turn me to space dust. I wrote a review of Warp’s Edge on the Opinionated Gamers website late last year.

Note: I received a review copiy of Circadians: First Light.

Picture:

  • Top Row – Thunder Road: Vendetta; Small City Deluxe Edition
  • Bottom Row – Cape May; Meeples & Monsters

About Mark Jackson

follower of Jesus, husband, father, pastor, boardgamer, writer, Legomaniac, Disneyphile, voted most likely to have the same Christmas wish list at age 60 as he did at age 6
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2 Responses to Solo Gaming 2023: The First Eight Months

  1. Stephen says:

    If you get a chance to try it, Dice Conquest plays well solo. It’s a light dice roller with some puzzle aspects.

  2. Ralf says:

    Since 2 weeks i put Chainsaw Warrior again on the table. After seeing pros and cons of the old game, i work a week making coop rules for two players. A lot to change and corrected. But now it works and it is nearly unwinable as the original.

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