Solo Gaming 2025: The First Eight Months

I’ve been writing these solo gaming reports since March of 2020… yes, early on in the pandemic. 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, 31% of my gaming in the first eight months of 2025 was solo. For comparison, the yearly total for 2024 was 31%, 2023 was 20%, 2022 was 22%, 2021 was 33%, 2020 was 19%, and 2019 was 6%. With both of my sons well-established in new locations (UT Chattanooga for the younger, Huntsville AL for the older) as well as the crazy pace of my work schedule, it certainly looks like this nearly 1/3 of my gaming is likely to settle in as solo play. And despite the humorous shirt I’m wearing in the collage above, I actually do like playing games with other people – I promise!

So, what follows are my thoughts on the fifty-six (56) different solo games I’ve played so far in 2025 – ordered by the 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 Voidfall is an excellent solo game design but I haven’t played it [yet!] in 2025.)

Quarters

Arydia: The Paths We Dare Tread (37 plays – approx. playing time: 75 minutes)

2025 has been filled with a LOT of Arydia: The Paths We Dare Tread. I waited for the Kickstarter to finally ship – and between production delays and personal issues for the designer (still praying for Cody & his family), the waiting was, as Tom Petty says, the hardest part.

And it was worth it. I’ve spent 53+ hours exploring Arydia and leveling up my two characters as they interact with the amazing world Far Off Games has created. I wrote a mash note of a review for the game here on the OG back in early March. I’m currently at the higher levels, chasing down unfinished quests and taking on the big adversaries as my heroes struggle to come back from exile.

You can probably guess that it’s a great solo game simply based on the number of hours/plays I’ve recorded. (By the way, each play is somewhere between 45 minutes & 2 hours – I have the luxury of leaving it set up in my game room.) The only thing missing in solo play is some of the cleverly written RPG-lite interaction with NPC characters – but the game still works like a charm.

I do need to note that Arydia has literally been one fifth of my solo plays this year… and that’s even with less plays of Arydia this summer.

Nickels

Undaunted 2200: Callisto  (8 plays – approx. playing time: 55 minutes)

I’ve been a big fan of the Undaunted series from the original release of Normandy… and the addition of the solo mode with the Reinforcements expansion made me leap for joy. When the word began to spread last year that the newest entry in the series would be science fiction themed and include mechs, I was over the moon (well, in this case, over one of Jupiter’s moons.)

Undaunted 2200: Callisto is best production of any of the Undaunted series – mounted mapboards (double-sided), easier to follow rulebooks, great graphic/art design, and wildly creative scenarios. I have a couple of nits to pick: I wish the solo book would have (a) been divided into a rulebook/folio and a scenario book, and (b) that it wouldn’t have been perfect bound. (Unlike Reinforcements, the solo instructions for your bot opponent are in the book – and getting it to lay flat without breaking the perfect binding is not for the faint of heart.)

I’ve played all 8 scenarios solo – and won my campaign as the Breakers. (Honestly, we were better at damaging evil corporation mercs and mechs than we were at winning scenarios… but that’s the whole “lose the battle but win the war” thing, isn’t it?)

I’m still in the process of writing a glowing review for this site – my excuse about waiting until I’ve got all eight scenarios under my belt is now officially defunct. Keep checking this space! (“Space”?! Get it? It’s a pun.)

Dana: Two of your intros contain puns.
Casey: Puns?
Dana: Puns.
Casey: There are puns?
Dana: Yes.
Casey: Puns?
Dana: Bad ones.
Casey: Is there such a thing as a good one?

from SPORTS NIGHT season 1 (“Shoe Money Tonight”)

Clank! Catacombs (7 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. They haven’t updated it yet to include the Lairs expansion… but that didn’t stop me from using it to play through the solo campaign again. (Yes, I’m looking forward to the upcoming Underworld expansion.)

Flamme Rouge (7 plays – approx. playing time: 35 minutes)

I’ve tried solo-ing Flamme Rouge prior to the release of the Grand Tour expansion – and while I was and still am a big fan of the game, those experiences were only mildly interesting. (Seriously, I like the game a lot – read my review from back in 2017.)

However, the addition of Grand Tour (which gives a solid system to build multi-stage “tours” with) and some helpful solo rules ideas from the folks over on BGG makes for a great solo experience. I’ve finished my first seven stage tour… and I’m gearing up for a full 21-stage Tour de France (by way of Hendersonville, TN) later this year!

I’m also working on a review of all the Flamme Rouge expansions – it’s mostly done but not quite!

Minigolf Designer (6 plays – approx. playing time: 35 minutes)

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… and a second expansion, Minigolf Empire, that adds a campaign element to the game. (I particularly like the news cards from Empire, which can be used when playing non-campaign games as well.)

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

Terraforming Mars (6 plays – approx. playing time: 75 minutes)

Exploring the newest expansions – maps, Prelude 2, and especially the Automa – has kept this on the table this spring. While I own all of the Terraforming Mars expansions (including the very cool 3D terrain), I think the best solo configuration uses both Preludes, Venus Next, and the Automa. My win rate continues to be about 50%, which seems right for this style of game.

By the way, I’ve played a lot of TM with the original “beat the timer” solo system (which is great) – but the Automa is MUCH better. Just sayin’. (Seriously – it works well with almost any combination of expansions and maps I’ve thrown at it. And I haven’t even got to using the solo automa corporations yet.)

Heat: Pedal to the Metal (5 plays – approx. playing time: 40 minutes)

After a long solo break for Heat (nearly three years), I brought it back to the table this summer and ran five races solo, using the Legends module and the Heavy Rain expansion to add six AI drivers for me to compete against. (Note: I’d strongly suggest using the Legends module to fill out the field every time you play, regardless of the number of “live” players.) I’m using the campaign mode and plan to get some more games in later this year, thanks to the Tunnel Vision expansion.

Path of Civilization  (5 plays – approx. playing time: 35 minutes)

I’m a sucker for civilization building games – and this one has an intriguing mechanic where you continually are getting rid of earlier “technology” cards in order to progress forward. Path of Civilization works very well both with 2-5 players and and as a solo game. The first time we set up the game was a lot of work – but once you’ve done the exertion of putting things together in a logical manner, it’s pretty easy to do. The rulebook felt heavier than the rules actually are – the game itself is very straightforward (and interesting) after you’ve learned it. There is a lot of variety in the various challenge and battle cards, as well as the various leaders and wonders that appear.

The solo system is surprisingly effective, especially once you progress beyond the basic level by increasing the difficulty and/or using the “tougher” side of the five possible opponents.

My only quibble with the game is the need for the Compendium – Challenge cards, Wonder cards, and Personality cards occasionally need an explanation as their iconography is a little tricky. (This problem eases with more plays – but the game still occasionally throws me a curve ball.)

Pirates of Maracaibo (5 plays – approx. playing time: 40 minutes)

The first time I saw Alexander Pfister’s Maracaibo played, it took a crew of dedicated heavy gamers 4+ hours to finish. (They all loved it – but it was, well, “a lot”.) So, rather than invest in the physical game, I picked up the iPad app and played multiple games against the AI. It was, still, “a lot”.

So I was hopeful that Pirates of Maracaibo would be a little more manageable. What I didn’t expect is that it would have all of the stuff I liked about the original game with all of the churn surgically removed. What’s left is a tight and enjoyable game that entranced my son (who tried multiple heavy Pfister games I love – Great Western Trail: New Zealand, CloudAge, Skymines – and pronounced them “your kind of games, Dad”) and has been a blast for me to play against the solo bot.

The Commanders expansion is now available – but I don’t have it (yet!)… and they’ve announced a Bermuda Triangle expansion. (Interesting.)

World Wonders (5 plays – approx. playing time: 45 minutes)

I am a sucker for well-made components… which is different, by the way, than wanting every game to have plastic miniatures. (Example: while I enjoy Monumental, the thought of trying to read the board with scads of plastic minis covering each space gives me hives.) World Wonders has a plethora of very classy wooden structures of various ancient wonders – and while they play a key role in the game, they are not the only reason to enjoy this drafting/tile-laying super-filler.

The solo mode for the game uses a card deck to “act” like a second player – drafting pieces from the lineup to both score resources and keep you from getting them. It’s not a particularly sophisticated solo design – but it has an annoying tendency to screw up your plans, which is exactly what you want a solo bot to do. It’s also very easy to administer.

I have some small gripes: I wish there was a better storage system for the game (yes, I’m working on getting a 3D-printed one done by a much more tech-savvy friend); I think some of the icons used on the cards (particularly in the Mundo expansion) are confusing until you look up the text in the rules; and I don’t understand how a five player game only comes with three player aids.

But overall, I’ve enjoyed this immensely both as a two-player & solo game. (And it looks great once you’ve got your city built.)

Four on the Floor (or Table)

Everdell (4 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. For the record, this was an excellent decision on my part and makes up for my hairstyle and wardrobe choices as a teenager which were, shall we say, not excellent.

There are two solo modes: Rugwort (which is only 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 Mistwood 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… but I covered them in my review/overview of the Everdell Complete Collection.)

Great Western Trail: El Paso (4 plays – approx. playing time: 50 minutes)

I’m still not sure what I think of GWT: El Paso. It’s a shorter/streamlined version of the Great Western Trail system (which is nice) with a clever switch to card-based employees (also nice) and a relatively small table footprint. OTOH, there are some very weird component choices (punch-out cardboard of 3D cubes instead of, you know, wooden cubes; wooden player pawns [cowboys] that are DOUBLE the size they need to be) that grate… and the solo system seems to be tuned a little too touch even at the lowest levels.

And don’t get me started on the needed glossary document for explaining cards – that you have to print yourself from the company website. In general, the production feels rushed – which is too bad, as I like the direction they’re trying to go.

Hamlet: The Village Building Game (4 plays – approx. playing time: 65 minutes)

When I originally played Hamlet at BasementCon in November 2022 this is what I wrote:

I had the opportunity to play Hamlet using the solo rules… now, this (unlike Akropolis) is a for-real city-building game. Both the odd-shaped village pieces and the “anyone can use resources or buildings” rules do some very interesting things to your typical game of this genre. I’d like to try it again, both solo and multiplayer. (I will note that I got to play using the KS edition, which was quite nice.)

Fast forward a couple of years… to when I found a copy of the Deluxe edition (Kickstarter) at a used bookstore (shoutout to McKay’s) for a very reasonable price. I picked it up and found myself enjoying the quirky cooperative/competitive vibe of it all over again. Some of the potential flaws with the initial release were still evident – the not-terribly-well-designed cardboard church (which managed to be both flimsy AND an active block to seeing key elements on the board) is the most glaring example.

Thankfully, the intriguing game play does a good job of overriding some UI issues – and on top of that, the second Kickstarter for the Hamlet: By the Lake expansion also introduced an upgraded version of the base game: new wooden church with a lower profile, better icon size on the village pieces, easier to handle pieces, and (most importantly for solo players) an excellent solo player aid. Thanks to the one-man show that is Upstart Boardgamer, I picked up a copy of the deluxe version of the expansion bundled with the upgrade materials.

The combination of the player aid (making solo administration much cleaner) and the fishing elements of By the Lake are a winning combination – if anything, the AI bot (Botric is his name) is tougher to beat with the additional ways to score points. The expansion also adds an additional game end condition that throws another wrench in your potential plans for greatness.

I really like the puzzle-y nature of the game – having to balance getting tasks accomplished without leaving resources for Botric to scoop up and turn into a path towards victory. I also think that the random order of appearance for the various parts of the village changes the flavor of each game in ways that make me want to set it up and play it again.

New Frontiers (4 plays – approx. playing time: 30 minutes)

The Starry Rift expansion for Tom Lehmann’s board game in the Race for the Galaxy universe utilizes a similar solo system to Tom’s Jump Drive – where solo players must complete a variety of goals over multiple games to win the campaign. I’ve tried the simplest campaign four times last year: twice on “short” mode (1 win & 1 loss) and twice on “long” mode (I lost both times). This summer, I gave campaign #2 a try on “short” mode and lost in the final game. It sounds like a lot (4 games in order to get a “win”?!), but in practice games of New Frontiers move quickly and it’s an easy game to reset.

Return to Dark Tower (4 plays – approx. playing time: 45 minutes)

This was my #1 new (to me!) game of 2022.

Solo Return to Dark Tower works like charm – with one exception.

The app already has a single player setting and the challenges are scaled appropriately for a single hero. I play most solo games in about 45 minutes (not including set-up and tear-down of the game) and it was very enjoyable. The Covenant expansion is a welcome addition to the game… adding more characters, a greater variety of quests, new monuments to build, and doom skulls.

The exception? When the Tower spits out skulls to the kingdom opposite you, you’ve got to go chase them. (Here’s where the neoprene mat version of the board is nice… the original board works great but has some “bounce” so skulls can go skittering across the table and onto the floor.)

A solid two thumbs up – though not the most portable of solo experiences. If you want to know more, you can read my review here on the OG.

And I can finally reveal that the reason for my four solo plays this year was playtesting the new material for the Expeditions expansion about to hit Kickstarter this month. (It’s really good – and doesn’t require any changes in the app.)

Three is a Magic Number

Ascending Empires: Zenith Edition (3 plays – approx. playing time: 75 minutes)

As a long-time fan of the original game, I was excited by the possibility of a working solo mode for the new edition – in addition to blinging out the game with cooler bits and using neoprene mats to fix the rough edges. (I’ve also written an extensive review of Ascending Empires which goes into a lot more detail.)

Two of my three solo games were not against the solo rules but simply me playing multiple positions. (Anyone who has been into chit wargaming knows exactly what I’m talking about here.) The solo mode game frankly kicked me around… I desperately need to give it a second go.

Canopy: Evergreen (3 plays – approx. playing time: 40 minutes)

I’ve come to believe that the optimal number of players for Canopy: Evergreen is 3… but playing it solo is a close second. The solo system acts like an actual opponent. So far, I’ve only blown the automa out of the water a single time – and we’ve split the other games.

If you haven’t seen Canopy: Evergreen, I recommend playing it. It’s got a very sweet drafting mechanic at the heart of the game that I find really enjoyable.

Conservas (3 plays – approx. playing time: 30 minutes)

Lovely production coupled with lots of variety in the puzzles you face makes for a great filler solo game. Sustainable fishing is a smart theme – forcing you to balance priorities.

So far, I’ve completed the first three months at standard level – on to “April”!

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

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 of the Rise of Ix & Immortality expansions just adds 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. (It’s possible I’m understating my case here – I’ve only beat the AI once with both expansions in.) The addition of the Bloodlines expansion just gave me new ways to lose. (I’m OK with that – it’s a great game.)

SETI: Search for Extraterrestrial Intelligence (3 plays – approx. playing time: 95 minutes)

SETI has turned out to be a very divisive game from 2024 – some folks loved it, while others were completely underwhelmed by the design. Despite that mixed reaction, it’s been nominated for multiple awards. I personally really enjoyed my first three player game of it – and when the chance to pick up a lovingly used copy became available (thanks, Doug & Shelley!), I jumped at it.

I’ve now had three opportunities to play against the solo bot system – and I’m hooked. Similar to the solo bot design for Lost Ruins of Arnak (also published by CGE), the card system is simple to implement which means that most of your playing time is spent obsessing over your own choices as you try to find alien life.

There’s a just announced expansion on the way for Essen 2025 – adding some new twists as well as new aliens. Color me very interested. I also just realized that we here at the OG have never officially written up a SETI review – which we need to fix as soon as possible.

Tiny Epic Galaxies (3 plays – approx. playing time: 30 minutes)

It had been a long time since I’d pulled out this – the best of the Tiny Epic series (designed by Scott Almes)… but I had to hit the road for work and wanted a solo game that would work in a hotel room yet offer a bit more oomph.

And I had so much fun playing Tiny Epic Galaxies (with the Beyond the Black expansion in the game) that I played it three times in a couple of days. Granted, the game is stronger when playing against other players, but once you ramp up to medium difficulty against the bot, it’s a near thing to squeeze out a win.

Unstoppable (3 plays – approx. playing time: 45 minutes)

This is my most recent “solo-only” game purchase… and I’m happy that I plunked down some of my hard-earned cash to put it in my collection. Unstoppable has a rather extensive backstory that boils down to “bulk up your team to keep plinking away at the big bad” – but you do so by deck-building AND card-crafting. More importantly, the cards you put in your deck also are creating new adversaries for you to deal with as the game progresses.

My first game went smoothly – and I eked out a win. The next two games showed how vicious the system can be: one was “close but no cigar” while the other was “hasta la vista, baby”. I’ve got it in my travel bag to get some more plays in soon!

Zoo Tycoon: The Board Game (3 plays – approx. playing time: 120 minutes)

I’m a sucker for zoo building games – and this is flat-out the most like a computer zoo-sim of any I’ve played. That means it has a bit of a rules overhead (at least getting started) and some fiddly bits when you’re tracking the progress of your species – but it makes up for it with interesting (and tricky!) decisions and gorgeous components.

At first blush, the solo system seems a little punishing… so I tweaked the difficulty a bit and found myself enjoying it even more. (In other words, I used the easy setting in the rulebook.)

The reprint & expansion finally made it to the U.S. – and that got me another couple of plays with the expansion. Though there are more rules now (thanks to the Vivarium and water-based animals), I think I like the game even better with the greater variety and the extra challenge.

I wrote a review of both the original Zoo Tycoon board game and the expansion earlier this summer.

It Takes Two (To Make A Thing Go Right)

52 Realms: Adventures (2 plays – approx. playing time: 20 minutes)

The VERY recent release from the good folks at Postmark Games doesn’t use dice – instead, it employs a deck of standard playing cards to act as items, loot, equipment, monsters, and wounds. There are two dungeons and four characters already available for 52 Realms – it’s well worth your $6 to pick up and print yourself a copy.

Ancient Knowledge (2 plays – approx. playing time: 45 minutes)

Another polarizing game – and while I would NOT recommend playing with 4 players (too much downtime), I find the sliding tableau/”tower defense”-like nature of the game to be a very interesting puzzle.

That made the release of the Heritage expansion with its focus on solo play a winner for me. It offers two different solo systems to play Ancient Knowledge: a way to play one-off games and a way to play a campaign. The solo system is simple to administer and lets you marinate in the puzzle of saving the knowledge of your decaying civilization.

I’m five games into a Heritage campaign after playing 3 Challenge solo games… check back in December when I write my next solo games wrap-up to see how I’m doing!

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 Bad Company works as a solo game since part of the design appeal is that it is enjoyable with up to 6 players.

Call to Adventure: The Stormlight Archive (2 plays – approx. playing time: 45 minutes)

The original rules in the base box of Call to Adventure for solo and cooperative play felt 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 as well. (And I finally finished the first couple of books in the The Stormlight Archive series – which meant the references on the game cards make more sense now.)

Distilled (2 plays – approx. playing time: 40 minutes)

My #1 new (to me) game of 2024 is also an excellent solo game. All of the standard bits of the multiplayer game are still there – drafting/buying ingredients & equipment, distilling your spirits, bottling and selling it – but instead of simply creating a “beat your previous” solo element, the design/development team came up with three decks of goals you have to complete to score a win. Traversing the goal layout and making decisions to build a distillery to meet those goals raises this terrific game up a notch in my solo play repertoire.

And yes, it’s weird (and a little funny) that a non-drinker like me likes this game about making alcoholic beverages so much. Then again, I also love Memoir ’44 – and I have zero desire to fight in a war or own a gun, so there’s that.

Draft & Write Records (2 plays – approx. playing time: 30 minutes)

Another thrift store find – with both expansion/alternate decks in the box as well! I’ve played a good bit of this flip’n’write game solo on BGA… it’s a bit more fiddly IRL (what with all the coloring of spaces) but it has some fun interactions between the various game elements.

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 base game) works like a charm.

Earlier this spring, I played through The Missing Expedition expansion – which has a solo (or 2 player co-op) campaign that expands the original print’n’play solo campaign to six games. It’s excellent… even though I failed at the end. (I really need to try it again.)

Over the last couple of weeks, I’ve been playing with the new boards from the Twisted Paths expansion (included in the Adventure Box). Both of them add some VERY interesting twists (ha!) to the already tremendous game system. I’ll also note that Twisted Paths has heavy cardboard versions of some of the solo tiles that were only previously released as print’n’play. (Thanks, CGE!)

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

A clever flip’n’write from OG writer Jeff Allers (and Matthew Dunstan – another designer I quite like) that actually does some nice things both with rail-building and with poker. The solo challenges in this game ramp up well – you can experiment to find the appropriate level of difficulty for you.

Sniper Elite: The Board Game (2 plays – approx. playing time: 40 minutes)

As a multi-player “one vs many” game, Sniper Elite is a bit like playing Scotland Yard if Mr. X had a gun and could shoot the people chasing him. It’s a lot of nail-biting fun, for both the Allied sniper/spy and the Axis soldiers trying to hunt him down.

As a solo game, a number of changes happen to the system that still evokes the feel of making a nighttime raid on an Axis submarine base – but the soldiers are controlled by a card deck AI that moves them around a good bit to foil your plans.

I’ve played twice solo and had a good time both times – but I think the strength of this game (as least with the base box) is with the multi-player mode.

SpaceCorp: 2025-2300 AD (2 plays – approx. playing time: 120 minutes)

Fascinating multi-stage (including multiple boards and card decks) game of space exploration. It works really well as a solo design. I add the Ventures expansion to the game – but haven’t really touched the extra stuff yet as I’m still wandering around in the original system.

Not the same game – but John Butterfield (the designer) – is working with GMT on a new game in the BSM Pandora universe. (For those who weren’t around in the ’80s, the two BSM Pandora solo games originally published in ARES magazine were pretty nifty.)

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 done with other games from this company, I’ve laminated my copies of the Waypoints boards so I can take them whenever I travel. My two games (so far!) this year was with the third map – which includes a coastal setting and islands to explore!

One Is the Loneliest Number

A Gentle Rain (1 play – approx. playing time: 15 minutes)

A beautifully produced solo tile-laying game that does exactly what it sets out to do – create a zen-like peaceful experience while giving your brain a puzzle-y challenge. It’s kind of an amazing accomplishment – and my single play so far this year is no reflection on what a great design it is.

Age of Comics (1 play – approx. playing time: 60 minutes)

I love the theme (making and selling comics in the Golden Age of funny books) but the solo mode is clunky and not particularly enjoyable to administer.

Ark Nova (1 play – 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 last year, Ark Nova is 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 my solo games with the Marine Worlds expansion are very enjoyable. With the plethora of cards in the base game, it’s always a question if “more stuff” will actually be better for the game… and, to their credit, the Marine Worlds expansion adds interesting decisions without gumming up the works of the original game. I particularly like the improved action card draft, which nudges players in new (and often different) directions.

Clank! A Deck-Building Adventure (1 play – approx. playing time: 45 minutes)

Personal take: the Clank! In! Space! solo campaign on the app or the Clank! Catacombs solo campaign (also on the app) are more interesting than the one-off solo mode for Clank… but all three are enjoyable.

Colt Express (1 play – approx. playing time: 75 minutes)

Solo playthrough just to try out the new characters from the Happy Birthday expansion… not recommended as a solo game. (I love it as a multi-player game… and think that the Armored Train expansion is fantastic.)

Core Worlds (1 play – approx. playing time: 75 minutes)

Part of the Core Worlds: Empires Kickstarter back in 2021 was the Nemesis deck expansion for the original Core Worlds game… and it is a very solid solo AI that (so far) has pounded me pretty hard. (Nice touch: the deck is set up to vary difficulty and work with any combination of the original expansions.) Even on the easiest setting, it edges me out at the end. (But I’m getting closer.)

Great Western Trail: New Zealand (1 play – approx. playing time: 90 minutes)

In what was a common theme for 2023, I found another game that I really enjoyed that I was – based on my previous experience – pretty sure I would dislike. (Non-solo games that fit this category included Red Dragon Inn & Zombicide 2nd Edition.)

I avoided playing the original Great Western Trail for a long time – even though I really enjoyed some of Pfister’s designs. My first play was very good – but I just didn’t see who I could get to play it with me.

The new versions being released piqued my interest – but not enough to pull the trigger until GWT: New Zealand… and boy howdy, I’m glad it did. There are a number of changes to the base game – though the basics are still the same. It’s as if they took GWT and the Rails to the North expansion, smushed them together, added some clever twists to “loosen” the game up a bit, and then did a better job with the graphics than the previous versions.

The solo AI is very solid and incredibly easy to administer – though not always easy to beat.

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

I’m slowly working my way through the avalanche of new content in the stand-alone Horizons box… and while I love the innovations with the Trade module, it turns out I’m not very good at leading civilizations with it in the game. I do appreciate the improved quality components, the solo “bot” cards, and the updated rulebook.

Want more detail about the game system? I wrote an extensive review for the OG!

It’s a Wonderful World (1 play – approx. playing time: 30 minutes)

You get four pairs of five-card “packets” (with the option to discard 2 cards in order to look at five & keep one)… which makes for a great solo version of this card-drafting game. This excellent game was augmented early in 2021 by the release of the Corruption & Ascension expansion as well as the War or Peace and Leisure & Decadence campaign boxes. My younger son & I played through both campaigns… and then I played through the same campaigns solo. (I wrote a review of the new expansions for the Opinionated Gamers.) 

Let’s Go To Japan (1 play – approx. playing time: 35 minutes)

The production of the game is top-notch… the artwork is gorgeous… and it has actually has the solo play to match those. It’s “just” a drafting game – but when playing solo, the things you don’t choose are being fed to your opponent, the rival travel agent. (Dale wrote a really great preview/review of this game that convinced me to back it on Kickstarter.)

I’ve only played one solo game with my physical copy – but I’ve played it on BGA a number of times (both solo & multi-player). It’s an excellent online adaption.

I also gave the Day Trip expansion another try in my last solo game – and I’m just not convinced it adds enough to the game to warrant the extra hassle.

Mosaic: A Story of Civilization (1 play – approx. playing time: 100 minutes)

I’ve immensely enjoyed both my multiplayer and my solo plays of this 90-120 minute civilization building game. There isn’t a direct combat system in the basic game – 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 – and I’ve made my frustration known both on BGG and in reaching out to the company. There is a fan-made variant that is functional – I’ve only played it twice and enjoyed it – but I do wish the company had followed through.

My one play in 2025 was with the game stripped back to the original (no expansion).

Motor City (1 play – approx. playing time: 35 minutes)

A thrift store roll’n’write find – it’s just complicated enough to be frustrating but easy enough to want to work as a solid solo game. (There’s some UI issues with it that don’t do it any favors.)

Nemo’s War (1 play – approx. playing time: 70 minutes)

Nemo’s War manages to blend Euro mechanics and old-school wargame elements along with a compelling theme. On top of that, the various objectives change the game and how you play by just changing the scoring to reflect Nemo’s vision of a “better” world. 

The newest expasnion – Journey’s End – dramatically expands the number of possible adventures, adds two more objectives, and has a rewritten rulebook that makes the game easier to learn and play.

I did try Nemo’s War as a multi-player cooperative – which was actually much more enjoyable than I thought it would be. (The rules in the newest edition for this work very well.) Still, I prefer it as designed – an amazing solo game.


Paperback Adventures (1 play – approx. playing time: 60 minutes)

I borrowed my younger son’s copy (while he was out of town) and gave this one a whirl. Let me be clear: while I didn’t particularly enjoy it, I can see the genius of the design. If you like deck-building and/or word games, I’d strongly recommend that you give it a try.

Riftforce (1 play – approx. playing time: 30 minutes)

I’m not sure why Riftforce is on sale pretty much everywhere – it’s a clever two-play battler with nice variety. On the other hand, I’m clear that my single play of the solo mode was more than enough – it’s not fun to play solo. (The expansion contains the solo mode and a bunch more potential faction sets – get it for the faction sets.)

Roll Player (1 play – approx. playing time: 60 minutes)

The Monsters & Minions expansion and/or Fiends & Familiars expansion are required for enjoyable solo play. (In fact, I think this is one of the “required” expansions for multiplayer play as well… it offers more variety and more options for players on their turn. Most importantly, it gives the game an ending via fighting the big boss that is much more satisfying than “hey, look – I built a character”.)

Sleeping Gods: Primeval Peril (1 play – approx. playing time: 60 minutes)

I decided to give the Sleeping Gods system a try – it was clever but not my cup of tea. (I’ve since found out from folks who are fans of the system that I started with the worst box of it – in their opinion – but I’m not sure I have the energy to try a bigger box.)

Tales of the Arthurian Knights (1 play – approx. playing time: 75 minutes)

I cannot say enough wonderful things about Tales of the Arthurian Knights as a 2-4 player “choose your own adventure” game in the mold of Tales of the Arabian Nights. Designer Andrew Parks has fixed/smoothed out a number of rough edges mechanically with the original game as well as compile a fantastic book of Arthurian lore for players to dive into. It will easily be in my top ten “new to me” games for 2025.

The solo rules included in the game work well – but the game loses something when there isn’t at least one other player to enjoy it with. Something about the creation of epic stories cries out for multiple players. Again, I think the solo system is completely functional – but my single game by myself lacked the joy & laughter of my 2-4 player games.

The Artemis Project (1 play – approx. playing time: 35 minutes)

A six round engine builder of settling Europa (the ice moon of Jupiter)… it’s primarily a dice placement game that is reminiscent of Jeff Allers’ Order of the Gilded Compass/Alea iacta est games – only with more random events and sci-fi theme… that received a “glow up” from an expansion & 2nd edition printing that fixed some issues with the original game board & rules. The solo version is solid – with the random events changing the challenge of the game. I’m not sure the expansion is worth the hassle for solo play – but I like what it does with multi-player games.

The Pursuit of Happiness (1 play – approx. playing time: 75 minutes)

You could strip the theme off of the game and you’d have a standard worker placement game left – but that misses the point. The designers have done a great job of melding mechanic/ism and theme together

Over time, I’ve managed to acquire almost all of the various expansions and promo cards for The Pursuit of Happiness… a game I initially reviewed for the OG over seven years ago. The expansions all have interesting twists – but playing them all at once (I’ve done it) is a bit much.

I’d suggest simply using one major expansion if you’re planning to play solo (or multiplayer for that matter).

Undaunted: Normandy (2 plays – 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 in 2022)… but the lack of a solo option and no consistent opponent may have that one wait a while – but I did pick up a copy when it was on sale, so I’m ready.

Wild Tiled West (1 play – approx. playing time: 35 minutes)

Despite my enjoyment of Wild Tiled West, it didn’t end up on my Best New (to Me!) lists for 2024 because I’d played it originally in 2023 as a multi-player game. And that first play of Wild Tiled West was just OK – but when I found a deal for a copy, I went ahead and picked it up since I tend to like Paul Dennen’s designs. And it turns out that it’s a really sweet solo game… made even more playable with the excellent Dire Wolf Studios app and the solo campaign (which I’ve played through twice now).

It’s also the last solo game I played in August… so it JUST made it onto this recap.

Collage at top of the post…
Top Row: Tiny Epic Galaxies, Let’s Go To Japan, Hamlet
Middle Row: World Wonders, me in a humorous t-shirt, Distilled
Bottom Row: Flamme Rouge, Lost Ruins of Arnak, Everdell

I received a review copies of Flamme Rouge and Zoo Tycoon: The Board Game. The rest of this I bought with my hard-earned money or received as a gift from family or friends.

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 2025: The First Eight Months

  1. Stephen Glenn says:

    As usual, you’ve pinned my jealousy meter in the red. Unfortunately, my favorite solo game is DESIGNING GAMES THAT NO ONE WANTS TO PUBLISH. Seriously, I play that game in my sleep. It’s so fun! Sadly, ever other solo experience pales in comparison.

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