The 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 very satisfying about physically playing a game: shuffling cards, moving pieces, seeing it all spread out in front of you. (I will note that the new era has also brought some really weak solo modes for games that probably shouldn’t have had a solo mode in the first place, but I’m trying to focus on gratitude rather than griping in 2026.)
Solo gaming is now a decent-sized chunk of my gaming experiences – while I still play a lot of games with friends and family, 21% of my gaming in the first eight months of 2026 was solo. Last year is was over 31% for January through August, so this is a bit of a drop-off. For comparison, the yearly total for 2025 was 24%, the yearly total for 2024 was 31%, 2023 was 20%, 2022 was 22%, 2021 was 33%, 2020 was 19%, and 2019 was 6%. I’ve actually more opportunities for both online play (BGA and playtesting games on TTS) and in-person play this year… and I think that I’m playing a greater number of long-ish solo games.
So, what follows are my thoughts on the forty-nine (49) different solo games I’ve played so far in 2026 – 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 Arydia: The Paths We Dare Tread is an excellent solo game design but I haven’t played it [yet!] in 2026.)
A Nickel and Some Pennies
Tenby (9 plays – approx. playing time: 40 minutes)
Tenby is an odd duck of a game that keeps popping up on my gaming table due to two things: first, the box is small and portable. Second, both the multiplayer and solo versions of the game are enjoyable city-building exercises with some interesting twists.
Cards in Tenby are either Town or Pier cards… and are laid out in streets. The scoring requirements for each card are predicated on the cards on the same street – often only the adjacent cards. You acquire cards by drafting from a tableau that is not refilled until the end of the round – and you decide on the drafting order by selecting a draft card in a similar manner to Kingdomino.
All of that works together nicely – and the solo system imitates another player by drafting cards away.
Perseverance: Castaway Chronicles (8 plays – approx. playing time: 120 minutes)
The mechanics of the game are a blend of crunchy dice-drafting decisions and worker placement with some dice combat against dinosaurs and area control thrown in for good measure. The story behind Perseverance is a like a fever dream mash-up of LOST, Jurassic Park, and Stargate – but the Mindclash Games team makes it work with evocative card & board art as well as really nice miniatures.
I’ve barely scratched the surface of the game system – I’ve finally played through all four episodes and have started my first Chronicles campaign. BTW, the four games (“episodes”) that make up the series are related to each mechanically – each uses a dice drafting mechanism that is placed to activate a variety of actions. But, in practice, each game develops in very different ways as the objectives of the overarching story create intriguing new puzzles for players to struggle with.
The solo system is impressive – though it is not particularly simple to learn. Thematically, the solo opponents are strong and clever to play against.
I continue to be impressed with Mindclash Games’ ability to combine “heavy” game designs with huge swaths of thematic elements… and then to produce them with such gorgeous components. It’s a pleasure just to have Perseverance out on the table.
My objective for the rest of 2026: finish the Chronicles campaign that connects the four episodes together! (Yes – play all four episodes with connective tissue and rewards that stick with you… so sweet!)
Railroad Tiles (7 plays – approx. playing time: 25 minutes)
I’ve always thought that Railroad Ink was clever… but the need for clarity in the drawing of rail lines and highways meant the majority of my maps were kind of a mess. Playing it on BoardGameArena worked pretty well, though.
I decided to purchase Railroad Tiles on the strength of the ideas from Railroad Ink and the recommendation of other solo players – and I have not been disappointed. It’s a very comfortable and interesting solo game – esp. when you add in the objective tiles and start plugging away at the solo challenges in the rulebook.
No, I have not (yet!) invested in any of the expansions… but they look pretty darn cool.
Conservas (6 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 four months at standard level – but my return to the game this year a series of losses as I have depopulated the fisheries time & time again.
And, yes, I did back the expansion to Conservas, which should arrive in the next couple of months.
Flamme Rouge (6 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 or my more recent review of the Flamme Rouge expansions.)
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 in the middle of a full 21-stage Tour de France (by way of Hendersonville, TN). The six games played this year (so far) are the continuation of that tour – and the mountain stages have been brutal to my team. (Good thing we built up a lead in the early days of the tour!)
Tenpenny Parks (6 plays – approx. playing time: 35 minutes)
The production and artwork of this tile-laying “park builder” are quite lovely… and the solo bot (named Becky) plays a solid but predictable game. I think the game is great for 2-4 players… but I was less likely to bring Tenpenny Parks out for solo play.
That’s changed with the addition of the Innovation expansion… the additional scoring element introduces a bit more control and makes the bot a little smarter. The other expansions are excellent as well in adding variety and making some decisions a bit more interesting.
Just a Nickel
Kinfire Chronicles: Night’s Fall (5 plays – approx. playing time: 45 minutes)
I can see how this beautifully designed and illustrated adventure game would work well with multiple players – but I’m thankful that it’s a great solo adventure. I’m playing with two characters and am just getting ready to move from the hinterlands to the big city at the center of this story – there are literally 16 more episodes to go!
Kingdom Legacy: Feudal Kingdom (5 plays – approx. playing time: 30 minutes)
I love the concept behind Kingdom Legacy – a solo legacy deck-builder where you can improve cards and destroy cards on your way to building a kingdom. I was interested a design that was built to be expanded to continue on your journey. And, frankly, my wallet liked the price point.
The problem is that I just didn’t enjoy playing it enough to finish the initial deck. Even with all the shuffling of my deck and the drip feed of new cards, there was an element of processional progression in Kingdom Legacy that was not my cup of tea. It did not help that the rule sheet felt incomplete and eccentrically organized.
Lost Ruins of Arnak (5 plays – approx. playing time: 50 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 for Lost Ruins of Arnak (included in the base game) works like a charm.
Last 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 tried again this summer – and this time I completed it!
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.
I’ve now played both with the Commanders expansion (which is excellent) and with the Bermuda Triangle expansion (which is ok – since it basically turns the game into a different game).
Four on the Floor (or Table)
Dead Reckoning (4 plays – 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.
But as much as I enjoyed the base game solo, I’m infinitely more jazzed about playing it with the Saga and Sea Dog expansions… the addition of a campaign mode for solo play coupled with the constant drip of story elements meant I had a two week Dead Reckoning festival on my gaming table last fall.
I finally finished my Letters of Marque campaign – combining it with the new Port of Call expansion. I like the new elements added by both expansions – but I don’t think Letters of Marque will get used as much, particularly in multi-player games. (It adds enough new elements that complicate the game.)
NEOM (4 plays – approx. playing time: 25 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 NEOM 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.
Interestingly, I read that Neom is the name of a planned city/community being built (or maybe not) in Saudi Arabia. (It’s an interesting internet rabbit hole to dive down.)
Three is a Magic Number
Endeavor: Deep Sea (3 plays – approx. playing time: 35 minutes)
My copy of the deluxe edition FINALLY arrived just before Thanksgiving. (Braeden & I had played it at Gulf Games this summer and I promptly came home and ordered a copy from Game Steward. BTW, a unsolicited plug for Game Steward’s customer service – they dealt with my questions and concerns quickly and kindly as the waiting dragged on.)
The production of Endeavor is top-notch, the puzzles inherent in the game are interesting, and I like the rhythm of how the game plays out… with two or three players or as a solo game. As I dig deeper into the included scenarios, there are a number of clever twists on the system just by changing the Impact chart and the scoring goals.
The real measure of how much I like Endeavor – it took me eight games to finally beat an opponent (yes, the solo system or a real live human). And I still enjoyed each and every game… so much so that it was #3 on my Best New (to me!) Games of 2025 list.
The Uncharted Waters expansion should land in the next couple of months – which means it is likely to hit the table more this year!
Heroscape (3 plays – approx. playing time: 40 minutes)
Heroscape is not a solo game. At all.
But I needed to playtest some scenarios – so I did it. You’ll be stunned (and surprised!) to find out my side won.
Note: more Heroscape coverage coming soon – I can’t wait to see ninjas on lightcycles! (OK, they’re not lightcycles – but they’ve got a definite TRON vibe.)
Minigolf Designer (3 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 is 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.)
Minigolf Designer has the virtue of being very easy to set up – which means it work nicely when I just want something to tickle my mind for 30 minutes or so.
Path of Civilization (3 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.)
Revenant (3 plays – approx. playing time: 120 minutes)
This massive box of gaming goodness is in the same thematic universe as Voidfall – but the game mechanics are actually a blend between stock manipulation and engine building. You are attempting to safely escape the oncoming horde of Voidborn with your very Battlestar Galactica-like fleet… while still competing for influence with the various houses.
There’s been a lot of talk online about the usual complaints about Mindclash Games designs – they take a long time to set up, the deluxe minis & bits aren’t strictly necessary, there’s a lot of iconography (this is not incorrect), yadda yadda yadda. I don’t disagree – but I also have found that I love the tactile feel of these games when they’re on the table and the extra minis enhance my immersion in the stories they’re telling. YMMV.
Undaunted: North Africa (3 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 finished slowly working my way through the Normandy campaign in late 2025 and began North Africa earlier this year! (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.
Pirates of Maracaibo (3 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.
I got the Commanders expansion for Christmas… it’s on my “to be played” list (behind my recently acquired copy of Perseverance: Castaway Chronicles). I’ve also actually seen (but don’t own) a copy of the Bermuda Triangle expansion – it’s a deck of 60 cards with a new module for the game (a treasure hunt).
It Takes Two
Dice Realms (2 plays – approx. playing time: 20 minutes)
The biggest issue with Dice Realms is the same for solo and competitive play – getting the game set up. Once it’s ready to go, the game flies by as you attempt to mitigate your luck (or lack thereof). In fairness, the game combines the deck-building-ish feel (courtesy of the customizable dice) along with ways to control those dice (reroll tokens & set a side tokens) that makes it much less luck dependent than it first appears.
The new Trade Expansion adds not only another type of dice (Trade dice) but also the equipment and design for solo/cooperative games and mini-campaigns.
Mythwind (2 plays – approx. playing time: 90 minutes)
I’ve just begun to scratch the surface with Mythwind… I lucked into a complete set (with all the expansions) on DEEP clearance at a FLGS. I’m intrigued by the storytelling elements in the game and sheer variety of the various characters.
So far, my single figure (Farmer) game seemed to advance very slowly, while my two figure (Innkeeper and Ranger) progressed more quickly but felt slower for solo play. I’m coming back to it when work slows down this summer.
SETI: Search for Extraterrestrial Intelligence (2 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 (and won) 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 had a number of 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.
I recently wrote a review of the base game AND the new Space Agencies expansion for the OG. For solo players, I think the expansion makes for an even more enjoyable (and challenging) game.
The Game Makers (2 plays – approx. playing time: 1 hour)
I’ve first played the prototype of what eventually became The Game Makers back in the summer of 2024… but I didn’t get to actually play the solo game system until my copy arrived this July. I’m a huge fan of the game design – both the cleverness of the simultaneous action system as well as the fantastic production.
So far, the solo system does exactly what you want it to do – give you a challenging problem to solve (including published a particular game) and throw obstacles in your way as you work to make that happen. I haven’t won yet, but I’m looking forward to my next game!
Waypoints (2 plays – approx. playing time: 25 minutes)
I think this is probably my favorite roll’n’write game from Postmark Games… and possibly my favorite roll’n’write period. The creative use of topographical maps and a hiking theme leads to interesting push-your-luck decisions and lots of variety (five maps so far!). 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.

One Is the Loneliest Number
52 Realms: Adventures (1 play – approx. playing time: 20 minutes)
Yes, it’s another Postmark Games release – but it doesn’t use dice – instead, it employs a deck of standard playing cards to act as items, loot, equipment, monsters, and wounds. There are four dungeons and eight characters already available for 52 Realms – it’s well worth your $6 to pick up and print yourself a copy. This solo-only design is really quite something.
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 from Kevin Wilson (yep, the same guy who designed Android and Kinfire Chronicles!) – and my single play of A Gentle Rain this year is no reflection on what a great design it is.
Clank! Catacombs (1 play – 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.
I received the Underworld expansion for Christmas – my single play this year was an attempt to see if playing it solo is viable. So far, the jury is out – I’m hoping that Dire Wolf will update the solo app to encompass the two expansions.
Endeavor: Deep Sea (1 play – approx. playing time: 35 minutes)
My copy of the deluxe edition FINALLY arrived just before Thanksgiving 2025. (Braeden & I had played it at Gulf Games last summer and I promptly came home and ordered a copy from Game Steward. BTW, a unsolicited plug for Game Steward’s customer service – they dealt with my questions and concerns quickly and kindly as the waiting dragged on.)
The production of Endeavor is top-notch, the puzzles inherent in the game are interesting, and I like the rhythm of how the game plays out… with two or three players or as a solo game. As I dig deeper into the included scenarios, there are a number of clever twists on the system just by changing the Impact chart and the scoring goals.
The real measure of how much I like Endeavor – it took me eight games to finally beat an opponent (yes, the solo system or a real live human). And I still enjoyed each and every game… so much so that it was #3 on my Best New (to me!) Games of 2025 list.
Jisogi: Anime Studio Tycoon (1 play – approx. playing time: 55 minutes)
While the artwork/graphic design of Jisogi is thematically perfect, this worker placement game doesn’t quite have enough “oomph” in the gameplay to make me want to try it again. There are some nice bits of theme (the workers at your tiny anime studio are all burned out when the game begins, chasing trends in what customers want is constantly changing, etc.) but it wasn’t a particularly exciting game to play.
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’m just not convinced the Day Trip expansion adds enough to the game to warrant the extra hassle. And, yes, I backed Let’s Go To France… which Dale also previewed earlier this year.
Luthier (1 play – approx. playing time: 2 hours)
I loved Paverson’s first hit (Distilled) and so was really excited to play Luthier. My first (and so far only) multiplayer game involved some very tricky timing decisions that made one of our players frustrated – but I found it really fascinating. My single solo play doesn’t have those same issues (the timing choices are much more obvious in what is essentially a two player game) but is still a very interesting optimization puzzle.
I’m looking forward to trying this again – both solo and multiplayer!
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.
Nucleum (1 play – approx. playing time: 90 minutes)
I’m not sure it’s fair to call this a play – as I had to stop mid-game. I think there’s a lot to like in this design, but the solo engine changes enough of the base game rules that I’m still fighting to make sense of it.
My theory is that this is like Expedition Earth (another crunchy game from designer Dávid Turczi) – once I get how Nucleum works straight in my head, I’ll enjoy it a whole lot more. (I’m feeling more hopeful after playing – and winning! – a learning game with two other newbies at Gulf Games this summer. Thank you again, Michael, for teaching us and keeping us on the straight & narrow.)
Trails of Tucana (1 play – 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. Trails of Tucana has 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.
Unmatched: Battle of Legends (1 play – approx. playing time: 20 minutes)
A single play to experiment with a strategy choice for my most recent Unmatched review… but if you really want to play Unmatched solo, you should be using the Unmatched Adventures boxes. I’ve reviewed both of them – Tales to Amaze! and Teenage Mutant Ninja Turtles – for the OG.
Voidfall (1 play – approx. playing time: 2 hours 30 minutes)
Normally, I’d balk at a game with a non-random combat system and intertwined mechanisms – but the theme of defeating the Voidborn is so tightly woven into the design & flow of the game that I find myself lost in the world and the puzzle of trying to expand my civilization’s capabilities whilst fending off the encroachment of mind-altering evil.
The game comes with a myriad of player factions and stunning gorgeous production – as well being fully playable as a solo (the way I have been playing), cooperative, and competitive game.
The team here at the OG had a great conversation about Voidfall.
I received review copies of Flamme Rouge (and most of the expansions), the Renegade Heroscape releases, and the mentioned Unmatched boxes. The rest of the games on this list were either purchased by me or given to me as a gift.
Solo Gaming 2026: The First Eight Months
Solo gaming is now a decent-sized chunk of my gaming experiences – while I still play a lot of games with friends and family, 21% of my gaming in the first eight months of 2026 was solo. Last year is was over 31% for January through August, so this is a bit of a drop-off. For comparison, the yearly total for 2025 was 24%, the yearly total for 2024 was 31%, 2023 was 20%, 2022 was 22%, 2021 was 33%, 2020 was 19%, and 2019 was 6%. I’ve actually more opportunities for both online play (BGA and playtesting games on TTS) and in-person play this year… and I think that I’m playing a greater number of long-ish solo games.
So, what follows are my thoughts on the forty-nine (49) different solo games I’ve played so far in 2026 – 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 Arydia: The Paths We Dare Tread is an excellent solo game design but I haven’t played it [yet!] in 2026.)
A Nickel and Some Pennies
Tenby (9 plays – approx. playing time: 40 minutes)
Tenby is an odd duck of a game that keeps popping up on my gaming table due to two things: first, the box is small and portable. Second, both the multiplayer and solo versions of the game are enjoyable city-building exercises with some interesting twists.
Cards in Tenby are either Town or Pier cards… and are laid out in streets. The scoring requirements for each card are predicated on the cards on the same street – often only the adjacent cards. You acquire cards by drafting from a tableau that is not refilled until the end of the round – and you decide on the drafting order by selecting a draft card in a similar manner to Kingdomino.
All of that works together nicely – and the solo system imitates another player by drafting cards away.
Perseverance: Castaway Chronicles (8 plays – approx. playing time: 120 minutes)
The mechanics of the game are a blend of crunchy dice-drafting decisions and worker placement with some dice combat against dinosaurs and area control thrown in for good measure. The story behind Perseverance is a like a fever dream mash-up of LOST, Jurassic Park, and Stargate – but the Mindclash Games team makes it work with evocative card & board art as well as really nice miniatures.
I’ve barely scratched the surface of the game system – I’ve finally played through all four episodes and have started my first Chronicles campaign. BTW, the four games (“episodes”) that make up the series are related to each mechanically – each uses a dice drafting mechanism that is placed to activate a variety of actions. But, in practice, each game develops in very different ways as the objectives of the overarching story create intriguing new puzzles for players to struggle with.
The solo system is impressive – though it is not particularly simple to learn. Thematically, the solo opponents are strong and clever to play against.
I continue to be impressed with Mindclash Games’ ability to combine “heavy” game designs with huge swaths of thematic elements… and then to produce them with such gorgeous components. It’s a pleasure just to have Perseverance out on the table.
My objective for the rest of 2026: finish the Chronicles campaign that connects the four episodes together! (Yes – play all four episodes with connective tissue and rewards that stick with you… so sweet!)
Railroad Tiles (7 plays – approx. playing time: 25 minutes)
I’ve always thought that Railroad Ink was clever… but the need for clarity in the drawing of rail lines and highways meant the majority of my maps were kind of a mess. Playing it on BoardGameArena worked pretty well, though.
I decided to purchase Railroad Tiles on the strength of the ideas from Railroad Ink and the recommendation of other solo players – and I have not been disappointed. It’s a very comfortable and interesting solo game – esp. when you add in the objective tiles and start plugging away at the solo challenges in the rulebook.
No, I have not (yet!) invested in any of the expansions… but they look pretty darn cool.
Conservas (6 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 four months at standard level – but my return to the game this year a series of losses as I have depopulated the fisheries time & time again.
And, yes, I did back the expansion to Conservas, which should arrive in the next couple of months.
Flamme Rouge (6 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 or my more recent review of the Flamme Rouge expansions.)
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 in the middle of a full 21-stage Tour de France (by way of Hendersonville, TN). The six games played this year (so far) are the continuation of that tour – and the mountain stages have been brutal to my team. (Good thing we built up a lead in the early days of the tour!)
Tenpenny Parks (6 plays – approx. playing time: 35 minutes)
The production and artwork of this tile-laying “park builder” are quite lovely… and the solo bot (named Becky) plays a solid but predictable game. I think the game is great for 2-4 players… but I was less likely to bring Tenpenny Parks out for solo play.
That’s changed with the addition of the Innovation expansion… the additional scoring element introduces a bit more control and makes the bot a little smarter. The other expansions are excellent as well in adding variety and making some decisions a bit more interesting.
Just a Nickel
Kinfire Chronicles: Night’s Fall (5 plays – approx. playing time: 45 minutes)
I can see how this beautifully designed and illustrated adventure game would work well with multiple players – but I’m thankful that it’s a great solo adventure. I’m playing with two characters and am just getting ready to move from the hinterlands to the big city at the center of this story – there are literally 16 more episodes to go!
Kingdom Legacy: Feudal Kingdom (5 plays – approx. playing time: 30 minutes)
I love the concept behind Kingdom Legacy – a solo legacy deck-builder where you can improve cards and destroy cards on your way to building a kingdom. I was interested a design that was built to be expanded to continue on your journey. And, frankly, my wallet liked the price point.
The problem is that I just didn’t enjoy playing it enough to finish the initial deck. Even with all the shuffling of my deck and the drip feed of new cards, there was an element of processional progression in Kingdom Legacy that was not my cup of tea. It did not help that the rule sheet felt incomplete and eccentrically organized.
Lost Ruins of Arnak (5 plays – approx. playing time: 50 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 for Lost Ruins of Arnak (included in the base game) works like a charm.
Last 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 tried again this summer – and this time I completed it!
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.
I’ve now played both with the Commanders expansion (which is excellent) and with the Bermuda Triangle expansion (which is ok – since it basically turns the game into a different game).
Four on the Floor (or Table)
Dead Reckoning (4 plays – 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.
But as much as I enjoyed the base game solo, I’m infinitely more jazzed about playing it with the Saga and Sea Dog expansions… the addition of a campaign mode for solo play coupled with the constant drip of story elements meant I had a two week Dead Reckoning festival on my gaming table last fall.
I finally finished my Letters of Marque campaign – combining it with the new Port of Call expansion. I like the new elements added by both expansions – but I don’t think Letters of Marque will get used as much, particularly in multi-player games. (It adds enough new elements that complicate the game.)
NEOM (4 plays – approx. playing time: 25 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 NEOM 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.
Interestingly, I read that Neom is the name of a planned city/community being built (or maybe not) in Saudi Arabia. (It’s an interesting internet rabbit hole to dive down.)
Three is a Magic Number
Endeavor: Deep Sea (3 plays – approx. playing time: 35 minutes)
My copy of the deluxe edition FINALLY arrived just before Thanksgiving. (Braeden & I had played it at Gulf Games this summer and I promptly came home and ordered a copy from Game Steward. BTW, a unsolicited plug for Game Steward’s customer service – they dealt with my questions and concerns quickly and kindly as the waiting dragged on.)
The production of Endeavor is top-notch, the puzzles inherent in the game are interesting, and I like the rhythm of how the game plays out… with two or three players or as a solo game. As I dig deeper into the included scenarios, there are a number of clever twists on the system just by changing the Impact chart and the scoring goals.
The real measure of how much I like Endeavor – it took me eight games to finally beat an opponent (yes, the solo system or a real live human). And I still enjoyed each and every game… so much so that it was #3 on my Best New (to me!) Games of 2025 list.
The Uncharted Waters expansion should land in the next couple of months – which means it is likely to hit the table more this year!
Heroscape (3 plays – approx. playing time: 40 minutes)
Heroscape is not a solo game. At all.
But I needed to playtest some scenarios – so I did it. You’ll be stunned (and surprised!) to find out my side won.
Note: more Heroscape coverage coming soon – I can’t wait to see ninjas on lightcycles! (OK, they’re not lightcycles – but they’ve got a definite TRON vibe.)
Minigolf Designer (3 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 is 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.)
Minigolf Designer has the virtue of being very easy to set up – which means it work nicely when I just want something to tickle my mind for 30 minutes or so.
Path of Civilization (3 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.)
Revenant (3 plays – approx. playing time: 120 minutes)
This massive box of gaming goodness is in the same thematic universe as Voidfall – but the game mechanics are actually a blend between stock manipulation and engine building. You are attempting to safely escape the oncoming horde of Voidborn with your very Battlestar Galactica-like fleet… while still competing for influence with the various houses.
There’s been a lot of talk online about the usual complaints about Mindclash Games designs – they take a long time to set up, the deluxe minis & bits aren’t strictly necessary, there’s a lot of iconography (this is not incorrect), yadda yadda yadda. I don’t disagree – but I also have found that I love the tactile feel of these games when they’re on the table and the extra minis enhance my immersion in the stories they’re telling. YMMV.
Undaunted: North Africa (3 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 finished slowly working my way through the Normandy campaign in late 2025 and began North Africa earlier this year! (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.
Pirates of Maracaibo (3 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.
I got the Commanders expansion for Christmas… it’s on my “to be played” list (behind my recently acquired copy of Perseverance: Castaway Chronicles). I’ve also actually seen (but don’t own) a copy of the Bermuda Triangle expansion – it’s a deck of 60 cards with a new module for the game (a treasure hunt).
It Takes Two
Dice Realms (2 plays – approx. playing time: 20 minutes)
The biggest issue with Dice Realms is the same for solo and competitive play – getting the game set up. Once it’s ready to go, the game flies by as you attempt to mitigate your luck (or lack thereof). In fairness, the game combines the deck-building-ish feel (courtesy of the customizable dice) along with ways to control those dice (reroll tokens & set a side tokens) that makes it much less luck dependent than it first appears.
The new Trade Expansion adds not only another type of dice (Trade dice) but also the equipment and design for solo/cooperative games and mini-campaigns.
Mythwind (2 plays – approx. playing time: 90 minutes)
I’ve just begun to scratch the surface with Mythwind… I lucked into a complete set (with all the expansions) on DEEP clearance at a FLGS. I’m intrigued by the storytelling elements in the game and sheer variety of the various characters.
So far, my single figure (Farmer) game seemed to advance very slowly, while my two figure (Innkeeper and Ranger) progressed more quickly but felt slower for solo play. I’m coming back to it when work slows down this summer.
SETI: Search for Extraterrestrial Intelligence (2 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 (and won) 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 had a number of 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.
I recently wrote a review of the base game AND the new Space Agencies expansion for the OG. For solo players, I think the expansion makes for an even more enjoyable (and challenging) game.
The Game Makers (2 plays – approx. playing time: 1 hour)
I’ve first played the prototype of what eventually became The Game Makers back in the summer of 2024… but I didn’t get to actually play the solo game system until my copy arrived this July. I’m a huge fan of the game design – both the cleverness of the simultaneous action system as well as the fantastic production.
So far, the solo system does exactly what you want it to do – give you a challenging problem to solve (including published a particular game) and throw obstacles in your way as you work to make that happen. I haven’t won yet, but I’m looking forward to my next game!
Waypoints (2 plays – approx. playing time: 25 minutes)
I think this is probably my favorite roll’n’write game from Postmark Games… and possibly my favorite roll’n’write period. The creative use of topographical maps and a hiking theme leads to interesting push-your-luck decisions and lots of variety (five maps so far!). 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.
One Is the Loneliest Number
52 Realms: Adventures (1 play – approx. playing time: 20 minutes)
Yes, it’s another Postmark Games release – but it doesn’t use dice – instead, it employs a deck of standard playing cards to act as items, loot, equipment, monsters, and wounds. There are four dungeons and eight characters already available for 52 Realms – it’s well worth your $6 to pick up and print yourself a copy. This solo-only design is really quite something.
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 from Kevin Wilson (yep, the same guy who designed Android and Kinfire Chronicles!) – and my single play of A Gentle Rain this year is no reflection on what a great design it is.
Clank! Catacombs (1 play – 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.
I received the Underworld expansion for Christmas – my single play this year was an attempt to see if playing it solo is viable. So far, the jury is out – I’m hoping that Dire Wolf will update the solo app to encompass the two expansions.
Endeavor: Deep Sea (1 play – approx. playing time: 35 minutes)
My copy of the deluxe edition FINALLY arrived just before Thanksgiving 2025. (Braeden & I had played it at Gulf Games last summer and I promptly came home and ordered a copy from Game Steward. BTW, a unsolicited plug for Game Steward’s customer service – they dealt with my questions and concerns quickly and kindly as the waiting dragged on.)
The production of Endeavor is top-notch, the puzzles inherent in the game are interesting, and I like the rhythm of how the game plays out… with two or three players or as a solo game. As I dig deeper into the included scenarios, there are a number of clever twists on the system just by changing the Impact chart and the scoring goals.
The real measure of how much I like Endeavor – it took me eight games to finally beat an opponent (yes, the solo system or a real live human). And I still enjoyed each and every game… so much so that it was #3 on my Best New (to me!) Games of 2025 list.
Jisogi: Anime Studio Tycoon (1 play – approx. playing time: 55 minutes)
While the artwork/graphic design of Jisogi is thematically perfect, this worker placement game doesn’t quite have enough “oomph” in the gameplay to make me want to try it again. There are some nice bits of theme (the workers at your tiny anime studio are all burned out when the game begins, chasing trends in what customers want is constantly changing, etc.) but it wasn’t a particularly exciting game to play.
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’m just not convinced the Day Trip expansion adds enough to the game to warrant the extra hassle. And, yes, I backed Let’s Go To France… which Dale also previewed earlier this year.
Luthier (1 play – approx. playing time: 2 hours)
I loved Paverson’s first hit (Distilled) and so was really excited to play Luthier. My first (and so far only) multiplayer game involved some very tricky timing decisions that made one of our players frustrated – but I found it really fascinating. My single solo play doesn’t have those same issues (the timing choices are much more obvious in what is essentially a two player game) but is still a very interesting optimization puzzle.
I’m looking forward to trying this again – both solo and multiplayer!
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.
Nucleum (1 play – approx. playing time: 90 minutes)
I’m not sure it’s fair to call this a play – as I had to stop mid-game. I think there’s a lot to like in this design, but the solo engine changes enough of the base game rules that I’m still fighting to make sense of it.
My theory is that this is like Expedition Earth (another crunchy game from designer Dávid Turczi) – once I get how Nucleum works straight in my head, I’ll enjoy it a whole lot more. (I’m feeling more hopeful after playing – and winning! – a learning game with two other newbies at Gulf Games this summer. Thank you again, Michael, for teaching us and keeping us on the straight & narrow.)
Trails of Tucana (1 play – 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. Trails of Tucana has 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.
Unmatched: Battle of Legends (1 play – approx. playing time: 20 minutes)
A single play to experiment with a strategy choice for my most recent Unmatched review… but if you really want to play Unmatched solo, you should be using the Unmatched Adventures boxes. I’ve reviewed both of them – Tales to Amaze! and Teenage Mutant Ninja Turtles – for the OG.
Voidfall (1 play – approx. playing time: 2 hours 30 minutes)
Normally, I’d balk at a game with a non-random combat system and intertwined mechanisms – but the theme of defeating the Voidborn is so tightly woven into the design & flow of the game that I find myself lost in the world and the puzzle of trying to expand my civilization’s capabilities whilst fending off the encroachment of mind-altering evil.
The game comes with a myriad of player factions and stunning gorgeous production – as well being fully playable as a solo (the way I have been playing), cooperative, and competitive game.
The team here at the OG had a great conversation about Voidfall.
I received review copies of Flamme Rouge (and most of the expansions), the Renegade Heroscape releases, and the mentioned Unmatched boxes. The rest of the games on this list were either purchased by me or given to me as a gift.
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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