Solipsist Sessions: A personal take on Black Sonata

I am an exclusively solo gamer because I people all day at work so my time is MY TIME. I am AP-prone and unapologetic about it. I am always on the lookout for niche games of the lighter variety because not every solo gamer can live on Mage Knight alone. These are my thoughts.

Black Sonata

Designer: John Kean

Publisher: Side Room Games

Players: 1

Age: 12+

Time: 30 min

I pledged Black Sonata when it first came out on Kickstarter in 2019 simply because I’m in love with all things William Shakespeare (he’s my second boyfriend; don’t worry – my husband doesn’t mind), and the last Shakespeare-themed board game I acquired was less than satisfactory. This was during the early days of my gaming adventures so in retrospect, I realize I was being overly ambitious with this choice. Because it’s a solo deduction game and I’m terrible at deduction. 

But pledge for Black Sonata I did, and when it arrived at my doorstep, I happily punched out the cunning little holes from the location key cards and ooh-ed and aah-ed over the period-accurate clue cards, the adorable little game board, and the pleasantly tactile wooden hint chits. 

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Dale Yu – Review of Star Wars: Jabba’s Palace (A Love Letter Game)

Star Wars: Jabba’s Palace (A Love Letter Game)

  • Designer: Justin Kemppainen  (Seiji Kanai designed the original version)
  • Players: 2-6
  • Age: 10+
  • Time: 15-20 minutes
  • Played on review copy provided by Z-Man Games

star wars jabba palace

Love Letter has been one of my favorite microgames ever.  The original version came in a super small packet of sixteen cards, and that set got a LOT of play when it first came out.  It was the perfect sort of game to play while out (you know, back when you could go to restaurants and bars with friends).  The game fit in your jeans pocket, could be explained in 3 minutes, and just about everyone could understand and enjoy it.  

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Wreckland Run: A Solo Gamer Preview

Wreckland Run is a tower defense game… if the tower was barreling down a dirt road at 60+ mph while being fired upon by the cast of all four Mad Max movies and a couple of scary refugees from a Michael Bay film. It’s a dice allocation game… but because Scott Almes (the designer) has a dark heart, you’re forced to allocate dice for the bad guys as well as your own.* And it’s a campaign game – complete with choices that make for a wonderful story-filled experience.

Renegade Game Studios is getting ready to publish the third game in their solo game series… and over the next few paragraphs, I’m going to suggest some reasons you need to check it out.

*Note: Scott doesn’t actually have a dark heart. He actually seems to be a pretty nice guy – but it hurts me every time I have to assign a red die to one of the chasing cars.

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Melissa Rogerson: Review of The Adventures of Robin Hood

The Adventures of Robin Hood

Designer & Artist: Michael Menzel
Publisher: Kosmos
Players 1-4
Age: 10+
Time: about an hour per chapter

Box cover: The Adventures of Robin Hood

On the recommendation of friends, I added The Adventures of Robin Hood to my “interested” list and fortunately my husband Fraser was listening, and delivered with a Christmas gift. Since then, we’ve played it seven times, completing our first full play through.

Robin Hood is a cooperative, heavily story-driven game for 1-4 players, who take on the role of the notorious outlaw and his band of Merrie Men (including one woman, Maid Marian, ably played by my beloved, and Little John, played by our adult daughter The Bigster). It’s a highly scripted game that nevertheless gives the players a very open set of choices, and that offers some innovative gameplay features. I’m going to focus on three of them which, I find, make the game interesting as a set of mechanisms as well as as an unfolding story – the board design, the story, and the movement – before I talk about the game as a whole. There’s one spoiler about an advanced rule for subsequent playthroughs but otherwise I have been careful to avoid giving anything away.

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“The battle of wits has begun.” – A Review of It’s A Wonderful Kingdom

MAN IN BLACK: All right: where is the poison? The battle of wits has begun. It ends when you decide and we both drink, and find out who is right and who is dead.

The shortest and easiest way to describe the newest game from publisher La Boite de Jeu and designer Frédéric Guérard is “It’s like their previous hit, It’s a Wonderful World, only with a ‘you cut / I choose’ mechanic in place of drafting.” That’s fair – as far as it goes – but it misses the full flavor and breadth of this two-player game design.

Yes, I know there is a solo mode as well – I promise I’ll get to that in a minute.

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Dale Yu: First Impressions of Kardashev Scale

Kardashev Scale

  • Designers: Stephen Avery and Eugene Bryant
  • Publisher: Wizkids
  • Players 2-6
  • Age: 12+
  • Time: 30 minutes
  • Played with review copy provided by Wizkids

Kardashev scale

The Kardashev Scale is not only the name of this game, but also an actual method of measuring a civilization’s level of technological advancement based on the amount of energy it is able to use.

  • A Type I civilization, also called a Planetary civilization — can use and store all of the energy available on its planet.
  • A Type II civilization, also called a Stellar civilization — can use and control energy at the scale of its planetary system.
  • A Type III civilization, also called a Galactic civilization — can use and control energy at the scale of its entire host galaxy.

 

The measure was proposed by Soviet astronomer Nikolai Kardashev in 1964. The scale is hypothetical, and regards energy consumption on a cosmic scale. Various extensions of the scale have since been proposed, including a wider range of power levels (types 0, IV through VI) and the use of metrics other than pure power.

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