Lot of solo gaming over the past few weeks. Which isn’t a departure from the norm, but the variety of games I played is. Usually, my time is exclusively devoted to Marvel Champions, but I’ve been branching out recently and trying new things.
Great Western Trail (6-10 games): I picked this up after watching Tom’s praise of the solo mode, hoping for a smooth bridge into heavier Euros. It’s quite good! Each game, I found a new mechanic justifying its existence, where previously I would think it was a bit bloated. And everything ties back really neatly into your deck of cows, which anchors the game and keeps it from feeling overwhelming. That said, I don’t know if I’ll be coming back to it soon; I won’t say there isn’t immense replay value, but within each main “path” (cowboys, builders, and trainfolk), the variety mostly comes from the smaller tactical decisions, rather than the broad arc of the game. The AI also soured the experience for me, at least a little bit. It’s easy to run and feels competitive (I’ve only won one game, and it was on Easy difficulty, but it rarely felt unfair), but the speed at which they complete laps to Kansas City means the game is over a little faster than I would like. Our scores always ended up around the 80s or 90s, which is a lot less than the scores I see reported in a normal 2-player game.
Welcome to the Moon (3-ish): Still a great game! And still the best solo X-and-write I’ve played,filling the exact perfect niche I want from this kind of experience. It completely replaces *Welcome To… s a solo game, but I think the original will hold on as the game I play with my family whenever they visit. Luckily, you can fit both games into the WttM box, which is yet another fantastic display of generosity from the game.
Breakaway Football (4 plays): I love the core systems of this game. Every down, the offense chooses a play from its hand (there are no player decks, so what you have available isn’t random), the defense chooses a play after seeing the offense’s formation, then the plays are revealed and resolved. It’s quite simple and repetitive, but it’s also immensely satisfying, and fills the exact role of “Madden but a board game” that I wanted, with enough decision space to be a rewarding experience. Unfortunately, the AI was a bit of a letdown. It’s a clever system, all things considered, but it’s way too easy; in all four games, I ended up winning by three or more touchdowns. There are some ways to increase the difficulty, and I should try them out, because I love everything else about this game.
Dune: Imperium (1 game): I finally tried this with the Rise of Ix expansion, and was slightly overwhelmed. I never really utilized the new Tech tiles, and ended up winning over the two AI by three and four points respectively. In fairness, though, I think the first problem came about because I wasn’t paying attention to the sideboard, and the second problem came about because the AI deck just gave me a ton of lucky turns. I like the Tech in theory, and the Shipping track is a welcome improvement over the original spaces, so I’m itching to return to this one.
Terraforming Mars: Ares Expedition (2 games): I was surprisingly hot on this game when I first played it, but each new play is diminishing returns. The arc of the game just feels so scripted, especially in the solo game; you spend the first two or so rounds building up your green and blue cards, then spend the last two or so rounds producing and taking actions to bop up the terraforming track. The looseness of the card play has also come around to bite me; I initially loved how easygoing and open it was compared to something like Race for the Galaxy, but after repeat plays, it just feels a bit flabby. You end each game with 10+ cards, none of which you want to play, so in the last turns you just dump them for money. This one I’m not keen to return to, at least not until the Kickstarter expansion arrives (which looks like it will revive the solo mode something fierce).
Endangered (12+ plays): One of these games was actually not solo, and it confirmed my initial impressions. This is an absolutely delightful game, but not a great solo game, at least for me. Thematically, it’s almost distressingly spot-on; it’s a rare breed of co-op game where you don’t really win, but instead just barely avoid losing until you can convince a bunch of international jerks that these animals are dying, damn you! It feels very true to life in that way; you don’t have that Pandemic moment of wiping out a disease, or that Marvel Champions moment of incredible feats of strength. These animals will die, and they will go extinct, and your only way to help in any substantial way is to beg powers far above you to pitch in and save them before that inevitable breaking point. In our game (which we did win!), my wife and I were tasked with saving the sea otters, and my wife physically winced every time a cute little otter meeple was removed from the board. As a solo game, though? It doesn’t quite feel substantial enough. I love a good puzzle in my solo games, and there wasn’t enough decision space to feel entirely satisfying for me. There’s a little too much randomness to feel in complete control, and there isn’t enough planning to encourage the chin-stroking planning I enjoy in other solo games. Still, as a game to play with my wife or family, this is up there with the all-time greats.
Ark Nova (3 plays): Man, I love this game. If Race for the Galaxy is an obstacle course (competitive, focused and demanding), and Ares Expedition is a sand pit (open, breezy, and occasionally pointless), then this game is an entire playground. There are so many systems at play here, with the action-card river, the tile-laying enclosures, the engine-building card play, and so on, that it’s hard not to feel engaged and excited at every turn. All three games I played were completely different from one another, but none felt as constricting as RftG, and none felt as meandering as AE. Also, mercifully, it’s a game that’s heavy with rules and decisions, but isn’t fiddly; you only have one resource that’s constantly being shuffled around, which means you get to focus on the fun parts of the game rather than the admin. I could write a whole essay about why this game is so right for me, but I can sum it up by saying it’s a game that doesn’t care about being a competition. If you come into it ready to play around and have fun for a few hours, you’ll probably have a good time; if you approach the table with an intent to win and an aversion to luck, your experience will suffer for it.
Marvel Champions (lots of plays): I have been playing other games, but Champions is still my one true board game love. I mostly played with the newly-released Nova and Ironheart heroes, and they’re yet more fantastic additions to the lineup of heroes, even if their pre-cons don’t always play to their strengths. I am fairly confident that I have played MC more times than every other game in my collection combined, probably more than 2,000 games at this point. It’s just so quick and breezy and moreish, but also so crunchy and varied and deep, that I find myself playing it over and over and over again. Just since Ironheart and Nova came out on Friday, I’ve played more than a dozen games, and will likely play a dozen more before the weekend rolls around. What a game!