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Goddess in the Stacks (553 KP) rated Call to Adventure in Tabletop Games
May 30, 2019 (Updated Jun 1, 2019)
Fantastic game with 2-4 player, solo, vs, and co-op capabilities. For a semi-random card picking game, the character you build by the end of the game is almost always a remarkably logical character. Half the fun is deciding who you've built from popular fantasy stories. Both vs and co-op games have very interesting (and very different!) gameplay. Just as fun with 2 players as with 4. I wish there were more hero and anti-hero cards, because we tend to run out of them, but that's really my only negative thing to say about this game. LOVE IT.
Paul Kellett (118 KP) created a post in Solo Gamers
May 9, 2019
Wmjp (1 KP) rated MU Legends in Video Games
Feb 17, 2019
Gameplay (7 more)
Side quests and area quests
Auction House
Extra gameplay eg Cards, Pets and more
Item upgrading
Fast loading times
Rift dungeons can be done with parties or solo
Selectable rift difficulties
RPMMO fantastic game.. Progressing is fun rather than a grind
Absolute gem of a find this was.. I had just lost my battle. Net account and needed a new game to forget the 10+years just lost and this game did just that.. I don't even care about wow anymore ??
Archipelago
Tabletop Game
A 2-5 player strategy game (there is a expansion that allows solo play sold separately). Each player...
Vegas (725 KP) rated the Xbox One version of Red Dead Redemption 2 in Video Games
Jul 7, 2019 (Updated Jul 8, 2019)
The story (1 more)
The gameplay
Improvement on the original
The long awaited sequel (prequel) to red dead doesn't disappoint in the solo game, the story is an epic adventure travelling through the open plains to the growing towns and cities, railroads, carriages, and horseback are all ways of getting around the massive map. Build up your camp, help the gang, or rob stores and banks the choice is yours, you can even spend time fishing or hunting...
The cast of characters you meet are diverse, funny, serious, violent or just odd but whoever you meet, you do find yourself caring one way or another about the people in the game you interact with...
I will say I did struggle to get as engaged in the multi player game side of it, but that is just a personal thing as I do prefer solo gaming...
For shear enjoyment aspect and length of game, this is one of the best games of recent times.
The cast of characters you meet are diverse, funny, serious, violent or just odd but whoever you meet, you do find yourself caring one way or another about the people in the game you interact with...
I will say I did struggle to get as engaged in the multi player game side of it, but that is just a personal thing as I do prefer solo gaming...
For shear enjoyment aspect and length of game, this is one of the best games of recent times.
Widget Ridge
Tabletop Game
Widget Ridge is a steampunk-themed deckbuilding game, traditionally for 2 players (solo mode and...
Purple Phoenix Games (2266 KP) rated Arctic Scavengers in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Welcome to the Ice Age. No, not the animated movie. I’m talking about the real deal. Arctic Scavengers is set in a post-apocalyptic ice age where the cold is deadly and the resources are scarce. Any surviving humans have banded together to form ‘tribes’ that are competing for dominance in this frigid tundra. Can you and your tribe outwit your competitors to become the most powerful group? Or will a bigger and more menacing tribe overpower you and jeopardize your survival?
Disclaimer: The solo variant is only addressed in the Recon Expansion rules. There IS another expansion – HQ – but I have not used that content in my solo plays. This review only encompasses the Base Game and Recon Expansion.
Arctic Scavengers is a deck-building game where players are recruiting mercenaries to their tribes, searching for general resources, and battling other tribes for contested resources. Each turn has two main phases – Resource Gathering and Skirmish. During Resource Gathering, you play cards from your hand to either recruit new mercenaries or search the junkyard for general resources. Any remaining cards in your hand are then used during the Skirmish phase – where the player with the highest ‘fight’ value wins the contested resource for that round. At the end of the game, the player with the biggest tribe wins!
The solo variant has some minor differences, but is played essentially the same way. In a solo game, the contested resource cards are divided into 7 skirmishes to be encountered throughout the game. You can decide when to engage in a skirmish – it is not a requirement to encounter one each turn. After each skirmish, you either win and earn a contested resource, or lose and must permanently discard a card from your losing hand. The game ends when all 7 skirmishes have been encountered. The other difference is that each time you have to re-shuffle your discard pile, you must permanently remove the top card of your new deck from the game. Beyond those changes, the game remains the same. At the end of the game, all cards in your tribe are worth certain numbers of points – the goal is to beat your own personal best score.
In theory, this game sounds super cool! But when I actually got to play it solo, I was seriously underwhelmed. The game feels stagnant in the sense that there is no tension or urgency in your strategy. Since YOU get to decide when to engage in a skirmish, it is possible to just while away the time building up your deck until you have enough cards to beat every skirmish. Yes, you permanently discard a card each time you re-shuffle your discard pile, but if you are able to recruit one or two new cards each turn, it negates the penalty of discarding a card. The ability to choose when to engage in skirmishes is seriously over-powered because there is nothing stopping you from ignoring skirmishes and amassing cards for end-game scoring.
The other grievance I have with the game is regarding the Junkyard – the deck of cards where you ‘search’ for resources. The solo rules do not explicitly address setting up the Junkyard deck at all. So do you use one or not? Not having the Junkyard deck can be a serious hinderance – certain mercenaries cannot be recruited without certain resources. If you DO play with the Junkyard, how many cards do you use? Do you use the corresponding cards from the Base game and BOTH expansions? Only Base game and one expansion? Again, not explicitly addressed. I’ve tried using all of the Junkyard cards and that is difficult – there are just too many cards in that deck. I have gone entire games without coming across a necessary resource just because the size of the deck is too large (and I’m apparently a poor card-shuffler). The simple solution to this ambiguity would have been to just address it in the rulebook. But it’s not there, so I’m left guessing as to how I should set it up every time.
I really like the idea of this game. I really don’t like the solo variant though. Not having forced skirmishes makes the game extremely boring for me – I don’t really need a strategy since I can just recruit cards until I can draw a powerful hand. If there was a timeline for skirmishes – maybe something like “You must encounter one skirmish every other turn” – the game would be vastly different. I would actually need to strategize what cards to recruit and how I should delegate my cards on turns with a skirmish. In most games, I will reach a certain point where I choose to encounter a skirmish (that I know I will lose) just because I am starting to get bored. I appreciate the sentiment of including a solo variant, but this one just does not work.
Arctic Scavengers requires decent strategy and it offers good player interaction in group games. In a solo game, however, it is just imbalanced and boring. This is one solo variant that I would not recommend that you try, unless you are including drastic house rules.
https://purplephoenixgames.wordpress.com/2019/03/06/solo-chronicles-arctic-scavengers/
Welcome to the Ice Age. No, not the animated movie. I’m talking about the real deal. Arctic Scavengers is set in a post-apocalyptic ice age where the cold is deadly and the resources are scarce. Any surviving humans have banded together to form ‘tribes’ that are competing for dominance in this frigid tundra. Can you and your tribe outwit your competitors to become the most powerful group? Or will a bigger and more menacing tribe overpower you and jeopardize your survival?
Disclaimer: The solo variant is only addressed in the Recon Expansion rules. There IS another expansion – HQ – but I have not used that content in my solo plays. This review only encompasses the Base Game and Recon Expansion.
Arctic Scavengers is a deck-building game where players are recruiting mercenaries to their tribes, searching for general resources, and battling other tribes for contested resources. Each turn has two main phases – Resource Gathering and Skirmish. During Resource Gathering, you play cards from your hand to either recruit new mercenaries or search the junkyard for general resources. Any remaining cards in your hand are then used during the Skirmish phase – where the player with the highest ‘fight’ value wins the contested resource for that round. At the end of the game, the player with the biggest tribe wins!
The solo variant has some minor differences, but is played essentially the same way. In a solo game, the contested resource cards are divided into 7 skirmishes to be encountered throughout the game. You can decide when to engage in a skirmish – it is not a requirement to encounter one each turn. After each skirmish, you either win and earn a contested resource, or lose and must permanently discard a card from your losing hand. The game ends when all 7 skirmishes have been encountered. The other difference is that each time you have to re-shuffle your discard pile, you must permanently remove the top card of your new deck from the game. Beyond those changes, the game remains the same. At the end of the game, all cards in your tribe are worth certain numbers of points – the goal is to beat your own personal best score.
In theory, this game sounds super cool! But when I actually got to play it solo, I was seriously underwhelmed. The game feels stagnant in the sense that there is no tension or urgency in your strategy. Since YOU get to decide when to engage in a skirmish, it is possible to just while away the time building up your deck until you have enough cards to beat every skirmish. Yes, you permanently discard a card each time you re-shuffle your discard pile, but if you are able to recruit one or two new cards each turn, it negates the penalty of discarding a card. The ability to choose when to engage in skirmishes is seriously over-powered because there is nothing stopping you from ignoring skirmishes and amassing cards for end-game scoring.
The other grievance I have with the game is regarding the Junkyard – the deck of cards where you ‘search’ for resources. The solo rules do not explicitly address setting up the Junkyard deck at all. So do you use one or not? Not having the Junkyard deck can be a serious hinderance – certain mercenaries cannot be recruited without certain resources. If you DO play with the Junkyard, how many cards do you use? Do you use the corresponding cards from the Base game and BOTH expansions? Only Base game and one expansion? Again, not explicitly addressed. I’ve tried using all of the Junkyard cards and that is difficult – there are just too many cards in that deck. I have gone entire games without coming across a necessary resource just because the size of the deck is too large (and I’m apparently a poor card-shuffler). The simple solution to this ambiguity would have been to just address it in the rulebook. But it’s not there, so I’m left guessing as to how I should set it up every time.
I really like the idea of this game. I really don’t like the solo variant though. Not having forced skirmishes makes the game extremely boring for me – I don’t really need a strategy since I can just recruit cards until I can draw a powerful hand. If there was a timeline for skirmishes – maybe something like “You must encounter one skirmish every other turn” – the game would be vastly different. I would actually need to strategize what cards to recruit and how I should delegate my cards on turns with a skirmish. In most games, I will reach a certain point where I choose to encounter a skirmish (that I know I will lose) just because I am starting to get bored. I appreciate the sentiment of including a solo variant, but this one just does not work.
Arctic Scavengers requires decent strategy and it offers good player interaction in group games. In a solo game, however, it is just imbalanced and boring. This is one solo variant that I would not recommend that you try, unless you are including drastic house rules.
https://purplephoenixgames.wordpress.com/2019/03/06/solo-chronicles-arctic-scavengers/
Sara (80 KP) rated LittleBigPlanet in Video Games
Aug 27, 2017
Sandbox creation (2 more)
Interesting world
Stephen Frye Narration
A charming game fun for the whole family.
This game is adorable. Playable solo or with friends this game is a great way to spend some time. You can play the story, investigate levels designed by other players or create your own. The story mode has tons of goodies to collect to enhance the creation part of the game, which is where most of the game truly is.
Playable with 1-4 people either online or in person.
My one issue is the rubberbanding. It makes certain levels difficult to ace if one player accidentally shoots forward murdering the other player because they are too far apart.
Playable with 1-4 people either online or in person.
My one issue is the rubberbanding. It makes certain levels difficult to ace if one player accidentally shoots forward murdering the other player because they are too far apart.
GameCritics (290 KP) rated Killing Floor 2 in Video Games
Sep 12, 2017
Fun co-op (3 more)
Nice visuals
Great style
Addicting gameplay
Boss fights feel overly unfair (1 more)
solo players beware
Killing Floor 2 is a lot of mindless fun.I say mindless, but it really does take some strategy to be successful. That’s what makes it the most fun.If you’re thinking of going into this game solo,it’s going to be an uphill battle that will quickly get old
Critic- Drew Leachman
Original Score: 8.5 out of 10
Read Review: http://www.ztgd.com/killing-floor-2/killing-floor-2-xb1-review/
Original Score: 8.5 out of 10
Read Review: http://www.ztgd.com/killing-floor-2/killing-floor-2-xb1-review/
the_mad_meeple (55 KP) rated Orchard: A 9 Card Solitaire Game in Tabletop Games
Feb 25, 2020 (Updated Feb 25, 2020)
Great price (2 more)
Solo play
Pocket sized - great for when on the go.
This is one of my freshly backed kickstarters and I am delighted with it. The simple concept of placing cards and growing apples is brilliant.
While it is possible to play mulitplayer rules, Orchard is played solo with players dividing the deck in to two sets of 9 (each game uses 9 cards). Starting with one card on the table the player draws two cards and chooses one to play, matching the colours on previously laid card. An ingenius mechanic, the choice of where to play your card in order to gain the most points, is challenging and frustrating in equal measure.
Pocket sized and playable in 10 minutes, this is an excellent solo game for anyone in the go. Can't recommend it highly enough at its low cost price.
While it is possible to play mulitplayer rules, Orchard is played solo with players dividing the deck in to two sets of 9 (each game uses 9 cards). Starting with one card on the table the player draws two cards and chooses one to play, matching the colours on previously laid card. An ingenius mechanic, the choice of where to play your card in order to gain the most points, is challenging and frustrating in equal measure.
Pocket sized and playable in 10 minutes, this is an excellent solo game for anyone in the go. Can't recommend it highly enough at its low cost price.
The Marinated Meeple (1848 KP) May 31, 2019
Goddess in the Stacks (553 KP) May 31, 2019