J'ai une âme solitaire: Solitaire Boardgaming Megathread!

I’ve played one act of Hoplomachus Victorum, fwiw. I really like it so far but am concerned I’m not powering up as fast as the bad guys will be.

The different arenas combined with different unit spreads and special event rules make for cool small scale tactical puzzles that still resolve pretty quickly and there’s risk reward stuff around juggling doing sport events to keep your pool of units up and get the more powerful regional stuff or refill your tactics; versus doing bloodsport events that will kill your units dead permanently (almost guaranteed you’ll lose people in them) but power up your hero, which is ultimately the one resource you always have in fights (or almost always); complicating either with additional wrinkles via Opportunities to get Prowess cards for your hero or special units/tactics; or just skipping the event, getting some control over the next one, and healing…at the cost of coming closer to Banes being added to the mix.

Primus fights are haaard. (They’re other heroes you didn’t play.) The Scion (aka the big bad boss) is going to be wild.

I just started my first campaign. I do like that you have a lot of ways to get through the 12 days each act, lots of risk/reward choices. It’s definitely a good system for replayability but also can see getting tired of the small arenas after a few campaigns…we’ll see.

Most mention once you have the rules down, then a campaign can be done in 8-10 hours. So, long enough to really mold your hero and the way you want to try to beat the scion but not too long so you can try again with other strategies.

I just wish my wife and kid would leave me alone for a bit…never enough time!

Got through the first 12 day period, (out of 4) in Victorum. Some thoughts:

  1. The first 3 days took around 2 hours but the last 9 days also took 2 hours so the pace quickens quite a bit once you learn the arenas, tactics, rules.
  2. There are bloodshed events where you have to kill all the enemies and sport events where you have different objectives like Capture the Flag. You get different upgrades completing either types of events so really need to do some of each to level up. BUT, for those sport events, I would always just kill the other team before even capturing the flag or doing anything else so unless I read some rules wrong, the type of event didn’t matter. Maybe it changes the higher acts you go but full on killing was a lot quicker than completing the actual objective…kind of annoying.
  3. There is a good system of gaining health back if your champion is about to die and that changes via the difficulty levels. I’m playing on medium so I get 4 “blessings” which can be used to give your hero full health when they are about to die, or some more units as allies. I’ve used 3 of those blessings already so I really am not sure I can make 36 more days. But, it’s a good difficulty scaling system.
  4. I like the system of having to put defeated enemies and your own defeated allies in a bag to draw from in future battles against you so say you recruited a tough ally and you then lost him, he could come back against you in a battle…and you can even get him back by winning certain types of battles…that is cool, the variety of allies and enemies.
  5. I understand the whole 4 act campaign system but would like 1 act, shorter campaigns that are more difficult so I can play my 3-4 hours and be done and then replay again with a different hero or Scion. 48 days is a lot of time with many little battles to constantly set up and play and it does go quick but I would love 3-4 hour campaigns instead of 8-12 hour campaigns. Maybe they can come up with those…would be a lot more tense if the difficulty is shortened and condensed, IMO.

I like the game but after 4 hours I put it away to try the new Twilight Struggle: Red Sea game and also Frostpunk…but will definitely get back into another 12 days soon as it’s easy to save the state of the game and overall it is fairly enjoyable and I do want to see how far I can get in my present campaign.

If you kill the entire enemy team in a sport event you have killed the tribune. The tribune having been defeated by anyone immediately reduces your hero to one HP. That is a penalty that can be worth taking in some cases but it’s not trivial.

Oh yeah. I faintly remember something about the Tribune but kind of forgot that detail. Good, makes those sport events more interesting. Was going to read the manual again before I continue the campaign so now that’s a necessity.

I think King of the Hill is probably the one that’s least worth doing from what I’ve seen so far. One point per turn if and only if you’re occupying one of a tiny handful of hexes (one, in at least one arena) and needing six points is kind of a big ask, especially on the one-KOTH-hex map(s). I had one of those where it was “hold this point for six turns or beat up two tacticians with 2 HP each and accept you’ll need to spectate next turn” and I 100% did the latter.

Welp, I bit on Hoplomachus: Victorum and I’m halfway through my first campaign. I’m very impressed. I agree that the campaign length is kind of a drawback, but the bite-sized tactical battles are a blast. Cloudspire is my only other Chip Theory experience, and this is giving me the same tense, keyword-interaction puzzles of that game in a more dynamic and open-ended solo mode.

I thought so, too, until I stumbled into some unit combinations that made them a breeze. The first was a big, no-attack tanky unit with Retaliate from the special reward chips and two fast units with Hurl. Together they could cover and hold those spaces quickly and/or maneuver enemies and allies as necessary.

Now, my team is all crazy-high-damage ranged fighters and sporting events pretty much require killing the Tribune, so I’m going to have to avoid them as much as possible.

I put Victorum away to play Aeons Trespass and Frosthaven but now kind of miss it. Will get back to my first campaign in a few years!

My Victorum Kickstarter still hasn’t even arrived lol! :)

I’ve been a bit turned off by Chip Theory ever since I bounced off Too Many Bones, and I don’t generally love their ultra-premium mindset… but Hoplomachus is really tempting me right now. arrghh

I really can’t tell you not to.

I’m working on a massive ongoing cull of my boardgaming collection, so I’ve plucked from the pile a solitaire fantasy overland adventure called Shadows of Malice. I haven’t touched it since it came out nearly ten years ago, but I want to give it a chance to stay in the collection because I appreciate its minimalist approach to epic fantasy adventure; there is almost literally no artwork. Instead, it’s all text and iconography, leaving the visuals entirely to your imagination. As such, the graphics in this game are literally unparalleled! And I mean that in a good way.

At its heart, Shadows of Malice is a sort of super-lite Mage Knight based on dice chuckery instead of card draws. Characters gad about on a hex map to gear up and gather resources; meanwhile, a bad guy ramps up his own power to eventually impose his Evil Fail State. Hopefully, your little artless dudes can get powerful enough to stop him before then!

One of the unique elements of Shadows of Malice is that you’re constantly rolling what are called “stars”, along with the usual d6s, d3s, and even occasional d2s. “Stars” are a 50% chance to add +1, which means you roll a d6; a 1-3=0 and a 4-6=+1. This means lots of small numbers and modifiers get flung around as you play.

For instance, a moderately powerful monster might add two “star” dice to its damage every turn. Since default damage is only a single point, and since characters only have five hit points, a creature that adds two “star” dice is going to do between one and three damage every time it hits, and that can be painful! Or maybe it doesn’t roll well and its hits only ever do 1 points of damage.

The game is full of these kinds of modifications during combat, but it’s weirdly agnostic about how you perform and incorporate the die rolls! Because the developer seems to think rolling too many dice too often will frustrate or annoy or confuse or somehow confound players, the rules give you four ways to implement “star” modifiers:

  1. Roll every time the modifier would be used. This is what how I would expect it work – this is, after all, a pretty unabashed dice-chucker – but the rules give you three more options.

  2. Roll at the beginning of combat and use that result for the entire combat.

  3. Don’t even roll dice! Just count each “star” as 1/2 and round up.

  4. Competing “star” modifiers cancel each other out, so only apply the difference

None of this is in the initial release back in 2014, but at a certain point, designer Jim Felli rewrote the rules and introduced this new stipulation for the “star” dice, letting the players pick how they want to play. He explains this is to let players decide their own balance between speed of gameplay and the variance introduced by modifiers.

And this is exactly the sort of thing that undermines my confidence in the rest of a design. If the designer opts out of something as fundamental as the balance of pacing and variance, what else has he opted out of? Do I really want to invest my time exploring a design that includes such a casual shrug at a fundamental level? As with Final Girl (you can probably scroll upthread and find my kvetching about something similar in that game), the answer is a resounding “no”.

A designer can certainly tune as much or as little of his game as he likes. But I find that I have little patience for designers who leave it to me to decide the rules. That’s not my job, so Shadows of Malice went onto the “get rid of” pile before I even finished a playthrough. :(

Not precisely solitaire game related, but any interesting observations from the cull? Discover and forgotten gems?

I am curious since having moved from the East Coast to the West Coast, my collection didn’t migrate with me.

I exiled Hoplomachus Victorum to a friend. In the end, I just couldn’t take so many little battles over and over and over. I just want a tactical game on a larger battlefield. So I bought Remastered. We will see. I just need to get my kid to play some PVP but that probably won’t happen.

H:V was a solid production and had wonderful chips and playmats. Iit was just in a weird place. Not long enough for a one off campaign and too long for multiple short campaigns that I would want to replay.

I just received my copy of Legacy of Yu

Basically, a short worker placement campaign that can be reset to replay.

I’m hoping to play this weekend and will report back

Yes, please. I generally don’t enjoy worker placement but the few reports I read about the campaign look pretty cool.

Finished a couple games. Was thrashed in both. Attached are a few pics from one game.

Pregame setup. Game quality is excellent, and not over the top. Nice wood meeples for workers, flood, barge and for brick and wood resources, as well as farms, huts, and outposts.

Cardboard punchouts for provisions and shells.

Card quality is great as well.

Art is good, iconography is easy to grasp after the initial learning curve.

The theme of the game is that you have to build a canal before the flood destroys everything. While doing this you are attacked by barbarians. You have to use your townsfolk to generate resources, build the town, build the canal, and avoid getting overrun by barbarians

You win by completing the canal. You lose if the flood hits before you’re done, or barbarians kill everyone.

The loss conditions are satisfied through 2 types of countdown timers.

The first is running out of townfolk. You start with a deck of 10 cards that represent the townfolk. You draw 4 cards from the deck each turn. You then play from that hand to do actions. Mostly this is generating a small number of resources, or you can discard the card from your deck for more or rarer resources, or you can tuck the card in board spaces to generate resources each turn. You can also discard cards from your deck for powerful actions, or as a consequence of other things in the game.

Every turn you draw 4 more cards, and once your deck is empty, you shuffle and start again. Each time you do that the flood advances. That is the first countdown.

The townsfolk not in your deck aren’t out of the game, they are used across the top as a supply. You can spend provisions to buy more townsfolk for your deck, or to generate resources. Opposing this is a deck of barbarians. As you build the canal more barbarians are drawn each turn, reducing the available townfolk to draw. If you don’t defeat barbarians each turn, then they will destroy resources from your supply, force you to discard from your deck while simultaneously making your supply of townsfolk smaller. If Barbarians ever fill all the slots in your town, you lose.

Here is me losing (kids showed up to play with the bits I wasn’t using)

This is also a campaign game, so certain cards trigger story events. In my game I triggered a famine, which made me discard cards for food - making the game even more difficult. As you go you will add and remove cards from the game, but it is super simple to reset.

I like worker placement, but it isn’t my normal game and I probably kind of suck at them. I find this game to be extremely challenging. One mistake in building your engine sends the whole thing out of balance and likely sends you on the path to a loss. It was much more difficult then solo Viticulture and Maquis.

But I do like it, as there are enough actions to burn the brain a bit as you try to find the solution to the puzzle. I also like the campaign aspect, as I’m a sucker for the treadmill of new things and changes.

For me, this is a big thumbs up, even though I’ve yet to win!

Is anyone familiar with this ancient John Butterfield game, Voyage of the B.S.M. Pandora? It’s a magazine game from 1981, way back before games were any good!

I recently saw there’s a GMT remake in the works and I’m pondering signing up for the P500. Butterfield, plus solo, plus sci-fi narrative-type game, equals interested.

Maybe next he’ll remake Ambush!

Based on a friends reccomendation for a good, fun, story involving legacy game I just ordered the whole shebang of Lands of Galzyr. It looks very nice. And BGG ratings are also solid. Anyone here have first hand experience?