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I have been composing these solo gaming summaries since March 2020… however, my solo gaming journey commenced much earlier than that – as a wargamer in the 1970s/80s, a significant portion of your collection only made it to the table if you played against yourself – selecting moves and rolling dice for both parties involved in the battle. There were some genuine solo games like (Chainsaw Warrior, Ambush!, Mosby’s Raiders, RAF, etc.) – but the modern era of well-crafted automata and solo modes for multiplayer games was still a decade or two on the horizon.
Solo gaming represents now a significant fraction of my gaming experiences – while I still enjoy many games with friends and family, almost 24% of my gameplay in the initial eight months of 2024 was solo. For comparison, the overall percentage for 2023 was at 20%, 2022 was 22%, 2021 was 33%, 2020 was 19%, and 2019 was 6%.
This leads into my reflections on the eighty-one (81!) distinct solo games I experienced in 2024 – categorized by the frequency of my play with them. (Note: this does not necessarily indicate how much I prefer a specific game for solo play – for instance, I believe Nemo’s War is an excellent solo game design, yet I didn’t engage with it at all in 2024. Additionally, this is not a gauge of how much I appreciate a game as a multi-player experience – another case: I find the solo mode for Rome & Roll to be less enjoyable – but I greatly enjoy it as a game for 2-3 players.)
Indeed, it’s a remarkably lengthy article – feel free to read the entire piece OR use it merely as a reference for discovering solo games you might be interested in trying. I’m fine either way.
Dimes
Wild Tiled West (13 plays – estimated play duration: 35 minutes)
Even though I found great pleasure in Wild Tiled West, it did not make my Best New (to Me!) lists for 2024 as I had initially played it in 2023 as a multiplayer game. My initial encounter with Wild Tiled West was merely satisfactory – however, when I discovered a bargain for a copy,I decided to grab it since I’m a fan of Paul Dennen’s creations. It turns out to be an enjoyable solo experience… made even more engaging with the outstanding Dire Wolf Studios application and the solo storyline (which I have completed twice so far).
New Frontiers (11 sessions – approximate gameplay duration: 30 minutes)
The Starry Rift expansion for Tom Lehmann’s board game set in the Race for the Galaxy universe employs a similar solo mechanic to Tom’s Jump Drive – where solo participants must achieve various objectives across multiple rounds to succeed in the campaign. I attempted the simplest campaign four times: twice on “short” mode (1 victory & 1 defeat) and twice on “long” mode (I lost each time). It sounds substantial (4 sessions to obtain a “win”?!), but in practice, the sessions progress swiftly, and it’s easy to reset the game.
Nickels
Dune: Imperium (8 sessions – approximate gameplay duration: 70 minutes)
Similar to Lost Ruins of Arnak, Dune: Imperium seamlessly merges deck-building and worker placement to capture the essence of the novels/film in a highly playable format. Especially for solo participants, the solo deck operates effectively – and Dire Wolf additionally released a free app to streamline the solo experience.
The inclusion of the Rise of Ix & Immortality expansions further enhances the enjoyment – I appreciate the new assortment of cards and technologies… and it seems the AI has become even more formidable with this combination of options. (I might be downplaying my case here – I’ve only managed to overcome the AI once with both expansions involved.)
Let’s Go To Japan (8 sessions – approximate gameplay duration: 35 minutes)
The game’s production quality is exceptional… the illustrations are stunning… and it indeed offers a solo experience to match. It’s “just” a drafting game – but while playing solo, the unselected items go to your opponent, the competing travel agency. (Dale wrote a fantastic preview/review of this game that convinced me to support it on Kickstarter.)
Path of Civilization (8 sessions – approximate gameplay duration: 45 minutes)
I have a weakness for civilization-building games – and this one features a captivating mechanic where you continuously discard earlier “technology” cards to advance. Path of Civilization functions exceptionally well for 2-5 players and as a solo option. The initial setup took considerable effort – but once you organize everything logically, it becomes relatively straightforward to manage. The rulebook seemed more complex than the actual gameplay – the game unfolds very smoothly (and is intriguing) once you grasp it. There’s ample variety among the diverse challenge and battle cards, as well as the different leaders and wonders that surface.
The solo mechanism is surprisingly efficient, especially once you move beyond the basic level by elevating the difficulty and/or opting for the “more challenging” side of the five available opponents.
Terraforming Mars (8 sessions – approximate gameplay duration: 75 minutes)
With the launch of the new content, Terraforming Mars has received more table time this summer. I’m genuinely impressed with the Automa developed by Nick Shaw & Dávid Turczi – with relatively minimal overhead, it resembles battling another player for the domination of the planet. (I’m still appreciating the 3D Big Box components – there’s something enchanting about cities & landscapes emerging from the Martian terrain!)
Cartographers: A Roll Player Tale (7 sessions – approximate gameplay duration: 30 minutes)
An exceptionally enjoyable flip’n’write experience that functions brilliantly as a solo game… and can also be adapted as a “virtual playing session” over Facetime/Zoom by utilizing the solo rules for monster encounters. The Skills mini-expansion introduces another layer of decision-making that integrates well. I’m delighted that Cartographers is part of my collection… adding a set of colored pencils enhances my maps visually!
I’ll also express appreciation for the Heroes stand-alone expansion & the six new map packs… they introduce some variety to the experience.
the game without excessively complicating the mechanics. (Acquiring the spacious empty box to store all my core games and expansions resolved one of my primary dilemmas with the game – how to keep everything organized.)
In addition, there’s a fantastic iOS application for Cartographers – which I’ve engaged with numerous times this year (although I don’t include it in my games played tally) and an equally impressive BGA version.
A Gentle Rain (6 sessions – approx. duration: 15 minutes)
A wonderfully crafted solo tile-placement game that fulfills its purpose perfectly – creating a serene, zen-like atmosphere while presenting your mind with a puzzle-like challenge.
Dead Reckoning (6 sessions – approx. duration: 100 minutes)
Despite the numerous interactive components, Dead Reckoning successfully executes a solo mode that functions effectively. With every playthrough, I’m captivated by the equilibrium between the different victory routes and the diversity of the mechanics.
However, while I relished the base game in solo play, I’m exceedingly more excited about experiencing it with the Saga and Sea Dog expansions… the inclusion of a campaign mode for solo gamers combined with a steady influx of narrative elements led to a two-week Dead Reckoning celebration on my gaming table last fall.
This year, I completed the second Saga expansion (victory, sweet victory!) and anticipate incorporating the third expansion in 2025 – preferably ahead of the fourth expansion arriving later this year.
Lost Ruins of Arnak (6 sessions – approx. duration: 45 minutes)
My selection for Kennerspiel in 2021 was this remarkable multiplayer adventure game… packed with numerous routes to victory. The solo module (included in the base game) works flawlessly.
This spring, I navigated through The Missing Expedition expansion – which features a solo (or 2 player co-op) campaign that broadens the original print’n’play solo campaign to six sessions. It’s exceptional… even though I fell short at the finale.
Minigolf Designer (6 sessions – approx. duration: 35 minutes)
In a multiplayer setting, tiles are selected similarly to Kingdomino… while in the solo mode, the player chooses two tiles and places one of them. Both the solo and multiplayer versions are enjoyable – slightly more complex than Carcassonne, with an increased variety of scoring options.
There’s now a mini-expansion (Putt of No Return) that enhances the game with new tiles, improved artwork cards(!), and double-layer boards for tracking par… and a second expansion, Minigolf Empire, that introduces a campaign aspect to the game. (I particularly enjoy the news cards from Empire, which can also be played in non-campaign sessions.)
If you’re interested in learning more, I authored a favorable review of Minigolf Designer back in 2021 for the OG.
Pirates of Maracaibo (6 sessions – approx. duration: 40 minutes)
The first occasion I witnessed Alexander Pfister’s Maracaibo played, it required a team of committed heavy gamers over 4 hours to complete. (They all adored it – but it was, well, “quite a lot”.) Therefore, instead of investing in the physical game, I opted for the iPad app and played several matches against the AI. It was, still, “quite a lot”.
I was optimistic that Pirates of Maracaibo would be somewhat more manageable. What I didn’t anticipate was that it would retain all the elements I enjoyed about the original game while eliminating the unnecessary complexity. What resulted is a streamlined and entertaining game that captivated my son (who has tried various heavy Pfister titles I adore – like Great Western Trail, CloudAge, Skymines – and referred to them as “your type of games, Dad”) and has been a delight for me to play against the solo bot.
Stonespine Architects (6 sessions – approx. duration: 30 minutes)
Your role is to construct a dungeon and populate it with monsters, traps, treasures, and a logical network of tunnels. The game is quite portable and doesn’t occupy much table space, making it a suitable option during my work travels.
I penned an article discussing the drafting mechanics utilized here (and in Blueprints of Mad King Ludwig & NEOM) that you might find entertaining.
Final Girl (5 sessions – approx. duration: 40 minutes)
My younger son is quite a fan of Final Girl – which utilizes the basic mechanics of Hostage Negotiator while introducing layers of theme and variety. (We are eagerly anticipating the Season 3 box arriving soon.)
Nevertheless, Final Girl occupies a substantial amount of shelf space in his dorm room – so it remains here at home with me. That allowed for five sessions this year. Despite my aversion to horror/slasher movies, this solo game system is exceptionally well-crafted, effectively blending playability with storytelling.
Jump Drive (5 sessions – approx. duration: 25 minutes)
Jump Drive is the fastest member of the Race for the Galaxy series of games and undoubtedly the most self-sufficient… so I was a bit surprised to discover that designer Tom Lehmann had developed an expansion. Fortunately, no games were harmed during the creation of this expansion.
Tom managed to incorporate starting worlds and objectives into Jump Drive (along with additional cards to accommodate up to 5 players)… and in one of the classiest moves I’ve seen in a while, brought in the gentleman from BGG (Eric Kaminsky) who developed a solo campaign framework for the game and utilized it!
The solo framework functions exquisitely, by the way – thus far, I’ve managed to conquer the first four campaigns but am currently stumped by the fifth. (Campaigns consist of 4 games – explaining the longer playtime mentioned previously.)
I reviewed the original game – without the expansion – here on the OG. There’s also an outstanding implementation
of it on BoardGameArena.
NEOM (5 sessions – approx. gameplay duration: 25 minutes)
This engaging multiplayer experience combines urban development and 7 Wonders-like drafting… the solo mode retains much of that essence through the innovative utilization of “packets” of tiles. I usually engage in 2-3 rounds at a time… as once set up, it’s straightforward to reset and restart. I’ve opted to play NEOM with all tiles included, which provides greater variety and intriguing choices since you can (at times) delay for the tile you require.
Interestingly, I discovered that Neom is the title of a proposed city/community being constructed (very gradually) in Saudi Arabia. (It offers an intriguing internet rabbit hole to explore.)
Pioneer Rails (5 sessions – approx. gameplay duration: 30 minutes)
An inventive flip’n’write from original author Jeff Allers (and Matthew Dunstan – another designer I admire) that provides some enjoyable elements in both railway construction and poker. The solo challenges in this game scale well – allowing you to test for the right difficulty level for yourself.
River Valley Glassworks (5 sessions – approx. gameplay duration: 20 minutes)
River Valley Glassworks shares some of the same vibe as Azul (wrapped in an Everdell aesthetic) but features more engaging scoring. It’s brief (the longest session we’ve had clocked in at about 25 minutes) yet still presents captivating decisions.
Each player board is accompanied by a different solo adversary – the initial ones are enjoyable yet not particularly challenging to surpass. The subsequent opponents, however, are definitely more formidable… which is a positive aspect.
The Artemis Project (5 sessions – approx. gameplay duration: 35 minutes)
A six-round engine-building game focused on colonizing Europa (the icy moon of Jupiter)… it’s mainly a dice placement game reminiscent of Jeff Allers’ Order of the Gilded Compass/Alea iacta est series – but with more random occurrences and a science fiction theme… that received a “glow-up” from an expansion & second edition print run that resolved some concerns with the original game board & rules. The solo mode is robust – with random events altering the game’s challenges. I’m uncertain if the expansion is worthwhile for solo play – but I appreciate its impact on multiplayer experiences.
Twilight Inscription (5 sessions – approx. gameplay duration: 60 minutes)
There are challenges with this roll’n’write tribute to one of the classic expansive 4X games (Twilight Imperium)… the four boards (per player!) are quite cluttered and can occasionally be tricky to interpret, the symbols can easily be hidden with orange chalk pens during play, and the sequence of the event cards can sometimes hinder your strategic options. Nonetheless, I’ve found more enjoyment in this as a solo experience than in multiplayer settings.
I’m in the process of getting tokens printed to track the unusual symbols that can be utilized on other boards – this should help alleviate some of the ambiguity regarding what actions you can/cannot still perform with the symbols you’ve acquired.
Four on the Floor (or Table)
52 Realms: Adventures (4 sessions – approx. gameplay duration: 20 minutes)
The VERY recent launch from the wonderful team at Postmark Games does not utilize dice – instead, it employs a deck of standard playing cards to function as items, loot, equipment, monsters, and injuries. There are two dungeons and four characters already accessible for 52 Realms – it’s definitely worth your $6 to acquire and print your own copy.
Blueprints of Mad King Ludwig (4 sessions – approx. gameplay duration: 60 minutes)
I’m a huge fan of Castles of Mad King Ludwig… however, when it comes to solo experiences in that castle-building environment, I decidedly favor Blueprints of Mad King Ludwig. The challenges mirror those of the “parent” game – though the scoring system is more intricate. That intricacy enhances the solo mode, making it more engaging and enjoyable.
Distilled (4 sessions – approx. gameplay duration: 40 minutes)
My #1 new (to me) game of 2024 also stands out as an exceptional solo experience. All of the typical elements of the multiplayer game remain intact – drafting/buying ingredients & supplies, distilling your spirits, bottling, and selling it – but rather than just implementing a “beat your previous record” solo feature, the design/development team created three decks of objectives you need to accomplish to achieve victory. Navigating the goal layout and making choices to establish a distillery that meets those goals elevates this fantastic game in my solo play collection.
Note: All solo sessions of Distilled occurred during the last 35 days of 2024, as that was when my BGG Secret Santa gifted me the game!
Second note: indeed, it’s amusing (and a tad ironic) that a non-drinker like me enjoys this game revolving around crafting alcoholic drinks so much. Yet, I also hold a fondness for Memoir ’44 – and I have absolutely no interest in participating in warfare or owning a firearm, so there’s that.
Fantastic Factories (4 sessions – approx. gameplay duration: 20 minutes)
This was a game flea market acquisition – and despite several sessions, I’m uncertain that solo play is the optimal approach for this straightforward game system. It features a nice dice/resource mechanism at its core, though – so I’m eager to get it to the table with additional players soon.
Scribbly Gum (4 sessions – approx. gameplay duration: 15 minutes)
A delightful little roll’n’write game from the Postmark crew and Phil Walker-Harding. Dale crafted a lovely overview of Scribbly Gum earlier this year.
Xia: Legends of a Drift System (4 sessions – approx. gameplay duration: 120 minutes)
Xia is an expansive, chaotic, over-the-top delightful jumble of a space exploration/trade/piracy game… and the mechanism for solo play is very enjoyable. It’s not suited for the faint-hearted – a complete 20-point game can range from 2 to 2.5 hours in solo mode and occupy most of my gaming table with components & cards. (I consider it much bettersolo than the comparable Star Wars: Outer Rim – and far more expansive than Outer Rim.)
At the end of 2021, I commenced the solo quest… and I’m thoroughly enjoying it. Up to now, I’ve achieved 6 out of the 10 targets and am still maintaining a good score… but I suspect it might require an additional 6+ games for me to complete the quest. I’m completely ready for that. (A couple of my games late this year were alarmingly close to accomplishing a seventh target… but ultimately fell short.)
Three is a Magic Number
Ancient Knowledge (3 plays – approx. 35 minutes)
Ancient Knowledge was a game I relished from the previous year – and this year they released the Heritage expansion. There are genuinely two primary incentives to possess this excellently crafted expansion: firstly, if you’re playing with four participants (which you might note is not frequently endorsed by many BGG users), it adds further cards to the technology stacks. Secondly (and more crucial – at least in my view) is that it provides two distinct solo systems to engage with Ancient Knowledge: one for standalone games and another for a campaigning experience. The solo mechanism is straightforward to manage and allows you to immerse yourself in the challenge of preserving the wisdom of your crumbling civilization.
I’m just initiating a Heritage campaign after engaging in 3 Challenge solo matches… I’ll keep you informed on how it unfolds in 2025!
Ark Nova (3 plays – approx. playing time: 90 minutes)
There’s a reason a multitude of individuals are enthusiastic about this zoo-constructing game – it truly is that exceptional. And, as you might infer from my solo play count last year, Ark Nova stands out as a fantastic solo experience.
The solo design compels you to secure victory (cross your Conservation & Appeal markers) before time elapses – thus, you can adjust the challenge by determining where you place your Appeal marker. Starting at 20 was too simple – 10 presents a feasible mid-range challenge, and 5 is proving very difficult (but I’m getting nearer).
I’ve had wonderful experiences with this game playing solo, with 2 players, and with 3 players… and my solo games with the Marine Worlds expansion were quite delightful. With the multitude of cards in the base game, there’s always a concern whether “more content” will enhance the gameplay… and, credit to them, the Marine Worlds expansion introduces intriguing choices without cluttering the mechanics of the original game. I’m particularly fond of the enhanced action card drafting, which nudges players in fresh (and often divergent) directions.
Ghost Fightin’ Treasure Hunters (3 plays – approx. 15 minutes)
I took out this Kinderspiel-winning game to photograph it for my top 100 games on my personal blog… and ended up engaging in a solo session.
Then, thanks to a friend who came across that post, I received a copy of the OOP Creepy Cellar expansion… so naturally, I had to test that a few times as well.
It still stands as one of the finest family cooperative games available.
Imperium: Classics/Legends/Horizons (3 plays – approx. playing time: 85 minutes)
I’m gradually navigating through the flood of new content in the stand-alone Horizons box… and while I cherish the innovations introduced with the Trade module, it turns out I’m not particularly skilled at leading civilizations with it in gameplay. I do value the enhanced quality components, the solo “bot” cards, and the revised rulebook.
Interested in more specifics about the game mechanics? I composed a detailed review for the OG!
Lockup: A Roll Player Tale (3 plays – approx. playing time: 50 minutes)
You would think that a game where bluffing is a central element wouldn’t function well solo… and I was just as astonished as you to discover this assumption was incorrect. Though I believe Lockup shines brighter in a multiplayer setting, the solo version is quite enjoyable.
And, as much as I appreciate the base game, I believe that for gamers, the expansion introduces an additional layer that is worth the extra effort.
Monumental (3 plays – approx. playing time: 60 minutes)
Here’s what I mentioned last year following my initial encounters with the game: “Monumental combines deck building, tableau management, board interaction, and combat – and, to my surprise, offers a genuinely robust solo mode that is easy to implement and keeps the focus on what your civilization is accomplishing rather than managing the automata. Nevertheless, it does require a considerable setup time (approximately 30 minutes, particularly if using any of the expansion content or additional modules)… so you need to be someone (like me!) who delights in readying the game for action.”
The lengthy setup duration has hindered it from receiving more solo play opportunities.
Roll Player Adventures (3 plays – approx. playing time: 75 minutes)
Indeed, it offers an epic series of D&D-like quests in a “make your own story” format… but there’s more to it than merely that. The mechanism employs straightforward methods to track your actions and how these will influence subsequent visits to the same locations. Furthermore, the skill test/battle system necessitates genuine decisions and cognitive engagement.
I would highly recommend it for solo gameplay – or for two players. (My son and I began a two-player campaign and are relishing it immensely… but that campaign sidelined my solo gaming for a large part of the year.)
Voidfall (3 plays – approx. playing time: 2 hours 30 minutes)
Typically, I would hesitate at a game featuring a non-random combat mechanism with interconnected systems – yet the theme of overcoming the Voidborn is so intricately woven into the design & flow of the game that I find myself immersed in the universe and the challenge of expanding my civilization’s capabilities while repelling the advance of mind-bending evil.
The game comes witha multitude of player factions and breathtaking production – while also being entirely playable as a solo (the method I have been engaging in), cooperative, and competitive game.
The crew here at the OG had an excellent dialogue regarding Voidfall.
Waypoints (3 plays – approximately playing time: 25 minutes)
Another innovative roll’n’write title from Postmark Games… this instance utilizing topographic maps and a trekking theme. As I’ve done with various other games from this publisher, I’ve laminated my copies of the Waypoints boards so I can bring them along whenever I voyage. (By the way, the second map – a desert national park – presents some distinctive challenges.)
It Takes Two
Dawn of Ulos (2 plays – approximately playing time: 60 minutes)
Situated in the nascent days of the Roll Player universe, this is truly a well-crafted tribute to Acquire… albeit featuring fantasy elements, unique abilities, and a functional solo gameplay system. (The focus is on functional – I believe the game is more robust as a multiplayer experience.)
Dune: Imperium – Uprising (2 plays – approximately playing time: 75 minutes)
For fans of Dune: Imperium, much of this will feel quite familiar – but there are sufficient intriguing twists (particularly the introduction of spies and the restructured board setup) to create a relatively new experience. I haven’t yet attempted, but this latest version of the base game is compatible with the Rise of Ix and Immortality expansions.
Era: Medieval Age (2 plays – approximately playing time: 45 minutes)
I discovered an unbelievable bargain on this Matt Leacock 3D design (along with the expansion) a few years ago… and didn’t truly consider the solo mode until it arrived. It’s genuinely enjoyable – and it’s just wonderfully cool to construct your city, especially when you incorporate rivers and roads.
Everdell (2 plays – approximately playing time: 50 minutes)
Inspired by the suggestions of others (especially fellow OGer Chris Wray), I indulged in the Everdell Complete Collection without ever having previously experienced the game. There are two solo variants: Rugwort (which is mildly amusing) and Mistwood (Nightweave & her spider team) that truly excels. I’ve scarcely begun to explore the personalities, agendas, and schemes present in the expansion.
By the way, Chris has shared a week’s worth of Everdell reviews that are quite enjoyable if you’re interested. (These critiques predate the latest expansions, New Leaf & Mistwood.)
FateFlip: Washed Ashore (2 plays – approximately playing time: 20 minutes)
A choose-your-own-adventure solo card game presented in a single deck… there was greater variety in the design and possible endings than I anticipated.
In the Ashes (2 plays – approximately playing time: 60 minutes)
I am currently engaged in this solo book-based adventure. It features aspects of both Gloomhaven (the combat mechanics) and Legacy of Dragonholt (the manner in which the game “remembers” actions you’ve undertaken) but encapsulated in a single hardcover book.
As I delve deeper into the narrative, I intend to compose a review for the OG.
Keep the Heroes Out! (2 plays – approximately playing time: 60 minutes)
Regrettably, the excellent concepts underlying this cooperative game are overshadowed by a convoluted flowchart system designed to manage the boss.
Roll Player (2 plays – approximately playing time: 60 minutes)
The Monsters & Minions expansion and/or Fiends & Familiars expansion are essential for satisfying solo gameplay. (In fact, I believe this is one of the “necessary” expansions for multiplayer sessions as well… it delivers additional variety and more options for players during their turns. Most crucially, it provides the game with a conclusion through combating the primary boss that is much more gratifying than simply saying “hey, look – I crafted a character.”)
SAS Rogue Regiment (2 plays – approximately playing time: 45 minutes)
Another title for which I’m preparing a review… this is a solo or cooperative game focused on WWII covert missions. The team strives to swiftly and stealthily complete their objectives – but inevitably, the guards become alerted, and chaos ensues.
While the rulebook is comprehensive, it is oddly organized, making it challenging to locate key information.
Small City: Deluxe Edition (2 plays – approximately playing time: 70 minutes)
This visually appealing reprint is promoted as SimCity in board game form – and since I’m a fan of city-building games, I jumped in. It’s surprisingly intricate – it’s very easy to make a misstep that could ruin your game – yet it’s shorter than it initially appears.
I find myself continuously pondering it and the challenge of mastering it – which is a positive indication. The most difficult aspect is that some building rules are counter-intuitive, so getting familiar with them each time is a part of the learning curve.
Discovering an effective way to organize the game (and the expansions) will certainly help facilitate getting this to the table. (I uncovered a particularly well-crafted 3D printable insert.)
Undaunted: Normandy (2 plays – approximately playing time: 40 minutes)
One of the final Christmas packages to arrive in 2021 contained a copy of Undaunted: Reinforcements… the expansion that provides additional units, new scenarios, 2 vs 2 gameplay, and – most importantly for this summary – solo functionality. The AI is clever and keeps me alert… and while it takes a moment to understand how to set up and execute, it’s absolutely worth the effort. I have been gradually progressing through the Normandy campaign as the Americans and loving each time it comes to the table. (One of the advantages of the design: I can switch to the Axis side and tackle the campaign again – both versions are included in the Reinforcements box!)
The AI plays “faster” than our typical play style (in other words,it pursues goals and unit removal quite fiercely)… which has compelled me to take additional risks and “fail audaciously” against it. This makes for an electrifying experience.
I truly yearn to play Undaunted: Stalingrad (launched in 2022)… but the absence of a solo mode and no reliable competitor may postpone that one for a bit – although I did snag a copy when it was discounted, so I’m prepared.
Zoo Tycoon: The Board Game (2 plays – estimated playing duration: 120 minutes)
I’m a fan of zoo construction games – and this one is easily the closest to a computer zoo simulation of all that I’ve experienced. This implies it carries a bit of a rule burden (especially at the beginning) and some fiddly aspects when monitoring the progress of your species – yet it compensates with thought-provoking (and challenging!) choices and stunning components.
I’ve tried the solo mode from the box once and also played a “two-player” match where I controlled both sides. At first glance, the solo system appears a bit punishing… I might need to adjust the challenge level. Nonetheless, I’m really eager to play it again!
One Is the Loneliest Number
Adulthood (1 play – estimated playing duration: 30 minutes)
Another interpretation of the classic “The Game of Life” genre. Solid design with impressive illustrations – but the draft display tends to jam during solo play.
Aqua ROVE: Results-Oriented Versatile Explorer (1 play – estimated playing duration: 15 minutes)
This compact solo card game/puzzle completely missed the mark for me… your experience may differ.
Aquamarine (1 play – estimated playing duration: 15 minutes)
The second print’n’play roll’n’write (could I possibly add more apostrophes in this sentence?!) from Postmark Games… I find it somewhat less taxing than Voyages and a lot of fun to engage with. It is – to a degree – a tile-laying game as you track your diving journey.
I laminated my copy of this game – and I carry the Aquamarine boards (along with the Voyages & Waypoints boards) in my laptop bag with three d6 and a dry erase marker so I can play almost anywhere I go.
And now there are FOUR boards to explore… each provides some delightful surprises.
Bad Company (1 play – estimated playing duration: 25 minutes)
This clever game of scheming heists and fleeing from the authorities with your crew of thieves & getaway drivers feels like it captures the finest elements of Space Base and improves upon it. What astonished me was how effectively Bad Company operates as a solo game although a major appeal of the design is being enjoyable with up to 6 players.
Boonlake (1 play – estimated playing duration: 70 minutes)
Boonlake is not an arduous game once you grasp its mechanics… however, it’s not particularly straightforward to learn from the rulebook. I played my initial solo match as a two-player game, controlling both sides to ensure I understood the rules clearly.
Since then, I’ve applied the solo guidelines – which are even more complex to get right than the fundamental game rules. There are some peculiar aspects in the AI engine which absolutely make sense to simulate a two-player experience – but are tricky to recall and led me to spend the first few solo matches flipping through the solo instructions.
That said, it’s a solid solo game with intriguing gameplay. I’m an admirer of the game whether playing solo or with 2 players – but I’m uncertain if I want to introduce it to a larger group.
My one game session this year involved the new Artifacts expansion… which adds more complexity but also provides additional game space to navigate.
Clank! Catacombs (1 play – estimated playing duration: 45 minutes)
The latest entry in the successful Clank-i-verse features a modular board, a completely new set of cards, and some unique twists (liberating prisoners, utilizing lockpicks, etc.). It has been a resounding success with my sons and others as a fresh approach to the “standard” Clank!… and I value that the rules even incorporate ways to blend the Adventuring Party expansion into the play.
As always, Dire Wolf has done a remarkable job of supporting the game with a well-crafted app-driven solo experience. Since I received the Lairs expansion for Christmas, I’m hopeful that the app updates will also enhance it for solo campaigns.
Demon Extermination (1 play – estimated playing duration: 25 minutes)
Demon Extermination is a rough translation of the Japanese title of this game… and it’s a solo trick-taking game that I had the chance to learn at an invitation-only gathering earlier in 2024. It’s probably extremely difficult to find… but the core mechanism is a clever concept.
Doggerland (1 play – estimated playing duration: 90 minutes)
I understand, I understand… the cover and game synopsis indeed evoke a feel suspiciously similar to the classic Euro game, Stone Age. While it shares thematic elements (prehistoric tribal existence) and mechanisms (gathering food & other resources), Doggerland contains no dice (whoa!) and has a far less abstract method of deploying the various resources you’re accumulating. Additionally, the play area “expands” as you dispatch tribe members to gather and hunt – and “contracts” as locations are depleted when all available resources have been utilized.
The production quality here is exceptional… but the solo objectives can be rather harsh/challenging. I would like to try it again at a less difficult setting.
Eleven: Football Manager Board Game (1 play – estimated playing duration: 90 minutes)
While there are some tricky aspects…
(grasping how/when to swap jerseys, for instance), the game itself operates like a charm and is tremendously enjoyable to engage with, particularly if you’re (like me) an admirer of Premier League soccer. Match play holds significance – yet Eleven transcends merely winning games… it’s truly an economic/management experience.
Given that the game this redesign was based on (Club Stories) was a solo experience, it’s no surprise that it functions superbly for a single participant. That said, I wouldn’t recommend attempting to incorporate all of the expansions simultaneously – that was my solo play for this year and it felt a bit excessive. (I do intend to integrate the international players into the standard deck for enhanced variety going forward… but eliminating the airline/recruitment element.)
Empyreal: Spells & Steam (1 play – approx. playtime: 45 minutes)
Another find of a previously owned copy… at half the price. So, according to some unchangeable rule of game collecting, that should indicate I enjoy it twice as much, right?
Well, it’s genuinely a quite ingenious design – my younger son and I have had a blast with several two-player sessions of it. The combination of pick up & deliver along with network building, paired with some truly quirky special abilities, works exceptionally well – and the excellent production elevates its playability even more.
The solo variation – which I’ve only experienced once – functions adequately, but I’m more inclined to utilize the solo bot to add an additional player for our two-person games.
Everdell Duo (1 play – approx. playtime: 45 minutes)
This smaller & significantly more portable edition of Everdell (I own the full box which could double as a canoe or small dwelling if emptied) acts as either a solo/cooperative game or a competitive game. Some of the usual restrictions in Everdell are absent but are substituted with others… so my debut game was somewhat bewildering. I’m eager to give it another go.
Excavation Earth (1 play – approx. playtime: 90 minutes)
I’m still uncertain about my thoughts on Excavation Earth – I appreciate the interconnected mechanics within the game, but at times it feels as though it’s playing me just as much as I’m engaging with it. My play earlier this spring did help adjust my perspective – not solely because I scored a budget-friendly copy of the Second Wave expansion. Being able to see everything neatly laid out on the table enhances the game’s playability… and allowed me to identify some of the connection points.
It’s not universally appealing – but I’m pleased to have it in my collection.
G.I. Joe Deck-Building Game (1 play – approx. playtime: 45 minutes)
A cooperative deckbuilder featuring some enjoyable nods to the classic character and animated series… yet not enough (at least in the base set) to entice me back for a second play.
Gloomhaven: Buttons & Bugs (1 play – approx. playtime: 30 minutes)
Thanks to BasementCon, I went through a couple of quests at the start of Buttons & Bugs – and I thoroughly appreciated the simplified rendition of Gloomhaven. This would make for an outstanding travel edition of a dungeon crawl – it fits securely in a corner of a suitcase and requires no additional items.
Great Western Trail: New Zealand (1 play – approx. playtime: 90 minutes)
In what became a recurring motif for the previous year, I stumbled upon yet another game that I genuinely enjoyed, despite having reasonable suspicions from my past experiences that it would not appeal to me. (Non-solo games that belong to this category included Red Dragon Inn & Zombicide 2nd Edition.)
I sidestepped playing the original Great Western Trail for quite some time – even though I took pleasure in several of Pfister’s designs. My initial playthrough was excellent – yet I struggled to find someone willing to join me.
The newly released variants sparked my interest – but not quite enough to make a move until GWT: New Zealand… and goodness, I’m grateful it did. There are numerous adjustments to the base game – while the fundamentals remain unchanged. It feels as if they combined GWT with the Rails to the North expansion, mashed them together, introduced some clever modifications to “lighten” the game, and then delivered improved graphics than the earlier versions.
The solo AI is very robust and incredibly simple to manage – though not always easy to overcome.
Koala Rescue Club (1 play – approx. playtime: 20 minutes)
Another family-friendly roll’n’write from the team at Postmark Games & Phil Walker-Harding.
Kronologic: Paris 1920 (1 play – approx. playtime: 35 minutes)
I am entirely the unsuitable individual to critique these types of deduction/strategy games – while I adore detective tales and can recognize the skill involved in crafting a game of this nature, my mind tends to short-circuit swiftly, leading me to flounder about like the character from Memento who needs to ink things onto his skin to avoid forgetting them.
Magic Maze Tower (1 play – approx. playtime: 30 minutes)
It presents more challenging variations of the puzzles from the classic real-time silent game (Magic Maze), but without the timer. In solo mode, it’s merely about solving the puzzles, hence my initial sessions lacked excitement.
Mice & Mystics (1 play – approx. playtime: 75 minutes)
Once again, an almost untouched pre-owned copy at a bargain price resulted in this thematic adventure game joining my collection. I truly appreciated my solo session last year and wish to continue my Mice & Mystics journey… yet I need to be in the right frame of mind for it, so it doesn’t see the table as frequently as it merits.
Mosaic: A Story of Civilization (1 play – approx. playtime: 100 minutes)
I’ve greatly relished both my multiplayer and solo experiences of this 90-120 minute civilization building game. The base game lacks a direct combat mechanism – as your primary goal involves gaining influence across the various nations of the Mediterranean.
The solo bot (designed by renowned solo mode creator, David Turczi) can be tuned for level of difficulty and for “character” – meaning I’ve triumphed in some of my sessions while falling short in others… but I’ve always had an enjoyable experience.
I’m annoyed that Forbidden Games is presently not planning to update the automata to include the expansion elements – I’ve expressed my dissatisfaction both on BGG and directly to the company. There is a fan-created variant that functions well – I’ve only had the chance to play it twice and found it enjoyable – but I wish the company had completed their expansion work.
Mr. President: The American Presidency (1 play – approx. playtime: 400 minutes)
I penned an in-depth first impression/preview of this massive solo experience for the Opinionated Gamers site – it essentially acts as a solo roleplaying game for political enthusiasts… of which I certainly qualify. (My single session this year revolved around warding off scandals and preventing China from instigating all sorts of trouble.)
This game takes up quite a bit of space… and it’s NEVER a brief play – but if you’re the right audience, it’s entirely worth it.
Nations: the Dice Game (1 session – approximately 35 minutes of playtime)
I would prefer to engage in this with a larger group… however, the solo experience is satisfactory. If it weren’t for several superior alternatives (refer to previous and next entries), this would see more action on the solo table.
Paper App Dungeon (1 session – roughly 20 minutes of gameplay)
This might be the least effective solo game I encountered this year – excessive randomness. My “character” resembled a pinball ricocheting off bumpers rather than a hero undertaking adventurous tasks.
PARKS (1 session – about 50 minutes of playtime)
The inclusion of two expansions significantly enhances this solo game – presenting more options and strategic choices. The high-quality production is an added bonus too.
Port Royal: The Dice Game (1 session – approximately 40 minutes)
One playthrough with various “participants” to familiarize myself with the rules – it’s not a solo game in the strict sense.
Quadropolis (1 session – around 60 minutes of playtime)
There isn’t an official solo variant – I was merely controlling multiple positions to understand the gameplay mechanics.
Rolling Realms Redux (1 session – close to 35 minutes)
Numerous individuals are fond of the Rolling Realms system and its themed expansions… while it didn’t particularly resonate with me, Dale adores it (hence, you should check out his review rather than observe my indifferent response.)
Runemasters (1 session – around 35 minutes)
This is a cooperative tower defense game with a limited set of special powers. Actions are dictated by dice, and re-rolls are somewhat restricted. (The end of my solo session got intense, but I managed to secure a win on the easiest mode.)
Slappy Panda Goes to Boise (1 session – roughly 5 minutes)
Alright, you caught me. There isn’t a game titled Slappy Panda Goes To Boise… but there definitely ought to be.
The original writers engage in the most captivating dialogues while we jest about various gaming subjects – and when this title came up (in jest), I realized how much I yearned for someone to create such a game.
I’m also somewhat intrigued to see who will detect this whimsical reference amidst all my genuine solo gaming reviews.
Update (late 2023): after introducing Slappy Panda into the mix back in May 2023, extensive discussions arose regarding the solo adaptation (Lonely Panda Goes to Boise), a prospective designer for the proposed solo version (David Turczi, of course), along with some hopeful expectations that the Slappy Pandas could become a civilization in the forthcoming Imperium: Horizons.
I intended to include an image of Slappy Panda in this article – but there isn’t one. I’m open to receiving possible submissions.
Update to the update (January 2025): Slappy Panda took a hiatus in 2024… but since all exceptional games receive an expansion, I am thrilled to declare that my (imaginary) game company is contemplating both Slappy Panda Goes To Boise via Catapult and Slappy Panda Legacy.
Snowcrest (1 session – approximately 50 minutes)
The game involves 3×3 tableau construction paired with resource management… and showcases remarkable production quality. I genuinely need to revisit it with more players – the solo mode of Snowcrest utilizes a timing mechanism that alters gameplay dynamics.
SpaceCorp: 2025-2300 AD (1 session – roughly 120 minutes)
An intriguing multi-stage (featuring multiple boards and card decks) game centered on space exploration. It performs admirably as a solo design – I need to revisit it soon.
Spectacular (1 session – about 45 minutes)
Typically, I enjoy games revolving around zoo construction/animal habitats. This one was decent but not especially engaging. (Note: my perspective is an exception – many people hold Spectacular in high regard.)
The Guild of Merchant Explorers (1 session – around 30 minutes)
This remarkably ingenious flip’n’write game doesn’t actually involve any writing – instead, you position explorers (cubes) on your map, and by completing regions, you establish village structures. At the conclusion of each round, all of your explorers are removed from the board, yet your villages remain to provide new starting locations.
The original box of The Guild of Merchant Explorers includes four distinct maps, with two additional maps available as an expansion from AEG. It has been a success with everyone I’ve introduced it to… and I find it relaxing and enjoyable to engage with as a solo experience.
The Taverns of Tiefenthal (1 session – approximately 60 minutes)
This is NOT designated as a solo game… but I organized it & played multiple player spots to observe how well the extra components from the expansion would integrate. (It integrates wonderfully, by the way.)
Tranquility: The Ascent (1 session – close to 30 minutes)
A cooperative tableau construction game. There’s nothing amiss with it – but it doesn’t pique my interest. It feels more like a puzzle than a conventional game.
Tucana Builders (1 session – around 30 minutes)
Tucana Builders resembles a mashup of Take It Easy and Trails of Tucana… and it definitely has a pronounced push-your-luck aspect. The solo requirement of accomplishing two randomly chosen objectives can significantly vary the game’s difficulty – but it’s brief enough not to bother me.
- Picture at the beginning of the article…
- Top row: Path of Civilization, Ark Nova, Mr.
“`- Top position: River Valley Glassworks
- Second line: Small City, Runemasters, Wild Tiled West, Final Girl
- Third line: Undaunted 2200: Callisto, Mosaic, Voidfall, Monumental
- Final line: Xia: Legends of a Drift System, Let’s Go To Japan, Tucana Builders, Terraforming Mars
- Top row: Path of Civilization, Ark Nova, Mr.
I acquired review copies of Blueprints of Mad King Ludwig, Doggerland, In the Ashes, Koala Rescue Club, Monumental, SAS Rogue Regiment, Scribbly Gum, and Zoo Tycoon: The Board Game.
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