The day before PAX was surprisingly quiet. I got in early on Thursday morning to help set up the booth for Weird Giraffe Games, where I will be demoing this weekend. #1606! Come say hello! I've never demoed before, nor have I been to a convention bigger than Dice Tower Con. But I also never shy away from a challenge, and I think I'm going to have a great time this weekend. So far, so good! Our first step of the day yesterday was booth setup, which was a really interesting process to see from 'the other side." Before now, I gotten to see finished booths and just have the experience of shopping around at them. I never really processed the fact that before the booths go up, you are basically inside of a huge, empty space. All of those table spaces, floors, display counters, shelves, what have you are actually transported and assembled by publishers the day before the convention starts. Our first act of the day was to haul boxes of stuff in from the loading docks to where the booth was located. We are a small outfit and used a dolly or two to transport everything. Later in the day, bigger publishers and companies were in there with forklifts. It was wild! It's all the little things in a booth that you never think about. Or at least, that I never think about. Before assembling furniture or unboxing games for demo/sale, we started with the foundation—a floor for the booth! Not everyone bothers with a booth floor, but I think ours is pretty cool. It's also little stuff like this that reminds me why I appreciate Carla Kopp so much as a game designer and as a person in general. That level of attention to detail and general giving a damn never ceases to impress me. I especially dig the Okapi-shaped cutouts in some of the foam tiles. How cool is that? After flooring comes furniture assembly, shelving, and generally trying to make the place look decent. Let's just say it was a good thing I wasn't in charge of this project—I would never have thought of stuff like nice coverings for the tables, enough banners to advertise games, a display shelf for smaller items. Now that I've seen this stuff in action, I know. But the learning curve for a high quality booth setup might be steeper than I realized! It was also really cool to look around and see other teams of people pouring their hearts into their own small patches of floor space. It was like watching a tiny city spring up overnight! And of course, our own little home patch got done eventually. I also had time to do a bunch of other really cool stuff. I got to hang out and play games with friends all afternoon and evening—obviously the best part of any convention. And I got to meet and interview Keith Matejka! We had never met before, and it turns out that he is very nice and very fun to talk to about solo gaming. Keep an eye out on my channel for some snippets of our conversation!
Here's hoping that the first "real" day of PAXU is as enjoyable as Day 0.
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What is this game about? Detective: A Modern Crime Board Game is exactly what it sounds like—it's a game in which you (and some friends, if you so choose) work together to solve mysteries. The game consists of five interconnected cases, with a sixth case available as a mini expansion. The way this game is set up is interesting. You have a limited amount of time and resources: Each case has a strict time limit, and your detective team will also have a limited pool of tokens that can be used to push for more information. So you start each case with a deck of 35 cards, but you cannot realistically expect to get through them all. Instead, you'll just have to do your best and work with what you've uncovered by the time the clock runs out. Also interesting is that the clues are partially printed on cards, but you'll also be working with an online database that serves as a companion to each case. The Antares database includes files on various people you encounter, records of interrogations, and—my favorite—DNA and fingerprint matching capabilities so that you can track who touched what, who bled where, etc. Once you run out of time on a case, it's time to fill out the "final report," which is essentially a multiple choice quiz. You'll get a score based on how many correct answers you can produce, minus the number of "stress tokens" you used when you pushed yourself a little too far during the game. How does it play solo? I personally prefer this game solo, although I can see how others might prefer to work with others. There is definitely enough going on for multiple people to have something to do—take notes, sort clue cards, check the computer. But the bookkeeping was in no way too complicated for me to handle myself. I did the first case with a group and then again solo, and I caught so much more information the second time. I played through the following four cases solo and enjoyed them. Overall Thoughts Detective is not a perfect board game, but it's a really fun one. The flavor text on the cards is cheesy as hell (how many sludgy coffees can a detective consume while sitting in uncomfortable metal chairs?) but I got a real kick out of it. And the overall storyline of the case was really interesting, so much so that I played the whole game out over the course of one long Saturday. I just couldn't help myself! I loved using the Antares database online, especially when I was able to do fingerprint and DNA matches. It made me feel just a little bit like a real cop. Portal Games makes a big deal out of board games that tell stories, and Detective certainly is one. That said, there were times when Detective was just a little too "gamey" for me. I often chafed against the restrictions of the investigation tokens, which often felt unfairly limited to me. I mostly enjoyed trying to stay within the time limits, but I would have preferred not to worry about them. And in Case 5, there was an extra mechanic that I won't discuss too much here (I don't want to spoil anything for you!), but I didn't really enjoy dealing with it while I played. Of course, my opinion is definitely connected to my personal feelings about how mystery games should be played. I never bother with the technical rules in Sherlock Homes: Consulting Detective, because I'd much rather "wander around" in the game world and read all of the flavor text. You can't get away with that in Detective so much, because of the way the cases are set up, especially in the later installments. I should warn you that, while the "Final Report" will make you feel like you should have definitive answers, you will often find yourself going with your gut. Don't let it freak you out—just go with your best guesses. Probably the least satisfying aspect of Detective was the scoring system, since you could guess a lot of right answers but still feel uncertain about the case or be upset about events that occurred during the investigation (I won't spoil the story by elaborating). I also wasn't entirely convinced that the final case truly tied the plot together. Not everything seemed to make perfect sense in the end. But the ride was exhilarating, and I would definitely play a game like Detective again. Do I recommend it? If you like trying to solve mysteries and can handle the fact that you'll have to go with your gut a lot, then yes. Detective is highly entertaining and well worth the time it takes to play through it. Overall Rating: 3.5 stars 5 stars — I love it. 4 stars — I really like it. 3 stars — I like it. 2 stars — It's okay. 1 star — Meh. Welcome to this week's Kickstarter roundup! There are a couple of notable projects out there for solo gamers this week, so let's get down to business (if you can stand to move after all that turkey we ate last week). 1. Rallyman: GT Rallyman has been a staple for a large contingent of solo gamers for years, despite it being out of print. It's a roll-and-move racing game with regular BGG challenges based on it, and it only dropped from the People's Choice Top 100 solo games this year after several years on the list. (Flamme Rouge was the big racing game on the People's Choice this year.) But now Rallyman is back, with brand new art and fine-tuned rules. Is Rallyman ready to reclaim its place as the premier racing game for solo players? 2. Hero Realms Journeys I am a fan of both Star Realms and Hero Realms, so this one was an instaback for me. Continue the campaign you started with Ruin of Thandar with The Lost Village adventure, plus get booster packs that give you new champions, new quests, new relics, and even new ancestries. If you wanted to play as a dwarven mage, now is your change! If you're already into Hero Realms, this will be an easy decision for you. If you're not and you're interested in hopping on board, there is a pledge tier that allows you to get everything made for it so far for $99. In a world where people charge you $100+ for a new game without even blinking, I guess that's not so expensive anymore. Full disclosure: Triton Noir provided me with a review copy of V-Commandos. What is this game about? V-Commandos is a game set during World War II. You and your fellow players cooperatively control up to four commandos as you sneak into Nazi bases and work together to complete various objectives. The game comes with several different terrain layouts and scenarios, which you can either play as one-off missions or chain together as part of larger operations. (This is why the play time on the box varies so widely—from 30 to 120 min.) The Nazis are controlled by simple AI rules that can nevertheless give your commandos a serious challenge. Probably the most significant aspect of V-Commandos is its emphasis on stealth, which is unusual in a board game. Your characters will start off in stealth mode, and it's in your best interest to keep them that way for as long as possible. If (more like when) a commando becomes visible, he or she triggers an alarm and causes additional enemies to pour onto the map from every possible entrance point. One thing you don't want too much of, though, is outright combat. Your commandos don't have much health, and can't take too many hits. Even worse, every injury you sustain results in a reduced number of actions you can take on the following turn. This aspect of gameplay is what really sets V-Commandos apart from other board games I've played. How does it play solo? V-Commandos solos well. It is fully cooperative, and can easily be soloed using as many commandos as a scenario demands (1 to 4). The enemy AI is very easy to operate, which means that you don't get held up doing administrative work when all you want to do is play. Overall Thoughts Stealth is one of my favorite video game mechanics, and I'm happy to see a board game that tries to implement it. (I even blogged about this back in 2016.) That said, do not expect analog stealth gameplay to feel like being a Khajiit assassin in Skyrim. Your ability to remain hidden depends on rolling a die for stealth checks, which means that sometimes you will just get unlucky and be spotted. If there were some way to tie stealth to skill just a little more tightly, V-Commandos would probably be a 5-star game for me. If you can deal with the fact that a run of bad luck can blow your cover, then V-Commandos is a lot of fun. There are a lot of different strategies to try, which makes the game intensely interesting and gives it plenty of replay value. Don't panic when you inevitably fail a stealth check:The game allows you to make interesting choices when it comes to how you'll handle the AI. Will you allow one commando to become visible so he can lead the enemy away from your other agents—or into a TNT trap? Will you use a crowbar to block the door and temporarily shut enemy reinforcements out while you run wild inside their base? What combination of commandos will be best for a given mission? As you learn the game, be prepared for a few rules ambiguities. This game comes with English and French rulebooks, but it's pretty clear that the English has been translated from the French, and there are a few awkward sentences in there. I had to look up a few of the event cards on BGG, as well. That said, I am really pleased with the way the rules are set up. In addition to the rulebook, there is a set of training scenarios that introduce you to the rules in manageable chunks—something I really appreciated and would like to see in other games. Do I recommend it? Yes. If you don't mind controlling multiple characters, V-Commandos is a fun one. It's relatively light, but it offers an interesting puzzle and a unique stealth mechanic. I will definitely be keeping it in my own collection. Overall Rating: 4 stars Rating Scale: 5 stars — I love it! 4 stars — I really like it. 3 stars — I like it. 2 stars — It's okay. 1 star — Meh. 'Tis the season for Kickstarter, apparently. October was a wild month, and November isn't letting up on us one bit. There are several projects of possible interest to solo gamers. 1. Assassin's Creed: Brotherhood of Venice I love the Assassin's Creed video games, as well as pretty much any game with a stealth mechanic. That means I am very interested in this project. Ubisoft has partnered with Triton Noir, publisher of V-Commandos, to create an Assassin's Creed board game, and I think that's an ideal partnership. V-Commandos is a fun cooperative game set during WWII, in which you control commandos who are infiltrating Nazi bases to fulfill various objectives. It's a fun game that hasn't gotten a ton of exposure in the U.S., mostly because you can't find it at retail stores. (You have to buy it directly from Triton Noir.) Assassin's Creed will use a lot of the same mechanics, but fold them into a campaign system that will help create a larger storyline. There are also cool touches that fit with the Assassin's Creed theme, such as the ability to unlock memories or acquire special weapons. If you like V-Commandos (and I do), then Assassin's Creed is worth a look. If you aren't sure, keep an eye on this site for my review of V-Commandos—it's almost ready to go! (Update: Here's the review!) 2. Archmage: Ascendant I recently reviewed Archmage, and it's a game that is good for solo and really good with a group. This expansion will offer new spell cards and new options for solo/cooperative play—and at a great price ($30). The one thing that was "missing" from the base game was more spell variety, and the new gameplay options that this expansion is offering look truly exciting. Starling Games is also reprinting the Archmage base game, so this is a good time to pick it up if you're interested. 3. Perdition's Mouth: Cannibal's Howl Perdition's Mouth keeps reprinting and releasing new material at times when I can't afford it, but it looks really good. Cannibal's Howl is a new expansion for this strategic dungeon crawl that uses an interesting rondel mechanic and requires a lot of clever planning. You can also pledge during this campaign to pick up pretty much everything else for the game, if you need to catch up. If you love fantasy dungeon crawls but want something that feels different, then I think Perdition's Mouth will have a lot to offer for you. Holidays are a funny thing. On the one hand, we get to spend time with the people we allegedly love best. On the other... we have to spend time with the people we allegedly love best.* To help you get through these trying times, I am providing my 2018 holiday gaming guide, which includes recommendations tailored to several possible holiday scenarios. (Also, I may add to this post if anyone suggests something brilliant in the comments.) Scenario 1: You are with your nuclear family, and you want to play a game. I am the only hobby board gamer in my family, but I have fond memories of playing Facts in Five and Trivial Pursuit growing up. My parents also enjoy going to Vegas and can hold their own in traditional card games. If your family has a similar experience level, here are my holiday gaming recommendations: 1. Splendor: This is what I would call a "potato chip game." It's easy to get started, and once you start, it can be hard to stop. Splendor is easy to teach, and I bring it out with game club students all the time for exactly that reason. The games are also very quick and absorbing, which means that people first learning the game will often want to play it repeatedly. If there are no more than four people at your Thanksgiving gathering, this one is going to be perfect. 2. Diamonds: Even if your family isn't full of gamers, a lot of them will have played a trick taking game like Hearts or Spades. Diamonds is conceptually similar, but a little more "gamer-y." If you want to try a hobby board game that will be accessible, and there are 2–6 people in your family group, Diamonds might be a good bet. Scenario 2: You are with your extended family, and you want to play a game. I don't know about y'all, but while I love my extended family, I don't exactly want to risk having a conversation that touches on politics or the details of my personal life. Games are a perfect social buffer that allow you to spend quality time with everyone, while also managing not to talk about anything unpleasant. (Hopefully.) Here are a couple of games that might encourage some holiday cheer. 1. Codenames Pretty much any number of people can play Codenames, and it's a ridiculously fun game. Lay out some word cards, split up into two teams and have a laugh while each team's "spymaster"—the only one who knows which words are associated with which team—tries to get their teammates to guess correctly. It's creative, it's simple, and it's easy to play several times in a row. 2. Telestrations If your family is stressed out by something like Codenames (some people hate coming up with clues), go for something lower-stress like Telestrations. You can get a party pack that accommodates up to 12 people, and the game is like a more structured version of "Telephone," complete with hilariously bad (or amazing?) drawings from your fellow players. There isn't much pressure to win, and laughs will be had all around. Scenario 3: You are with your family, but want to make them leave you alone. Sometimes, games bring people together. Other times, they can be used to shield you from all of those people you don't actually want to interact with. 1. Hostage Negotiator This game is amazing, but it's a solo game. Sorry, nobody else can play! Also, there is no better game title to let your relatives know how you really feel. 2. Mage Knight If your family isn't into games, playing Mage Knight is a great way to have a game to yourself while discouraging others from trying to play with you. Make sure you spread out all of the rulebooks to emphasize the complexity of the game. Additionally, cackle loudly to yourself about how you're going to destroy yet another monastery. Works like a charm! And that, gamers, is my 2018 Holiday Gaming Guide. Enjoy! *Mom, if you're reading this post, please know that it's a joke. I love you and Dad and cannot wait to see you guys at Christmas! The October craziness is continuing into November, with plenty of interesting Kickstarter campaigns out there to tempt a solo gamer. Here are a few highlights for this week: 1) Sword & Sorcery: Ancient Chronicles If you liked Sword & Sorcery, now there is more! It's basically a new cycle of S&S adventures, with plenty of new miniatures, characters, scenarios, and stretch goals. It is also standalone—you do not need the original core set to play and enjoy this game. You can start your S&S journey right here, if you want to. There is a big push with this campaign to get you to back the KS, and it's pretty clear that the only way to get the fanciest version of this game is to back it now. However, the base price is $120, and I personally don't have that, so I guess I'll get the plebeian edition when it eventually comes to retail. 2) Atlantis Rising Atlantis Rising is a cooperative worker placement game with a pretty great player count range of 1–6. Atlantis is flooding, and its people are in danger. You (and potentially friends) will take charge as leaders of Atlantis, and you'll be trying to lead everyone to safety by creating a cosmic gate. This game has been out of print for some time, so I am glad to see its return. Also, it combines two elements that I normally don't see together—cooperative gaming and worker placement. I am all for it! 3) The Crusoe Crew Van Ryder games is at it again, publishing some really interesting game books that push the boundaries of books and of gaming. In The Crusoe Crew, you'll be working through a cooperative story—in other words, we are dealing with a graphic novel adventure that can be played by more than one person. (I'm not good at sharing, but still, this is cool!) You'll be working with your crew to explore islands, solve puzzles, and collect interesting artifacts. I am extremely curious about this one, and I will probably go for it. Van Ryder has yet to let me down as a solo player. I'd also love to try this one co-op, because I think it could be a very good experience in my school's game club. Full Disclosure: Jellybean Games sent a prototype copy of Jabberwocky so that I could write this Kickstarter preview. The Jabberwocky campaign launches November 20 and can be found here. What is this game about? Jabberwocky, like its predecessor, The Lady and the Tiger, is not a single game. Instead, it is a collection of games that can all be played with the same components. Jellybean Games held a design contest to see who could come up with fun games to play, and each winner's work has become one of the games in Jabberwocky. One of those games, Bandersnatch, is a solo puzzle game. In Bandersnatch, your goal is to score ten or more points by "broiling" various colored gems. What this means in terms of gameplay is that you manipulate cards in your play area in ways that cause gems to be added to or removed from the field of play. If you surround a card on all sides with cards that are "busy," i.e. cards that have gems on them, then that card is "captured." If there were gems on that card, the gems are "broiled" and put in your scoring area. There are three colors of gemstone, and while green and yellow gems that you broil will win you points, purple gems can lose points for you. On the flipside, green and yellow gems left on the field of play at the end of the game will cost you points, while you gain points for purple gems that are still in the play area when the game ends. What I like about Bandersnatch I think that Bandersnatch is a charming little puzzle game. There are plenty of decisions to keep it interesting, and a number of different strategies to try—especially in a game with so few components. The cards you put on and take off of the playing field can come back later with surprising consequences, and deciding where and when to add/remove gems makes for a fun challenge. I also love that the game has a shrinking field of play, so deciding which cards to "capture" will affect the entire rest of the game. Bandersnatch is also very small and highly portable, which gives it strong potential as an on-the-go game to keep in a backpack. Possible concerns about Bandersnatch Bandersnatch is an enjoyable puzzle, but it's just that—a puzzle. If you pick it up looking for theme, you will be disappointed. Additionally, I spent a lot of time referring to rule charts the first few times I played, because while the game is very simple, it's not 100% intuitive. I did not consider this to be a problem, but I also enjoy abstract puzzle games. Another thing to keep in mind is that Bandersnatch is not the whole show. Jabberwocky is a collection of games, most of which are not solo (although one other game in the box does come with a solo variant). If you are looking for a purely solo experience, I am not sure that Bandersnatch will justify the price of a whole new game. If, however, you are a gamer who sometimes plays solo but who also enjoys quick and charming games with others, then Jabberwocky looks like a good choice for you. Should I back it? If you are interested in the full package that Jabberwocky has to offer, then yes. The art in this game is excellent, and the possibility of getting several interesting games for the price of one is alluring. If you're strictly looking for solo, Bandersnatch might not be meaty enough to justify the purchase. Playthrough: While I'm still writing about and making videos about board games, you might have noticed a slight slowdown in my online activity. There are several reasons for this, and I figured I would write about them. It seems like every other week or so I see a post on Facebook written by someone who isn't in the mood to play games and is starting to get worried about it. Here is my response to that: You're normal. All relationships run hot and cold, especially the ones that last a long time. The passion will most likely reignite if you give yourself a little space. So what have I been doing these days? Playing games, but a lot of other stuff, too. 1) I am busy. I'm going out of town three times in the next month. One of those trips is to PAXU, and I'm pumped, but the other trips have to do with my professional life as a Latin teacher. I've been reworking key parts of my program, and my students have been getting most of my attention. And they should! I've also been dealing with assorted annoying stuff, like the fact that a parent backed into my car in the school lot this week. Exhaustion, thy name is calling the insurance company. 2) I have other hobbies. Every year for the past three years, I have completed a 100-book challenge on Goodreads. I am a bit behind right now, but there is no way I am going to break my streak. I've been reading like a maniac, and I am not going to stop until I reach my goal! Also, I spend so much time playing board games that it has felt great to indulge another hobby. I tend to get into things in cycles, so I switch off between heavy reading, heavy gaming, and whatever else is temporarily striking my fancy. 3) I overcommitted myself and need to decompress. I am finishing up a phase where I've been working through too many KS previews and review copies that need to be covered on a timeline. On the one hand, getting to check out prototypes and review copies is awesome and I realize that I'm very lucky. On the other hand, learning games—and getting good enough to film yourself playing them—is a ton of work. Games I've been dying to play are gathering dust on my shelf, and having to hold myself to tight deadlines has cooled my ardor just a bit. I need to spend some time playing the things I want to play, when I want to play them—nothing feels better than having a great time with a great game, which is why I started reviewing and filming games in the first place! So, I'm still here, but I'm taking a little bit of a breather. And if you need one, too, I recommend you take it! We may be part of the best hobby in the world, but life is full of exciting things to do, and only so much time to do them in. Full Disclosure: Van Ryder Games provided me with a review copy of The Big Score. What is this game about? The Big Score is a game about being a criminal mastermind and making off with the biggest possible pile of loot. It is separated into two acts. In Act I, you complete smaller jobs to build up some capital and get yourself set up for a bigger heist. You'll hire and assign crew members and try to collect as much cash as possible so that you have a healthy money base before taking some bigger financial risks. In the multiplayer version of the game, there are six jobs laid out on the table. Players secretly assign crew to jobs that interest them, and then, after all the cards are down, they reveal their choices to see whether the table as a whole contributed enough hired hands to manage their mischief. If a job is successful, all players reap the rewards. If it isn't, players who contributed to that job emerge from it empty-handed. In Act II, "The Big Score," players enter into the ultimate push-your-luck challenge. Each round, everyone will reach into a (very cool looking) bank vault and draw out a token. Some of the tokens are worth pretty lame amounts of money, but others are worth a lot. Still other tokens, however, are cops—and if the cop track hits its maximum, every player who is still trying to rob the vault gets busted and loses all money accumulated during Act II. As you play, you can choose to keep grabbing tokens from the vault, or you can choose to flee. This can get pretty dramatic, because during each turn in Act II, players all draw tokens and reveal them at the same time. So each turn, you'll be looking around to see what everyone else got, and whether someone turns up an empty palm—a signal that he or she has fled. How does it play solo? The Big Score does have a solo mode, one that plays very differently from the multiplayer version of the game. There are several solo scenarios that offer different challenges, as well as a solo-specific rulebook to help clarify how the solo game differs from the multiplayer one. There are still two acts to the game. In Act I, players create three equally-sized decks of crew cards, then work through one deck per round. You need to assign specific types of crew cards to complete different jobs, but there are limits on which cards you can draw and deploy on each turn. Unlike in the multiplayer game, you can spend some of your money to draw extra cards, keep cards in your hand, shuffle cards you think you'll need into the next round's deck, and more. In fact, it's easy to keep blowing money trying to get jobs done, so much so that, if you aren't careful, you can end up spending more on a job than you earn back from it. A lot of the solo version of The Big Score is about counting cards, paying attention, and recognizing diminishing returns. In Act II, you'll still be drawing from the vault until you either flee or bust. But you will draw multiple tokens per turn, and while you have to put the first cop you draw each turn on the cop track, you can bribe any extra ones to look the other way. This definitely adds an interesting element to the game that doesn't exist in multiplayer—and can definitely make you spend more money than you wanted to! Overall Thoughts I am honestly surprised that the solo mode for The Big Score turned out as well as it did. At its heart, this is very much a social game about bluffing and pushing your luck. I will say up front that The Big Score is definitely better with friends. My game club students really enjoyed it, and after their first game, they immediately asked to play it again. It's a ton of fun, and I can't wait to teach it to more people. The solo game does have some interesting elements that I enjoyed. I liked the tension of deciding whether to spend money to keep hunting through the crew deck while trying to complete one last job. Keeping track of what crew members I had already seen and assessing the value of continuing to press my luck gave the game some tension, even without other players at the table. I also enjoyed being able to bribe cops in Act II, something that is not an option in multiplayer. That said, these same elements came with some in-game difficulties of their own. If you have a bad shuffle and just cannot draw the right crew members at the right time, you will not have a very enjoyable Act I. This becomes even more true if you have a specific in-game earning goal, as you do in the solo scenarios—especially if you have also just spent a lot of money hoping for a return on your investment. In the multiplayer game, not drawing the right crew is more bearable, because you aren't trying to reach a specific amount of money. You only have to earn more money than everyone else. Also, in multiplayer, everyone has the option of using a "jack of all trades" token once per turn to help complete a job that is missing crew members. Choosing when to flee during Act II is also far less interesting in the solo game. Because you are trying to reach a specific profit goal, it's simply a matter of keeping track of your money in your head. Do you have the amount you need? Go ahead and flee! Are you still short? Might as well press on—if you get busted, it doesn't really matter, because you were going to lose anyway. Do I recommend it? I would not recommend buying The Big Score specifically to play it solo. But the solo mode is engaging. If you enjoy pushing your luck, keeping track of where your funds are at, and counting cards, then you'll have a good time. If you dislike "lucky" solo games, walk on by. Overall Rating: 3 stars 5 stars — I love it! 4 stars — I really like it. 3 stars — I like it. 2 stars — It's okay. 1 star — Meh. |
AuthorMy name is Liz Davidson, and I play solo board games. A lot of solo board games... Archives
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