OO Solo Board Gamers Guild

All discussions regarding Board, Card, and RPG Gaming, including industry discussion, that don't belong in one of the other gaming forums.

Moderators: The Preacher, $iljanus, Zaxxon

Post Reply
User avatar
hepcat
Posts: 54895
Joined: Wed Oct 13, 2004 3:02 pm
Location: Chicago, IL Home of the triple homicide!

Re: OO Solo Board Gamers Guild

Post by hepcat »

Did I say I finished chapter 1 in Isofarian Guards? I did not, it seems. What I thought was the end of the chapter was actually the game just opening up a bit more and telling me to navigate to the bottom of the map. I've got another hour or two ahead of me, it seems. Which is fine by me. I've started leveling up and I'm about to start my first field event, I believe.

Edit: And NOW I’m done with chapter 1. Wow, the game really opens up after that. I was not expecting a little worker placement system (as minimal as it is) in my adventure game. I printed out all the save sheets and put them in a little binder so I have them all in one place. I know I’m gonna need that considering the three different books I normally would mark up otherwise.
Master of his domain.
User avatar
AWS260
Posts: 12910
Joined: Wed Feb 08, 2006 12:51 pm
Location: Brooklyn

Re: OO Solo Board Gamers Guild

Post by AWS260 »

Red Dust Rebellion, the new COIN game, has an excellent (though unofficial) app to run non-player factions. It uses the same solo system as the physical game, it just saves you the trouble of checking tables and priority lists.

I set up the app to play a learning game, but accidentally forgot to select a human faction. So the app was running all four factions against each other while I followed its orders, flipping cards and moving pieces around the map. It was probably for the best: since I didn't have to focus on making decisions, I could better observe how the different factions operate and interact.

Very nifty, since the solo system would otherwise be too burdensome for my taste.
User avatar
hepcat
Posts: 54895
Joined: Wed Oct 13, 2004 3:02 pm
Location: Chicago, IL Home of the triple homicide!

Re: OO Solo Board Gamers Guild

Post by hepcat »

I'm back to Isofarian Guard after a brief side try at Dungeons of Infinity. Let's just say I have issues with DoI that I'm not sure can be overcome (at least by me). And I'm getting too old to just keep trying to enjoy something more than a few times.

Isofarian Guard though? That's pure grinding goodness. I'm just now getting into the swing of things in Chapter 2 and I can easily see myself spending hours grinding away for gold and materials for the much needed crafting of weapons and armor. Of course, now the enemies are starting to kick my precious behind, so it's not an easy path I'm on right now.

It's so weird to me though that they made this a two player only game at most. :?
Master of his domain.
User avatar
Fardaza
Posts: 673
Joined: Fri Feb 17, 2017 10:13 am
Location: Tennessee

Re: OO Solo Board Gamers Guild

Post by Fardaza »

hepcat wrote: Tue Dec 03, 2024 7:21 pm I'm back to Isofarian Guard after a brief side try at Dungeons of Infinity. Let's just say I have issues with DoI that I'm not sure can be overcome (at least by me). And I'm getting too old to just keep trying to enjoy something more than a few times.
I just finished the third (and last) dungeon of chapter 1 in Dungeons of Infinity last night. It was interesting, but a little unfulfilling. I'm having a hard time enjoying the wild swings of fate. The dungeon lord went into a blind rage two turns in a row and ran away from my heroes. This allowed me to easily escape the dungeon. If he had moved as normal into the tile with my heroes, it could have been very ugly. However, the story of the campaign is just starting to be told, and I don't really want to put it away.

On the other hand, my BGG Secret Santa's gift arrived yesterday. Spirit Island is now staring at me! DoI may be moving to the shelf for awhile.
User avatar
hepcat
Posts: 54895
Joined: Wed Oct 13, 2004 3:02 pm
Location: Chicago, IL Home of the triple homicide!

Re: OO Solo Board Gamers Guild

Post by hepcat »

My issue with DoI is that it seems...well...underbaked. You can tell it was a first time game designer's pilot attempt to create a game after playing his first real board game (Mistfall). But you'd think he'd have made some changes to the rules set after all these years when creating this new printing.

He's a nice enough guy, and I feel badly for knocking the game. But when most of your "fixes" for the game on its facebook and BGG pages are "oh, that shouldn't be that way in hindsight, here's how it actually works" it's a bit discouraging.

Isofarian Guard, on the other hand, apparently underwent quite a few updates since the first printing after feedback from the community. I mean, they can't remove the grind from the game as that's an essential part of it (and part of the reason I like it), but they did add a bunch of things for quality of life improvements. They also made it tougher after numerous complaints that the first printing was too easy. I'm getting my butt kicked left and right in my game as I'm learning the intricacies of the bag management, using my abilities and how to build your character. But I see a light at the end of the tunnel. With DoI, I just didn't see that light.
Master of his domain.
User avatar
hepcat
Posts: 54895
Joined: Wed Oct 13, 2004 3:02 pm
Location: Chicago, IL Home of the triple homicide!

Re: OO Solo Board Gamers Guild

Post by hepcat »

Two games of Undaunted 2200 this past weekend. I lost the first game to Turczi's solo AI, but won the second after realizing what I was doing wrong...well...realizing ONE of the things I was doing wrong. The third scenario introduced some fun new mechanics (traps I had to clear for my mechs, for one) that I enjoyed figuring out how to handle. I've been slightly obsessed with the Undaunted series for a few months now, after getting a copy of Stalingrad for my birthday last year. Such a fantastic series of games. :wub:
Master of his domain.
User avatar
tylertoo
Posts: 291
Joined: Thu Jul 13, 2006 7:05 pm

Re: OO Solo Board Gamers Guild

Post by tylertoo »

Over the holidays I bought a used copy (local, meetup) of Dungeon Degenerates, 4th printing (5th is the latest but the only difference is some fixed errata). With four expansions and a homemade insert/organizer, for $100. Love the aesthetic and the mechanics so far.

Image
User avatar
wonderpug
Posts: 10378
Joined: Tue Oct 19, 2004 4:38 pm
Location: Albuquerque, NM

Re: OO Solo Board Gamers Guild

Post by wonderpug »

tylertoo wrote: Sun Jan 12, 2025 10:30 am Over the holidays I bought a used copy (local, meetup) of Dungeon Degenerates, 4th printing (5th is the latest but the only difference is some fixed errata). With four expansions and a homemade insert/organizer, for $100. Love the aesthetic and the mechanics so far.
Please give updates on your impressions! I've been on the fence about getting a copy for a while.
User avatar
TheMix
Posts: 11382
Joined: Thu Oct 14, 2004 5:19 pm
Location: Broomfield, Colorado

Re: OO Solo Board Gamers Guild

Post by TheMix »

I enjoyed the few times my copy has made it to the table. But it's not for the color-blind. :D

The biggest problem I have is keeping track of the colors. Border colors on roads, regions, etc. matter.

Reminds me that I do want to get back into it one of these days for the campaign.

Maybe when we finish up Mechs vs. Minions.

Black Lives Matter

Isgrimnur - Facebook makes you hate your friends and family. LinkedIn makes you hate you co-workers. NextDoor makes you hate your neighbors.
User avatar
tylertoo
Posts: 291
Joined: Thu Jul 13, 2006 7:05 pm

Re: OO Solo Board Gamers Guild

Post by tylertoo »

TheMix wrote: Sun Jan 12, 2025 6:20 pm The biggest problem I have is keeping track of the colors. Border colors on roads, regions, etc. matter.
You're right, but I printed out a player-made map guide that helps immeasurably.
https://boardgamegeek.com/filepage/194436/dungeon-overground-map
wonderpug wrote: Sun Jan 12, 2025 1:45 pm Please give updates on your impressions! I've been on the fence about getting a copy for a while.
Will do!
User avatar
Smoove_B
Posts: 56736
Joined: Wed Oct 13, 2004 12:58 am
Location: Kaer Morhen

Re: OO Solo Board Gamers Guild

Post by Smoove_B »

TheMix wrote: Sun Jan 12, 2025 6:20 pm The biggest problem I have is keeping track of the colors. Border colors on roads, regions, etc. matter.
Try keeping this handy:

Enlarge Image

(click to embiggen)
Maybe next year, maybe no go
User avatar
TheMix
Posts: 11382
Joined: Thu Oct 14, 2004 5:19 pm
Location: Broomfield, Colorado

Re: OO Solo Board Gamers Guild

Post by TheMix »

:shock: Yeah. That's fantastic!

Black Lives Matter

Isgrimnur - Facebook makes you hate your friends and family. LinkedIn makes you hate you co-workers. NextDoor makes you hate your neighbors.
User avatar
hepcat
Posts: 54895
Joined: Wed Oct 13, 2004 3:02 pm
Location: Chicago, IL Home of the triple homicide!

Re: OO Solo Board Gamers Guild

Post by hepcat »

I had it and played a bit, but ultimately it wasn’t for me. The combat just didn’t appeal to me. I sold it off eventually.
Master of his domain.
User avatar
Fishbelly
Posts: 431
Joined: Sat Oct 16, 2004 10:10 am
Location: Conroe, TX (north of Houston)

Re: OO Solo Board Gamers Guild

Post by Fishbelly »

Smoove_B wrote: Sun Jan 12, 2025 7:22 pm
TheMix wrote: Sun Jan 12, 2025 6:20 pm The biggest problem I have is keeping track of the colors. Border colors on roads, regions, etc. matter.
Try keeping this handy:

Enlarge Image

(click to embiggen)

I used this map when I played a few years back and it helped tremendously. The art style made me nostalgic for my college days, because it reminded me of the flyers for early 80s punk bands, as well as early independent role playing games. I bought it instantly, only to discover the map was damn hard to read!
User avatar
YellowKing
Posts: 31354
Joined: Wed Oct 13, 2004 2:02 pm

Re: OO Solo Board Gamers Guild

Post by YellowKing »

I guess I'll put this here since I played it solo and it's primarily a solo game (but does support 2 players): Unstoppable, the recent KS that many of us are now just getting. I had a bit of time to play a couple of sessions this evening so some quick thoughts.

Unstoppable is a roguelike deck-builder in which your goal is to defeat enemies in your threat area while also grinding down a boss, before losing all of your HP. As you run through your deck you'll level, which gets you access to more powerful cards.

There are two big gimmicks to Unstoppable, however. The first is that your cards can be upgraded by sleeving up to two upgrade cards in with them. Because cards have cutouts, you can essentially "build" new cards by combining core cards and upgrades. The second gimmick is that all of your cards are double-sided: one side is your core card which is how you perform actions, etc. and the flip side is an enemy threat. And by upgrading one of your core cards, you are also upgrading the flip-side enemy.

I found the rules pretty easy to grok, as the rounds are broken down into phases that should be pretty familiar to anyone who has played deckbuilders before. And even though I watched a how to play video, I found the rulebook itself to be pretty decent. The biggest learning curve is that there is a fair amount of iconography, but there is a reference card for that so it's not hard to glance over and figure out what's what.

Difficulty wise, I got my ass handed to me in both sessions. One trick to the game is that the primary way of getting cards into your hand is by killing threats, as defeating an enemy immediately flips it to its core side and brings it back into your hand. But I found myself getting into situations where if I couldn't kill enemies fast enough I was constantly short on cards, which made it harder to kill enemies. A vicious circle indeed. Obviously I need to play some more to figure out how to balance that.

The aspect I most enjoy about the game is that you can put together some really wicked combos during your main phase. You can pretty much play cards, buy upgrades, and defeat enemies in whatever order you wish. So for instance, you could play a card to get a coin to afford an upgrade that you then slotted to another card that you played which gives you the damage to take out an enemy, and the reward for killing that enemy is that he does more damage which you use to kill a second enemy, which puts a card in your hand that allows you to get more cash which you then use to buy yet another upgrade, etc. etc. It's a lot of fun when you hit it just right.

One fear I had is that resetting the game would be a pain in the ass with having to "un-mod" all your cards, but they make it pretty simple to reverse your upgrades and sleeving. It wasn't nearly the hassle I thought it would be.

From a replayabilty standpoint there are 3 bosses in the base game and four player characters (which only differ in which three starting cards they get). I did pick up the expansion with the KS, which offers two additional player characters and some more cards for the upgrade, threat, and core decks, but no additional bosses. Honestly I think that's fine - there are also three difficulty levels you can try, and honestly I doubt I'm going to play this one so much that I'm starving for content.

In summary, it's a cool little game and I'm glad I picked it up. Kind of reminds me of Warp's Edge a bit. Given how top-heavy my collection is with long big-box campaign games, it's nice to have games like this on hand for when friends come over or I just want something quick to play.
User avatar
YellowKing
Posts: 31354
Joined: Wed Oct 13, 2004 2:02 pm

Re: OO Solo Board Gamers Guild

Post by YellowKing »

Update on Unstoppable:

A buddy of mine came over last night and we tackled this as a 2-player game. And success! We beat the first boss (fairly handily).

In this case two heads were better than one, as we took our time and really pored over cards and upgrades to figure out the most advantageous in every situation. We realized a few things early on that may seem a bit obvious but weren't readily apparent to me my first couple of plays:

- Upgrades are huge, and getting upgrades into your deck as quickly as possible is never a bad idea.
- Any time you have the ability to purge weaker cards, take advantage of it
- Any time you have the ability to move your level marker to open up stronger cards in the market, take advantage of it
- The faster you burn through your threat deck, the better
- Know your character's strengths and weaknesses. Play to your strengths, focus on acquiring cards to offset your weaknesses.

The ultimate key is you want the strongest deck possible as quickly as possible, as the enemies scale very quickly and you really can't afford to get behind the curve.

Like a lot of games of this type, what you'll find is that though you start off weak, but by the end of the game you'll be stringing together incredible combos that can wipe out every threat on the board with one action.

I'm looking forward to playing the other two bosses, as their mechanics look *very* different.

My buddy absolutely loved the game and was disappointed it was a KS and he couldn't yet pick it up retail, which I thought was pretty high praise after only one play.
User avatar
hepcat
Posts: 54895
Joined: Wed Oct 13, 2004 3:02 pm
Location: Chicago, IL Home of the triple homicide!

Re: OO Solo Board Gamers Guild

Post by hepcat »

My preorder with promos for Star Trek: Captain's Chair just arrived. This game has been delayed more times than an American Airlines flight during a light shower. I love Imperium (I own it all) so I'm looking forward to more of that...but with Andorians! :wub:
Master of his domain.
User avatar
hepcat
Posts: 54895
Joined: Wed Oct 13, 2004 3:02 pm
Location: Chicago, IL Home of the triple homicide!

Re: OO Solo Board Gamers Guild

Post by hepcat »

I picked up Purple Haze on a lark last week after reading some strong reviews. It was a Kickstarter but they’re selling through retail too, I believe.

It’s a narrative campaign game with an overland map mode and then a tactical battle portion. It’s structured a bit like Too Many Bones in that regard. But the pull of the game is the struggle to keep your 6 marines alive while dealing with some pretty hefty trauma from firefights, war events, etc. across 9 missions (in the base game). It has the narrative heft of This War of Mine as you’ll be trying to stay alive while the world goes to hell around you.

So far I’m enjoying it a great deal. My squad is only on mission one, but my infantryman point is already near death and we had to leave a dead NPC soldier behind or it would’ve been worse….and that added a lot of stress to everyone.

It has a very odd dice mechanic that I’ve not seen before. You get focus dice, strike dice and crit dice (sometimes). You roll those and then try to get a match between the focus and strike dice, then the crit dice if you have them. Each weapon has a convoluted series of dice instructions that so far aren’t intuitive. But I appreciate the detail that mechanic affords me when modeling weapon effects.

Anyway, about to enter my first firefight with my heavy weapons guy near death. This should be…interesting.
Master of his domain.
User avatar
Smoove_B
Posts: 56736
Joined: Wed Oct 13, 2004 12:58 am
Location: Kaer Morhen

Re: OO Solo Board Gamers Guild

Post by Smoove_B »

I was a KS backer and only managed to open the core box and sort it. It really looks interesting but I didn't feel like I had the mental bandwidth to learn a new game (it's been an issue now for a few months). Watched a few tutorial videos though, does that count? ;)

I liked the idea of it as a game - the setting, the theme and that it's a true solo war game. I thought the combat was also different - abstract but still kinda rooted in squad-based mechanics.
Maybe next year, maybe no go
Post Reply