Tag: sherlock holmes consulting detective

Kyle Hanley’s Top 100 Games of All Time (2020 Edition): 20-11

Last entry, we grabbed our machetes and started hacking our way through the jungle of my top 25 games of all time. As with all things related to my mind, it’s only going to get darker and more twisted the deeper we go so let’s have some fun!

20. Rurik: Dawn of Kiev

Previous ranking: N/A

I’ve mentioned a couple times throughout this list that I really love troops on a map games with Euro style roots (Blood Rage and Cyclades being the prime examples so far) and my number 20 snugly fits under that umbrella. That game is Rurik: Dawn of Kiev.

Rurik takes place in everyone’s favorite time period: 11th century Eastern Europe. That alone should explain why it’s on this list, but I guess I’ll go ahead and actually talk about the game too. In the game, you’re looking to win the throne of the kingdom by controlling regions, building structures and collecting resources like bear skins and honey (which hints at a disturbing fate for this game universe’s Winnie the Pooh). These things will allow you to slowly clamber up point tracks which is important because, believe it or not, most points will win the game.

That probably sounds so generic that I likely just sounded like an AI bot that regurgitated that summary after reading through the BoardGameGeek database but I promise that Rurik is far more unique than that introduction would lead you to believe. This uniqueness comes in large part due to its central mechanism: a so called ‘auction programming’ mechanism.

This auction programming mechanism is the core to Rurik’s action selection phase, the phase in which most of the game’s heaviest decisions are plotted. When selecting actions, players have numbered workers in their arsenal to place out on various spaces. When placing a worker, you look at the number and compare it to other workers already placed in that action’s column. Any lower numbers get bumped down while any higher numbers keep their ground. Though still neat, this isn’t hugely innovative on its own, so here’s the next twist: the number on your worker also denotes when you’re able to take that action in the next phase.

This essentially means that heavyweight five you just plopped down like it’s Andre the Giant entering the ring can’t actually do that action until the end of the round. Meanwhile, that value 1 worker immediately springs to action like an overeager elf on December 26th (or whenever elves get back to work after Christmas, I’m not up to date on my North Pole labor laws). Balancing getting good, impactful actions that you need to accomplish your goals while making sure they’re done in the proper order is the crux of Rurik’s delightfully hellish puzzle and it’s one of the biggest reasons why Rurik stuck with me so long after playing it.

Though the phase in which you actually take these actions isn’t quite as unique or fresh as this auction programming, it still manages to be engaging enough that the game’s momentum doesn’t suddenly falter. Yes, your actions are technically preordained but puzzling out what to do with those actions is still a ton of fun. Deciding which regions to bolster your forces in, which resources to collect and which opponents to attack are vital choices that demand lots of furrowed brows and threatening glances across the table. Combat itself is also an elegant joy, wherein you simply remove opponent forces and then draw from a deck of cards to determine if you take casualties. Choosing which player gives you the best chance of escaping unscathed when attacking makes this push your luck system a nifty contribution to this genre.

For me, there’s not much negative to say about Rurik. Everything from its tense, creative gameplay systems to its beautiful components and art combine to make a package that really speaks to me. As high as number 20 is, I could see Rurik being even higher come next top 100.

19. Kemet

Previous ranking: 13 (-6)

What I said last year

Kemet trades Cyclades’ Greek mythology and auction mechanism for Egyptian mythology and an action selection system. Players will be selecting actions on a player board and then using action points to referred to as prayer points (or PP *chortle*) to activate them. These actions including adding soldiers, moving soldiers, upgrading your different pyramids or buying tiles that grant special powers. The player board has a pyramid shape with three rows, with a rule stating that you must end your round with an action token on each row. This prevents you from spamming an entire row and forces you to consider the timing of certain choices, so you don’t back yourself into a corner and take a suboptimal action at the end just to satisfy this rule. It’s rare that anyone does find themselves being screwed up so the puzzle here is pretty minimal but it’s still an interesting layer to add to another wise standard action selection mechanism.

Managing your actions and your PP (tee hee) economy are certainly fun problems to wrestle with, but what makes Kemet truly special is its tech tree system. I mentioned earlier that one of the actions you can do is buy tiles that give you special powers, creatively called ‘power tiles.’ The tiles come in three flavors: strawberry, blueberry and vanilla. Or, red, blue and white. Red focuses on attacking and favors aggressive strategies while blue is all about defense, making you an unfavorable target for others to attack. White is all about your action point economy, giving you discounts and more bang for your prayer buck. The types of tiles available to you are determined by the level of your pyramid for that color. If you only have a level 1 red pyramid, you only have access to level 1 red powers.

Figuring out which strategies you want to focus on and then crafting your war engine to fit that via power tiles is unbelievably fun and exciting. It’s easily my favorite part of this game, giving everyone their own asymmetrical feel. What makes this asymmetry special is that YOU chose those powers and YOU crafted your arsenal of weapons, giving a feeling of ownership that other games don’t offer. Most other games of this type that offer special powers dump it on your lap like unwanted paperwork and says, “Here, you’re good at attacking so only do that, have fun.” Not so in Kemet. If you’re looking to pick fights and be an ancient Egyptian bully, you pick the powers to do so. If you want to create an economy engine of action efficiency and creating a surplus of prayer points, then it’s up to you to figure out how to get there. Did I mention there were also monsters you could recruit? Yep, there’s monsters with their own miniatures that become yours and ONLY yours when you take their corresponding tile, once again instilling a satisfying sense of ownership that I have yet to see another game come close to.

Outside of this addictive retail therapy that you get from shopping for powers and abilities, the actual things happening on the board are also fun and exciting. The whole point of the game is to get to 8 victory points and one of the most effective ways to get there is by consistently winning battles in which you’re the attacker. This makes Kemet an incredibly aggressive, bloodthirsty game and I absolutely love it. There’s barely any build up before people are already in each other’s faces and this game probably beats the record for most curse words said in its opening ten minutes. The combat can be a little fiddly, which is probably my biggest complaint with Kemet, but that doesn’t stop the near constant fighting from being cinematic and thrilling.

What I say now

Kemet finds itself treating the 20-11 range like a slip and slide, going from one end at 13 to the other at 19. This is mainly to do with simply not playing it. This is a game I need a very specific group for (I need both people who like games that go above 90 minutes as well as people who like mean, fight-y games and that’s a very small Venn Diagram of my gaming friends) so that combined with COVID simply means Kemet has collected dust for the past year.

Despite its inaction and slight drop, it still remains one of my favorite troops on a map games and it is one of the games I will demand to play when I get the chance.

18. Codenames: Duet

Previous ranking: 10 (-8)

What I said last year

Codenames is one of the most popular games in the hobby and is maybe the game to hit the mainstream audience the most effectively (my parents own their own copy, for Christ’s sake). My number 10 is not Codenames but rather its 2-player cooperative version, Codenames: Duet.

Codenames: Duet takes the same basic concept of trying to get players to guess words set out in a grid from its older sibling but turns the team vs. team competitive structure into a purely cooperative one. The key which shows players which words are good vs. bad is now double sided, meaning both players need to take on the role of clue giver and guesser. It’s an incredibly clever and creative twist on the formula and it works to perfection.

I won’t say whether I prefer Duet or normal Codenames since that would spoil the latter’s potential appearance on this entry, but I will say that this is easily one of my favorite cooperatives that I’ve ever played. Obviously, it’s in my top 10, but it just hits so many of the right spots for me. Co-op with limited communication? Check. Word based game? Check. Easy to pick up and play? Check. The fact that it’s based off a game that I already love is just the icing on the Codenames cake.

The game even comes with a mini campaign mode. Now I usually recoil in horror when I hear the words ‘campaign mode’ in a board game, but this mode is literally just a sheet of paper with a map that you’re trying to forge a path through. The different cities on the map have slightly altered set ups which cause the difficulty to vary from game to game. Some of them are brutal, allowing close to no margin of error, but that just means you have an excuse to play it more and more. Even if you have no interest in playing through a series of games, I’ve had plenty of fun simply playing the game over and over again with its standard set up.

I have so many great memories with this game. I’ve spent countless nights drunkenly staying up past two in the morning to play this and it’s a game that has been a staple of many a brewery date with my girlfriend. 

What I say now

First, let’s pour one out for the concept of brewery dates, or just going out on dates in general, that I mentioned at the end of that excerpt. Then, let’s pour another out for the first game to slip out of my top 10.

Look, dropping 8 spots is not THAT bad, it just seems worse since it left the premium, exclusive members only club that is my top 10. I still LOVE this game. The main decrease is, ironically, due to it being a COVID casualty.

Confused? I’m sure you have been the moment you accidentally clicked on this link when you meant to click on the Shut Up & Sit Down tweet above it. But perhaps you’re moreso confused that a 2-player game is a COVID casualty when COVID has extinguished my ability to play anything BUT 2 player games. Here’s why that pesky, meddling virus struck again. You mischievous little pandemic, you! *wags fist*

Codenames, a game that was in my top 10 last year and may or may not be there still, is one of the few party games I’ve been able to play remotely over the past year. As such, my desire to play the 2-player only version of it has dramatically tumbled downwards since I would rather spend that time playing games I can’t play remotely.

(Huh. I guess that explanation isn’t as long or drawn out as I expected. I tend to turn everything into a long and drawn out endeavor, though I’m sure my girlfriend would disagree. *snare roll*)

As such, the desire to play is positively correlated to the standing in my top 100: when one goes down, the other often does as well. It’s still a brilliant reinvention of the Codenames system for a 2-player cooperative setting and I have had a strong itch to pull it out lately. It just wasn’t enough to stay in that vaunted top 10 spot.

17. Skull

Previous ranking : 11 (-6)

What I said last year

In terms of rule set and components, Skull is perhaps one of the simplest and most bare bones (HAH) entries on this top 100. It’s just some coasters and playing mats, something that could easily be proxied with playing cards or actual coasters at a bar or brewery. But from this simplicity blossoms one of the most lively and addicting games I’ve ever played.

In Skull, everyone has four coasters: three with a flower on it, one with a skull. To start off the round, everyone simultaneously chooses one of their coasters to put face down on their mat. Then the active player gets things started proper by making a choice. They either place another coaster face down, ending their turn, OR they make a wager. When they make a wager, they say, “I can flip over X amount of coasters without hitting a skull” with X being any number of coasters out on the table. Then, bidding begins. The rulebook says you should go in turn order, raising bids one at a time or passing like many auction games BUT I personally prefer a more freeform, yelling based approach. It seems like that tends to be the popular opinion on the internet as well. Regardless of your favored method, people keep bidding till somebody makes a bid that no one wants to top. When that happens, they need to put their money where their overeager mouth is and start flipping.

One of the twists of Skull starts here. When you begin flipping coasters, you MUST start with your own. This means that if you have a skull and you were simply trying to raise the bid to goad others into making careless, panicked wagers, then you’re going to have a bad time. If you make it past your own coasters safely, you then begin flipping other coasters around the table. You can go in any order and flip over any coasters you want, as long as it’s the topmost on any player’s pile. If you make your wager without hitting a skull, you get a point! If you DO hit a skull, you immediately stop and lose your wager. You lose a random coaster as punishment and a new round begins. First to two points wins!

There’s Skull. That’s it. You could literally play this game right now with stuff lying around you. And yet, it’s tough to find a game that elicits more emotion and shouting and laughter and memorable moments than this game. The meta that develops and evolves over the course of the game (or multiple games) is hysterical. My group has people who are the reckless gunslingers, making wild bets and gambles as they fire from the hip, trying to earn a point with a daring wager. When they do land a shot, it’s always a cheer worthy moment, even though it’s not a point for you. On the other side, we have the stoic sentinels who sit silently, constantly putting down skulls so that players fail their wager when they foolishly flip one of their coasters (“They can’t have possibly put down a skull AGAIN”, we say as we flip over the coaster to promptly reveal a skull). What’s amazing though is that among all the laughter and hilarity is a superbly tense game of playing odds and trying to get into your opponents’ heads. This game has a wicked set of fangs to it, even if they’re revealed through a jovial grin.

This game can be hit or miss depending on the group you play it with, but I’ve had it hit FAR more often than miss. And when it does hit, it is an absolute riot. I have begun and ended many a game night with Skull and it is quite possibly the most played game in my collection.

What I say now

I ended that entry last year by saying it’s possibly the most played game in my collection. Ironically, I think that explains Skull’s decline. I’ve played it SO much over the past couple years that my desire to volunteer it as a game to play has waned. Combine that with the fact that, like Codenames, this game is easy to play remotely and therefore continues to still get played over and over again, the burnout factor on Skull is real.

Enough negative talk: Skull is an absolute masterpiece and I’d be shocked it fell much further or off my top 25. It is a game that, even with my over exposure to it, I still have a blast with when it comes out. It is one of the few games that I think EVERYBODY should play and own.

16. The Grizzled

Previous ranking: 9 (-7)

What I said last year

The first time I ever went into a game store was in 2016 and that was the day I saw The Grizzled. It caught my eye because of its art style and theme, both of which reminded me of a video game called Valiant Hearts: The Great War that I had just recently played. I didn’t buy it that exact day but I did eventually get my own copy of The Grizzled and fell in love with it.

The Grizzled is set in World War I, where you and your fellow players are soldiers simply trying to survive the war. This is abstracted into gameplay that is basically a push your luck card game. Players are trying to play as many card from their hands as they can before the end of the round. The cards have different elements on them called ‘threats’. These threats involve symbols like gas masks, artillery shells and whistles as well as weather such as freezing snow, torrential rain and the darkness of night. If three of the same threat are ever played onto the table (in an area aptly called ‘No Man’s Land’), the round ends and the players fail the mission (which is what rounds are referred to as in this game). In true limited communication co-op fashion, you can’t discus what’s in your hand so trying to time what threats to play can make all the difference between getting out of a mission alive or failing miserably.

If you think you can’t add any cards to No Man’s Land without endangering the rest of the table, you can withdraw. Withdrawing means you no longer play cards which means whatever is left in your hand is carried over to the next round, which is often not a good thing. This is because a number of cards equal to the amount of cards leftover in players’ hands will be moved from a deck known as the morale deck onto a deck known as the trial deck. So, more cards left in hand means more of a morale drop.

This is bad because in order to win the game, everyone needs to have no cards their hands and the trials deck needs to be completely empty. If the morale deck ever empties before the trials deck, that represents you and your squad succumbing to the horrors of war and not coming back home. That’s a fancy way of saying, “Game over, man, game over!” Trying to stay one step ahead of the morale deck is the key to winning the game and ending missions with as few cards as possible is the best way to achieve this.

I do feel a little weird discussing this game from a ludological standpoint because so much of what makes this game special is how it handles its heavy theme. This is a game that takes place in a war, but there is no battling or conflict or killing enemy soldiers. It’s simply about surviving, trying to cope with the horrors of war as it scars and irreversibly damages you. This idea of PTSD is explored through Hard Knocks cards, cards that inflict ongoing penalties on the person who plays them. These Hard Knock cards look like pages ripped out of a journal, with their names and descriptions written in curvey handwriting, as if the soldier is reflecting on the person they’ve become. Gameplay is married with theme in the way in which these maladies are represented. A demoralized soldier causes extra cards to be dropped from the morale deck while a fearful one is forced to withdraw from a mission if 2 identical threats are present. But outside of what they do from a gameplay perspective, they also provide a somber, thoughtful look into the type of horrific mental trauma a soldier carries with them far beyond the front lines of battle.

Because of this, it’s awkward calling The Grizzled ‘fun’. This isn’t the type of push your luck game in which players clap and high five when they avoid busting. Instead, everyone breathes a sigh of relief, slumping their shoulders as the tension finally slackens. Because of this, The Grizzled is more about an immersive, evocative experience rather than pure, dumb fun. That certainly isn’t for everyone, and even I have my limits with that sort of thing. Freedom: The Underground Railroad is a great example of a game that is amazing from a design standpoint and at educating players on the terrible nature of its subject matter but is so mentally and emotionally draining that I rarely attempt to play it anymore. The Grizzled avoids tipping too far in that direction, perhaps thanks to its lean 15-20 minute play time (as opposed to the 90+ minute playtime for Freedom).

I will end this entry on The Grizzled by touching on this game’s beautiful artwork. The art in this game is my favorite art in any board game. It has a hand drawn aesthetic, like it’s been plucked from a sketchbook. I compared it to the video game Valiant Hearts earlier so if you’re familiar with that, think along those lines. It’s simplistic but I’m always blown away by the art in this game whenever I’m playing it. Tragically, the artist of this game, Tignous, died in the Charlie Hedbo shootings. It makes an already solemn game that much more affecting.

What I say now

Uh oh. Cover your heads, folks, games are falling from my top 10 at a rapid pace! Get to the storm cellar!

I will admit, out of all the games that fell out of my top 10, The Grizzled is the one that surprises me the most. It was once my favorite cooperative game and felt like a game that, when combined with the palpable nostalgia it evokes for me, would stick around my top 10 for a looooooong time. The reasons for its fall sounds like a greatest hits compilation of the reasons I’ve mentioned for most falls on this list:

-I’ve played it so much in my gaming life that it feels just the teensiest bit run through.

-Other newer games have moved up/onto the list, including a game that has now replaced The Grizzled as my favorite cooperative.

-Even though the vast majority of my plays of this game are with the 2-player variant, I’ve come to terms recently that it’s not the ideal way to play and therefore prefer to wait till there are 3-4 players to play it. We all know how that’s gone, recently.

All of these factors, though of less magnitude than other games affected in similar ways in this top 100, caused The Grizzled to stumble a bit. It saddens me but I can’t see The Grizzled being worse off in the next top 100; my fondness for this game runs so deep through the murky channels of my heart that I would be shocked if it still wasn’t in my top 25.

15. Bruges

Previous ranking: 27 (+12)

What I said last year

Set in the titular city of Bruges (it’s in Belgium) during Medieval times, players are going to build houses to recruit influential people, help to construct the canal, and gain reputation in the town square all while trying to avoid various crises tearing through the city. All of this is done with multi-use cards, which have so many uses that it’s borderline comical.

Players will be spending cards to (takes deep breath) gain workers, gain gold, build houses, build the canal, get rid of threat markers and to recruit characters with special powers to your tableau (deep exhale). On your turn, you play one card and choose ONE of these six actions to activate. Unless you’re hiring the character on the card, you’re mostly concerned about the card’s color. The color determines what color workers you take, the threat markers you can dispel, the amount of gold you get (based on how many pips are on the die of that color), whether or not you can add a canal section based on what color is up next in the line AND determines what color house you’d be building (which can matter based on certain character abilities).

This means some colors might mean more to you than other players and some colors may be hotly contested depending on the dice rolls. Brilliantly, players draft cards purely based on color. There are two decks that you refill your hand with and you can see what color the card is based on its back. So, if you really need blue and yellow, you can take any that are at the top, but you’ll have no clue what character will be on the other side of the card. It’s simple but a neat little twist to how you ‘draft’ cards in this game.

Like most of Feld’s games, this is very much a point salad. You can get points through a metric butt ton of ways, giving it a very free, open feel. While the absurd amount of uses for a card is hilarious, especially when you see the border with all the icons reminding you of the actions on every single card, it also means that you’ll never have a useless, dead turn. You always feel like you can accomplish something, even if it’s as simple as getting two workers. Sure, there are times where there’s stuff you’d rather do but can’t because of the colors in your hand, but I rarely leave a turn in Bruges thinking, “What a waste.”

Perhaps my favorite thing about Bruges, however, is just how tactical it is. I’ve mentioned in this top 100 that I am a fan of games that favor tactics over strategy and Bruges is as tactical as they come. You can certainly build towards long term goals or go into it with a certain focus in mind, but this game is all about looking at your hand of cards for that turn and trying to come up with the most efficient use for them. Then, when it’s time to draw back up, it’s all about picking the colors that best suit you as they come out and it’s back to puzzling out what you want to do with the new hand. It’s all about adapting and keeping your possibilities open for the next round, and I adore that style of play.

If I have one tiny nitpick that keeps Bruges from being one of the top 3 Euros on this list rather than in the top 5ish, it’s that it can maybe go on a couple rounds too long. The game ends when one of the decks is empty and that can take a decent amount of time. By the end, your tableau is going to be quite sprawling and unwieldly on the table and that could have been saved by shaving off maybe twenty minutes.

Outside of that minute criticism, Bruges is among the best Euros I’ve personally played. It’s very much out of print outside of Europe, which is a real shame because this one deserves to be an evergreen. If you can track down a copy to try, it’s absolutely a must play.

What I say now

FINALLY. After having to spend the last couple games having to gloomily defend why games I love are descending the top 100 like an over eager Sam Fisher repelling the side of a government embassy, I can talk about a game that’s moved UP. Bruges, a mid-weight Euro tantalizingly close to my top 25 last year, has bounded 12 spots up to cement itself as one of my all-time favorite Euros.

Bruges was obviously a game I already adored, but what made me fall even deeper in love with it has been my recent plays of it at 2-players. My least favorite thing about Bruges was that it tended to drag towards the end and that I always felt it could have been a round or two shorter. Playing 2-player neutralizes this criticism, as the game flies by a brisk pace and doesn’t outstay its welcome like at 3 or 4.

Being able to play this game without its biggest detractor present makes me appreciate it even more. I standby that this is one of the most wonderfully tactical Euros I’ve ever played. It seriously feels more like a hand management game than an engine/tableau builder, with every card draw bringing new decisions on how to adapt to what you got but didn’t need vs. what you needed but didn’t get.

Tragically, this game is getting a reprint but it’s being severely reworked. That’s usually a good thing, but the changes that are being made to it seem to gut the things I love about Bruges in the first place. It no longer takes place in medieval Bruges but in turn of the century Hamburg, which feels less charming to me. Maybe it’s just because In Bruges is my favorite movie of all time, but I find the setting of Bruges so quaint and pleasing, with its iconic town square and canals providing a setting that I love to visit again and again. Hamburg is…fine? I guess? It’s fine, I’m sure it’s fine, but it’s not Bruges (and yes, they’re renaming the game to Hamburg though I think it would have been hysterical and daring to just keep it called Bruges).

More egregious, though, is how they’re changing the card draw system. Bruges simply splits all its cards into two decks and you draw from either one, hoping to dig for colors you may need. This is what makes Bruges such a tactical game, since you’re likely going to be left with things you don’t necessarily need. Of course, this makes all the purist Euro gamers out there pop out their monocles in distress, because it ‘mAkEs It ToO lUcK dRiVeN’. Now, in Hamburg, the colors are neatly separated into their own piles, allowing players to pick the ones they need as they need them. Gone is the tension and pushing your luck of not knowing if you’ll be able to snag what you need, gone is the tactical improvisation this game requires when a bad card draw appears to stall you, gone is the player interaction when someone draws three blues off the deck you were planning on drawing from, why did you take those blues, YOU DON’T EVEN NEED BLUES. Now, players can robotically draw cards from the exact decks they want, with no competition or need to be spry and versatile. Yay.

Also, as a third thing that bugs me, the game no longer has text on the cards telling you what it does. It’s all icon driven. I understand this makes it language independent which helps create a wider reach for the game, but I think there is a hidden collateral damage to this. People who are casual gamers can easily play Bruges since everything is spelled out on each card, making the rest of the game much easier to learn. With a jumble of icons and symbols all over the place, spread across almost 200 cards?? I can already see some of my friends frozen in fear when they draw their initial hand of cards. I feel like this could lock out just as many potential people and as someone who has a lot of casual gamers between his game groups, Hamburg has officially shrunk the option pool with this well-intentioned but perhaps damaging change.

All of this has me doing my best Don Corleone “Look what they did to my boy” impression. Maybe I should have made this discussion its own blog post rather than hijacking my sacred Top 100, BUT I wanted to explain these differences because it helps illustrate what makes Bruges so special to me. It makes me sad that the Bruges I know and love will be lost to the secondhand market forever and it makes its placement here at number 15 that much more meaningful.

14. Sherlock Holmes Consulting Detective

Previous ranking: N/A

Like the game Aerion in my 60-51 post, Sherlock Holmes Consulting Detective is new to the top 100 BUT I have actually talked about it before. SHCD made it onto my Top 10 Solo Games post I wrote this past summer. It was my number two solo game and it honestly made a strong run at being my number one. Rather than just repeat everything I wrote in that post, I’ll let Kyle from June 2020 take over.

Thanks, Future Kyle! How are things? Is COVID FINALLY over?

Hahahahahaha nope.

Darn. Well. Did you finally iron out that drinking problem, at least?

Aren’t you here to talk about Sherlock Holmes.

Right! I forgot, we’re incapable of change. On with the show:

In SHCD, you are an underling to Sherlock Holmes, one of the so co called Baker Street Irregulars. You need to solve a mystery before Sherlock does and to do this you’re given a map of 1800s London, a directory of addresses in the city, and ten separate case books, each one providing a new mystery to solve.

When you want to tackle a case, you simply take its book and read its introduction. It’s usually a scene that provides you the basic details to the crime or mystery you’ll be tasked with unraveling and when you’re done reading it, the game just kind of lets you figure the rest out on your own.

And I absolutely LOVE this. The game doesn’t provide any sort of “Maybe you should check here, first!” or “Go to this location to begin the case” style prompts. It’s literally a couple of paragraphs and the rest is on you. The murder took place in Hyde Park? Then maybe you should check there. Is there a suspect that’s already been detained? Go to the jail to see if you can interview them. A firearm was used? Maybe start visiting all the gunsmiths in town to see if any shady customers came in recently. This lack of hand holding makes it so satisfying when you decide to track down a lead that actually ends up being fruitful.

Whatever you decide, you find the address you want to go to in the London directory or on the map and then you look up that address in the case book. So, if you want to go to Hyde Park and its address is “95 NW” you flip to the “95 NW” entry in the case book. If a location isn’t part of that case, it simply won’t have an entry. If it does have an entry, you read another section of text (some short, some long) depicting a scene that occurs while you’re there and hopefully you can find new hints or leads that will lead you to other locations.

There’s also a newspaper that is paired with every case book, showing the headlines and news for that particular day. If you thought the hints in the case book were vague, they’re somehow even vaguer here. To figure out which bits from the newspaper are helpful requires a little more outside the box thinking. For example, you might find out the murder victim was an actor. You then might browse the newspaper and see a very brief blurb about a new show at a certain theatre, a show you know the victim was a part of. This now opens up a new place to investigate if you want to perhaps give the theatre a visit.

You keep doing this, going from location to location, hoping to find leads or clues that will help you crack the case, until you think you have enough information to solve the mystery. At that point, you go to the end of the case book and answer a handful of questions. If you know the answers, awesome! You get points. If you have no clue what the question is even referring to, you don’t receive anything except a creeping sense of embarrassment. After you tally up your points, you read an epilogue where Sherlock smugly tells you how you how he solved the case and how many leads he used to figure it out. You subtract a certain amount of points based on the difference in leads between you both and if you end up with over 100 points, you have won!

You will not win.

Sherlock’s maddening, supernatural senses of deduction means he will use, like, 3 leads and insane leaps of logic to ascertain the solution to the puzzle. It’s one of the biggest complaints about this game and is often a source of frustration to many players. For me? I don’t mind it too much. I just have sort of come to terms that I’ll likely never break the 100 point barrier and instead try to make sure I can answer all the possible questions correctly. If I manage that, I consider the game a success.

I adore the elegance of this system. It manages to create a sense of discovery and immersion while simply being a couple of books and a map. I am one of those Luddites who can’t stand app integration in board games and I think SHCD is a prime example of how to create a richly engrossing, cinematic experience with a minimalist, technology-free approach. Plus, it doesn’t create any sort of disconnect that would occur from being like, “Let me just grab my 1800s era iPhone to trigger the next lead.”

Speaking of immersion, that’s the next thing I’ll discuss. When I’m playing SHCD, I’m transported to Victorian London. I can feel the cobblestones beneath my feet, the choking smog in the air and the taste of a jet-black stout at the local tavern. Okay, maybe that last one is just the beer I’m drinking in the real world, but you get my point. The act of taking down notes throughout the investigation further immerses me into my role as a Victorian era detective, as I jot down leads and attempt to draw connections between them. As someone who really likes the whole Victorian London era and aesthetic, this is endlessly entertaining to me.

This is a game that can technically be played with others. It’s often touted as a great couples game, where you and your partner can spitball ideas and possible leads, passing the case book between each other like it’s the beer list at a brewery. But for me, this is exclusively solo. I like the idea of trying to come up with connections myself rather than debating them with someone else and the thought of bringing others into the game makes me fearful of breaking that beloved immersion I was just gushing about. I’m sure I’d like it just fine with one or two others, but I can’t see a situation where I’d even want to try it. I adore this is as a solo experience, so why bother?

Out of all the games on this list, this is likely the most divisive and it is definitely not everyone’s cup of tea. For one, it is, as I said at the beginning, not exactly a typical board game, straying closer to the realm of a Choose Your Own Adventure or interactive novel. There is lots of reading in this game and if you aren’t prepared to take pages of notes, you will not get anywhere close to solving the mystery. Lastly, the open-ended nature of this game has also been loudly complained about by its detractors. As someone who grew up on old school point and click adventure games, I have no problem with this game’s nebulous nature and lack of guidance. I love that the case ends when you feel like you have enough information and that the game offers no hints as to when that might be. Again, personal preference, so if that sounds like something that would cause you to pull your hair out, SHCD may not be for you.

Thanks, June 2020 Kyle! Everything he just said still rings true for me today. SHCD is such a wholly unique experience, especially when compared to the rest of my top 100. Some of my favorite gaming memories have been sitting down with a beer and a notebook, completing a case over the course of a few hours.

Ranking SHCD is going to be tough in the future thanks to its one-off nature. Games that are ostensibly only playable once, like escape room games or legacy games, tend to not sniff my top 100 because one of my big determining factors with judgement and ranking is based on how much I want to play the game at that point in time. If I literally can’t play the game again, how do I reconcile that with my process, especially if the game gave a great experience? It’s one of the reasons why Pandemic Legacy Season 1 will never make my top 100. It was an incredible gaming experience, but I won’t ever play that game again, nor do I have the desire to.

Luckily for SHCD, it won’t have to worry about that for a little while; it has the luxury of having plenty of content left for me. I’m almost done with the first collection of cases, but I still have three more after that. At ten cases a pop, I’m looking at over 30 new experiences. That’ll take me a while to comb through and I absolutely can’t wait.

13. The Crew: The Quest for Planet Nine

Previous ranking: N/A

Earlier in this post I hinted how The Grizzled was no longer my favorite cooperative game. That’s due to my number 13, a game that is not only new to me but also the newest game on my top 100. That game is one of the hottest of the past year, The Crew: The Quest for Planet Nine.

The first time I heard of The Crew, I was immediately intrigued. A cooperative trick taking game?? “What wizardry is this!?” I asked, like a time travelling Medieval nobleman standing in front of a Coco-Cola Freestyle machine. I paid close attention to reviews coming from its European release and the unanimous love pouring out of them made me even more amped to try it once it came to the States.

How sweet it was that even with these stratospheric high hopes and expectations, I was still blown away upon my first plays of the game.

The Crew casts players as adventurous astronauts blasting off into space to find the mysterious and titular Planet Nine, while hoping to avoid running into and having an awkward conversation with Pluto when it asks, “Wait, I thought I’m Planet Nine???” This provides the framework for the game’s semi campaign style mission system, which provides a loose story and thematic excuses for what you need to accomplish.

Now, the meat and potatoes of these missions are task tokens and goal cards. These components are combined in a way that create missions wherein players have to win specific cards in a trick, often at specific times; someone has to win the yellow 1, for instance, or that player not only needs to win the yellow 1 but it also needs to occur before someone else wins the blue 8. The complexities of these tasks begin to layer on each other like a brisk snowfall, before finally accumulating into a blizzard of difficulty and trickiness.

This ingenious system of task tokens and goal cards creates a new, perplexing puzzle within each mission. Even playing the same mission over again will present a new riddle to crack, as everything will be reshuffled to reset the scenario. Trying to figure out what cards to play and when, so that neither you nor your teammates gets painted into a corner is a confounding delight.

Playing The Crew feels like you’re putting on magic act, only none of you were given a script. Your hand of cards will feel like a pair of shackles that your teammates need to unlock, only they have to hold the lockpick in their teeth and your mouth is covered with duct tape. When everybody manages to supernaturally align in a way that your shackles are unlocked and you can play the exact card at the moment everyone else’s shackles become unlocked, it creates a NSFW amount of pleasure and ecstasy.

I’ve mentioned multiple times throughout this top 100 that limited communication cooperation is one of my favorite game types. Quite simply, The Crew is this mechanism at its absolute zenith. Every move feels like a piece of information, a clue about what your fellow players have in their hands and what you should play to accommodate that. Each trick is a bread crumb trail and following it to a successful mission is eternally satisfying.

Amazingly, I feel like I’ve only scratched the surface with this game. I still have a ton of missions to play since I’ve be introducing it to different groups (albeit mostly through Board Game Arena, but it’s a great implementation) and I have really only played the first ten missions over and over again. And even with that, The Crew manages to sit comfortably in my top 15 games.

With so much more to discover and experience, don’t be surprised if The Crew is in my top 10 by the end of 2021.

12. Bohnanza

Previous ranking: 12 (no change)

What I said last year

When I first got into gaming and started to learn more about the different games available in the hobby, Bohnanza was a game I saw repeatedly mentioned. Looking into it, I saw some somewhat ugly cover art and that it was about trading beans and thought, “Nah, I’m good.” Fast forward a year or so to me surfing through YouTube looking for something gaming related to watch, because that’s what my life has become, when I saw that the YouTube series ‘Game Night!’ had an episode where they played Bohnanza. Curious as to why this game got so much attention and love, I gave it a watch.

Literally twenty minutes into the video, I paused it and bought a copy of the game on Amazon. It looked that fun.

Turns out, it is that fun! The first few times I played Bohnanza it was an absolute blast and I wondered how long the fun would last before it started to feel same-y. That time has yet to come and every time I play Bohnanza, I love it a little bit more. It’s just so, so good and so, so fun.

Bohnanza is actually the brainchild of Uwe Rosenberg who is more known for his midweight to heavy worker placement games, usually about farming in some way. This game is still about farming (what a surprise), but it is most certainly not a worker placement game. Bohnanza is a fast paced, frenetic card game of wheeling and dealing to get the best possible payouts for various beans you will be collecting.

The cards in the game represent various beans which go into your bean fields, planted there until you eventually decide to sell them. Only one type of bean can go in a field, so deciding when to sell them to make room for a new bean is a crucial sticking point in the game. The beans have increasing payouts for your beans when you sell them, obviously goading you to keep collecting and collecting till you maximize profit. This would all seem quite simple if it wasn’t for Bohnanza’s most important rule.

That rule I so expertly teased right there? In Bohnanza, unlike in pretty much every card game since the dawn of card games, you can NOT move the cards around in your hand. They go in one way and out the other, like they’re being placed on a conveyor belt. At the start of your turn, you must always plant the first bean in your hand. Does that bean help you? No? Too bad! It needs to go in a field and if that means ripping up the precious plot of stink beans you’ve been working so hard to cultivate than that’s tough luck.

Because of this, Bohnanza is all about manipulating your hand so that the beans you want to plant stick around and move down the line while the less favorable ones don’t get anywhere near your fields. This is done through trading. On your turn, you get a chance to trade with the other players and this is how you manage your hand without actually reordering it. Any beans that you give to others are immediately handed over, allowing the rest of the beans in your hand to inch forward like they’re at the bean DMV.

This, of course, causes the table to erupt into a storm of negotiations, with every player trying to get the better end of the deal. The amazing part is that Bohnanza manages to conceal the ‘better end’ of a deal because people are going to value certain beans more than others. Sure, it seems like 3 wax beans and a chili bean for one cocoa bean is lopsided, but if you take into account the rarity of cocoa beans and the bind that the cocoa player might be stuck in if they can’t get an extra one and suddenly it’s a little more opaque. There will definitely be moments when players get downright swindled or when a player is so desperate that they start donating beans to others just to unjam their hand, but the game moves by so quickly that it’s tough to cry foul too often.

There’s not much more to say about Bohnanza besides the fact that it’s just one of the most consistently fun games in my collection. Like Arctic Scavengers earlier in this post, this is also one of the most requested games I own. Friends of mine are always asking for ‘the bean game’ or ‘Beanboozled’ (because that’s apparently what they remember the name as). If I want to play a game as often as I want to play Bohnanza and if my friends want to play it as often as they do, then what else do you need to know? Bohnanza is freaking great.

What I say now

I ended last year’s entry by saying “Bohnanza is freaking great” and I will start this entry by saying Bohnanza is freaking great. It is the exact same spot as it was last year and it honestly fought hard for a spot in my top 10. It just barely missed it this year, but I wouldn’t count it out as a potential top 10 game next year. It’s not only that good but it’s starting to gain the ‘nostalgia factor’, which can often cause me to subconsciously bump up a game. Bohnanza is officially one of those games where all I have to do is look at the box on my Kallax and I get a rush of warmth and fond memories.

Bohnanza is a classic of the hobby for a reason. Everybody needs to play it at least once.

11. Scythe

Previous ranking: 2 (-9)

What I said last year

Scythe is set in the beautifully realized world of Eastern Europa, drawing from a universe called 1920+ created by the game’s artist Jakub Rozalski. This universe takes place in a dieselpunk style, alternate 1920s where a World War I style event has left the continent decimated but up for grabs. You and your opponents take control of factions vying to pick over the remains of Eastern Europa, doing things like building a workforce, hoarding resources and building mechs to protect what’s rightfully (or not so rightfully) yours.

Despite the game’s daunting size and ruleset, it’s pretty simple when you boil it down. Each turn, you simply pick one of four actions on your action board and perform the top action, the bottom action or both. A rule preventing you from using the same action twice (save for the red faction, whose ability breaks that restriction) means you essentially only have three choices per turn. BUT a small number of choices certainly doesn’t mean the decision space isn’t large.

Every choice in Scythe is magnified by the fact that the actions you do on this turn GREATLY affect the actions you do on later turns. At its heart, Scythe is an action efficiency puzzle and it’s a puzzle that I delight in trying to crack. I will admit, it’s a little more strategic than I tend to like. In order to succeed in Scythe, you really need to visualize at least three turns ahead. Normally that makes me dry heave, but in Scythe it feels more palatable. Perhaps because the game’s theme immerses you so deeply into its world or maybe it’s the tactical nature of moving and managing your pieces on the board that help wash down the astringent taste of long-term planning. Whatever it is, during the one to two hours that I’m playing Scythe, I’m fully engrossed and completely oblivious to anything outside the game. As I try to efficiently map out what actions to take and in what order to take them, while simultaneously dealing with the increasingly crowding board state, I’m utterly hypnotized.

Lots of people poo-poo this game, claiming that it looks like a war game but barely has any conflict. To that I say: so? Who cares? This game isn’t a war game so we shouldn’t compare it to one. I’ve heard ti called a cold war game and THAT I agree with. Conflict isn’t the driving force of this game, despite the mechs that permeate the game’s illustrations. It’s the threat of conflict that makes this game so tense and interactive.

The moment a mech gets plopped onto the board like an egg from a hen, everybody stiffens. This player now has power that the others don’t, which immediately initiates an arm race to defend yourself. By the halfway point in the game, everybody’s got a line of mechs defending their territory, like grade schoolers forming a game of Red Rover. The message is clear: I don’t want to use these mechs, but I will if I need to. The fact that combat is such a drain of resources from both parties further intensifies this feeling of mutually assured destruction, reinforcing this feeling of a cold war that no one wants to ignite.

What I say now

Uhhh ohhhh, what’s that I hear!? Is that the Controversy Express pulling into the station!? Choo choo, mother effer!

Despite only falling 9 spots, Scythe feels to me like the most seismic shift in my top 100. Entrenched in the number 2 spot last year, I didn’t expect it to fall out of the top 3 let alone the top 10. And yet, here we are at number 11. Why the decline?

The answer is very simple: I dunno.

In all seriousness, it is tough to pinpoint why Scythe is now on the outside looking in when it comes to the top 10. And of course, it goes without saying that being my number 11 favorite game of all time means that I still like Scythe a whole, whole lot. But it does feel like it’s lost just a tad bit of luster.

First, I haven’t played Scythe since pre pandemic. Lack of consistent play is always gonna hurt a game in some shape or form.

Second, this style of game (a Euro style game masquerading as a troops on a map affair) is becoming more and more crowded for me and Scythe is struggling to stand out against them more than ever. I’ve already talked about Blood Rage (which itself fell), Cyclades, Rurik and Kemet and there’s another one coming up on my top 10. There is constant jostling between these games and Scythe felt a slight shove down because of it.

Thirdly (and I think lastly?), I have been keeping an eye on criticisms levelled against the game and have started to feel those critiques gain a bit of merit over my last few plays. The biggest one is that the game can feel ‘scripted’ and I’m really starting to buy into that narrative. There are legitimate strategy guides where it begins by scripting out your first third of the game or so and any game that enables that sort of rigid decision space is a turn off for me. Another critique is that the game feels very heads down for its first half, with everybody so focused on their own boards and action efficiency that the actual play on the map feels like an afterthought. I used to contend this but after having played it more and seen how successful Scythe play is enacted I am slowly starting to concur. It really does feel like you’re lost in your own board for a bit too long for my tastes.

None of these factors feel huge on their own, or at least not huge enough to dethrone Scythe from its number 2 spot. But swirled together into a cocktail of doubt and uncertainty? It’s taken its toll on what was once a juggernaut in my collection.

Let me end on a positive note by saying I STILL LOVE SCYTHE. IT IS A FANATASTIC GAME. Honestly, I could see it reclaiming a spot in the top 10 come next list if I get a chance to play it. But as of now, it solemnly hands me back the top 100 silver medal and watches as I launch into my top 10…

*

Speaking of top 10, that’s what’s coming next! Come back soon(ish, hopefully) to see my 10 favorite games of all time!

Kyle Hanley’s Top 10 Solo Games

You know what used to be great? Seeing other human beings and fulfilling basic social needs. You know what else used to be great? Going to the grocery store and not being stuck in a Mad Max rally to the toilet paper section only to realize you’re already too late and it’s all sold out and oh god did that person next to you just cough without a mask on OH GOD OH GOD.

If you’re reading this and you’re confused, allow me to elaborate. I am currently writing this in the late Spring of 2020, where the world is smack dab in the middle of the COVID-19 pandemic and life SUCKS. If we’ve moved past the pandemic and life has somewhat returned to normal as you’re reading this, awesome! I can’t wait for that future! But as of now, life is constant anxiety and dread and calling your parents to make sure they’re not dead yet.

But at least we have board games….right? RIGHT??

RIGHT!?

Well, if you were lucky enough to enter the age of quarantine and social isolation with the people you game with, then yes! You have board games! But the vast majority of us probably don’t have that luxury.  In my case, I’m quarantined with my girlfriend and while she does enjoy playing games with me, she’s not absurdly obsessed with the hobby like I am and our selection is limited to games that support 2 players. So while I’m grateful that I get some gaming done and we’ve created a wonderful Saturday night game night tradition, there are certainly times where I want to scratch a gaming itch and she’s either busy or not in the mood. What to do then?

That’s where solo games come in, my friend. Solo gaming was once a huge punchline in the industry, as it is a niche corner of a hobby that is already niche. But things have changed, even before a pandemic forced us to ward people out of our personal space with six foot long pool noodles. Now instead of being a huge punchline in the industry, it’s merely a small punchline.

Yes, people still make fun of the idea of solo gaming but it’s slowly becoming more and more mainstream. Just take a look at any Euro released in the past two years. It’s weirder to see one that doesn’t support solitaire play than to see one that does. Solitaire only games are also becoming more and more popular, often finding life on Kickstarter where dedicated solo gamers scour around likely lonely, socially anxious sharks.

With this surge of solo gaming popularity AND the fact that none of us can leave our houses, what better time to talk about my favorite solo games than now? I’ll even ignore the fact that most content creators have already been doing this in response to the pandemic and pretend that I came up with his idea ALL BY MYSELF.

So, in this post I will be ranking and discussing my favorite solo games that I’ve played over the past few years. Since about 2018, I’ve gotten more and more into solo gaming, to the point that I actively seek out well regarded solitaire experiences. On this list you will find games that are both multiplayer games with splendid solo variants AND games designed solely with one player in mind. I’ll obviously point out which games are which as I talk about them. Also, homebrewed solo variants posted on BGG are not eligible. Since they’re often not official, I won’t consider them as such for the list.

All right, that’s enough talking. Can you tell I’m starved for social interaction lately??? ONTO THE LIST.

10. Orchard

Orchard cover

Orchard is from Side Room Games, a publisher that ALMOST made it onto this list twice. I say almost, because the other game, Maquis, barely missed making my top 10. Maquis did just get its own individual review from me though, so click on that link if you wanna read up on that game.

Let’s talk about Orchard, though. It is an adorable, little microgame about planting trees and harvesting fruit and it’s a mere 18 cards. Is 18 cards ‘microgame’ enough for ya? Well how about this: a single game only uses half the deck, so in reality this game only needs a miniscule 9 cards to create a lovely solo experience.

Orchard is a tile/card laying game, where you’re placing cards down and trying to overlap as many of the same trees/colors as possible. There are three types of trees in Orchard: apple (red), pear (yellow) and plum (purple). When you overlap like colors, you get to place a die of that color on the spot set to the 1 pip. If there’s already a die present, you get to increase its pip level instead. A 1 becomes a 3, a 3 becomes a 6 and it maxes out at 10 from there. You play until the deck runs out and then you tally up the number of pips you have showing to figure out your score.

In terms of simplicity and swiftness of play, nothing on this list compares to Orchard. You can play a game of this in 10 minutes, tops, and then you can immediately replay it with the other half of the deck that wasn’t used. And if you don’t think that’s what I do every time I play Orchard, you are SORELY mistaken. Orchard is such an addictive little package, providing interesting decisions on how to plant your trees and providing a deceptively tough, stubborn difficulty that will have you determined to improve upon your measly point totals.

To further flesh (haha, flesh, like fruit) out the already tricky puzzle is the rotten fruit mechanic. Twice per game you can choose to overlap two trees that are not of the same type at the cost of having to put a rotten fruit token on that spot. This seems like a great way to get out of a tight jam (haha, jam, also like fruit) BUT it not exactly a “Get out of jail for free” card. At the end of the game, any rotten fruit tokens are counted as negative 3 points, meaning if you’re going to use one, then you better damn well be getting a solid chunk of points out of it. It’s always an interesting choice to size up your potential point gains vs. what you’ll lose with the rotten fruit and trying to determine if it’s worth it. It’s certainly a very small mechanism but in a very small game, that’s all you really need.

Ultimately, the main complaint I have with Orchard is that there is no win/loss condition. The game has a point chart detailing your ranking based on the amount of points you scored. Though I am less annoyed by this than I was when I first started solo gaming, I am still not a fan when solo games present a scoring tier system rather than a binary win/loss state. Plus, the scoring tiers are all fruit puns and who would debase themselves low enough to make fruit puns???

Despite that little quibble, Orchard is a surprisingly satisfying game for its size and has provided me with lots of plays during this quarantine. Just writing about it has got me itching to play it again. Which I think I just might do. Hold on, I’ll be back in 10-20 minutes.

9. Crystallo

Crystallo cover

Like Orchard, Crystallo is another solo only tile/card laying game that I Kickstarted. Whereas Orchard is a tight, cute little game of planting a, well, orchard, Crystallo is a sprawling, starkly beautiful game of rescuing fantastical creatures from an evil black dragon.

Crystallo has you exploring the lair of a black dragon, hoping to free creatures under its imprisonment by surrounding orbs with sets of crystals. You lay cards down one at a time, drawing them from the deck and placing them onto the board in an attempt to surround the orbs that are peppered throughout the cave. When you surround an orb with a specific set of crystals, you get to place a gemstone of that creature onto its orb, showing it’s one step closer to leaving the cave. If you place three of a creature’s gemstone out on the board, you’ve liberated it from the dragon’s clutches. Free all the creatures and you win! Well, uh, the first part!

You see, Crystallo is actually a two-part game. After you free the creatures, the dragon awakes in a fury, probably yells something in Benedict Cumberbatch’s voice, and now you need to trap it. Trapping the dragon requires you to place a gemstone of each color onto it, meaning you have to once again go about surrounding orbs with crystals. The nice thing about this part is that you don’t need to rely on random deck draws. When fighting the dragon, you get to put all the cards in your arsenal (made up of leftover cards from part one and a deck of 9 cards made during set up) face up and you can actually plot out how best to trap the foul creature. While this can certainly lead to some AP, as you size up your possibilities and options, it does prevent any sort of frustrating bad luck from torpedoing your hard fought efforts here in the endgame.

The first thing you’ll notice about Crystallo is its magnificent table presence. For a game that is simply a deck of cards and a handful of gemstones, this thing is strikingly gorgeous. As you make your labyrinthine network of orbs and crystals, dotted with the chunky gemstones throughout its criss cross pattern, you’ll stop more than once to sit back and admire what you’ve been crafting without even realizing it. Partnered with its lovely art, Crystallo is perhaps the most Instagram worthy game on this list. I think that’s a compliment? I mean it as one, anyway.

But as my mom repeatedly tries to tell/console me, looks aren’t everything. How does Crystallo play? Amazingly. I love tile layers and the more puzzle-y they are, the better. Crystallo is about as puzzle-y a tile layer as you can get. Trying to efficiently line up your cards to cordon off the orbs with as few crystals as possible is an addictive nut to crack. If you want to face off against the dragon, you should strive to trap multiple orbs with parts of the same sets of crystals, which is easier said than done. You’ll be doing lots of rotating and flipping of a card before deciding where to place it, truly giving the feel of completing a jigsaw puzzle. Except, you know, not boring.

Further complicating things are items you can find and collect. These are things like treasures, which add to your end score (if you decide to log that sort of thing), weapons, which aid in the boss battle against the dragon, and magical artifacts, which allow you to get a gemstone for free. In order to activate the abilities with these items, you need to collect a full set of 3, but doing so means placing the gemstones on their associated card. Any time one of these items comes into play, you have to make a decision: are you going to aim to collect that item, even if it means jamming it in somewhere that is a suboptimal play? Or do you place it in a more efficient spot, possibly sacrificing your chance to place gemstones on it and earn its ability?

In Crystallo’s crisp 20-30 minute run time, you will be faced with tough decision after tough decision, trying to keep an eye on which creatures need the most help while using the cards in their best way possible. Every time I play this game it seems to come down to the last card draw and if I do lose, I know that it’s because I made a poor choice rather than the game screwing me over.

The one concern with Crystallo is that it can feel a little same-y from play to play. The puzzle you’ll be presented with is going to be different, but the game doesn’t offer much in variance otherwise. I have a suspicion that is the reason it includes a robust scoring system; so that whether you win or lose, you have tangible proof of whether you’ve done better or worse from past plays.

Despite this slight criticism, Crystallo is still a fantastic design and is an easy recommendation for anyone looking to get into solo gaming.

8. Mr. Cabbagehead’s Garden

cabbagehead's cover

It is here that we have a crossover with my top 100; Mr. Cabbagehead’s Garden is a game I’ve already discussed in the 80-71 post of my top 100 Games of all Time (2019 Edition) feature that dominated this blog since last November. You can check out the post I just linked for deeper dive into the game, but I’ll give a brief recap here if your prefer that (I just heard the loudest collective sigh of relief in my head from everyone reading this).

In Mr. Cabbagehead’s Garden, you are Mr. Cabbagehead. You are trying to earn the blue ribbon in the neighborhood garden contest and you do that by how else? Laying cards down to form contiguous patches of vegetables, satisfying bonus point objectives in the process, while also trying to mitigate the drawing of neighbor tokens from a bag that give harsh penalties when activated! Duh.

As I mention in my top 100, Mr. Cabbaghead’s Garden is a lovely mix of card drafting and push your luck wrapped around a devious card laying puzzle that feels like it’s always on the brink of going sideways. The neighbors are absolute nightmares to deal with and it seems like they always activate at the worst time, on the worst possible card.

This potent combination of tactical puzzling and hilarious frustration is made all the more enjoyable by the game’s wonderfully charming art and aesthetic. The game features an old Victorian art style, with worryingly detailed anthropomorphic vegetable people populating the game’s cast of characters. To some, they are disturbing looking but to me? Yeah, still kind of disturbing, but in a very humorous, self-aware way that gives the game a delightfully distinct personality.

I will admit, though, that I have played this game a handful of times since ranking it in my top 100, and I have cooled on it juuuust a bit. The more I play the more I realize just how luck driven this game is and how many things need to go right in order to reach the highest score level (a.k.a., that coveted blue ribbon). Perhaps I’m terrible at the game, but I’ve played this countless times and have only barely gotten within 25 points of the blue ribbon score tier. And that is WITH shifting to different strategies, trying different patches of vegetables, making Faustian deals with the devil, etc. As someone who admitted in my Maquis review that I like to play solo games to relax and, yanno, win, I’m ashamed to say my desire to play this game has waned with the increasing possibility that this game is nigh unwinnable without insanely good luck.

Regardless of my recent concerns with the game, it’s still on this list for a reason. When I’m devoting an afternoon or evening to solo play, Mr. Cabbagehead’s Garden is always a game I consider playing and it’s given me plenty of hours of great gaming memories.

7. Raiders of the North Sea

Raiders of the North Sea cover

Raiders of the North Sea is one of the more recent additions to this list. I only just discovered its solo mode about a month or two ago, mainly because it was unavailable until about a month or two ago. The solo mode, which is a deck of cards known as the Scheme Deck, was out of print for a while until it was just recently turned into an app that you can download on your phone. I got it on Android for less than $2 and it immediately became one of my favorite games to play solo.

Raiders of the North Sea is one of the most popular worker placement games of the past decade, featuring a unique “put down a worker, pick up a worker” system that breathed fresh life into a slightly stale genre. In the game you’ll be hiring a crew, gathering supplies and sailing out to raid nearby settlements who…probably deserve it? I dunno, the game doesn’t explicitly say, so let’s just assume we’re raiding and pillaging a bunch of Neo Nazis or anti-vaxxers or something.

In my opinion, any worker placement games these days should come with a solo mode. It shouldn’t be too hard to implement solo rules in a worker placement game since the main source of interaction is the blocking of spots. RotNS’s Scheme Deck replicates this very simply: every card has a location you can’t go to for that turn. Easy!

Beyond that, the Scheme Deck will also wipe clear certain raiding locations throughout the game, forcing you to raid aggressively and giving the feel of an opponent who you need to keep an eye on. Any solo game that can imitate the feeling of turn angst that comes from worrying over whether your opponent can mess with your plans is worth celebrating. RotNS has this in spades.

Honestly, RotNS’s stock can only go up from here. It sits here at number 6 but could very easily find itself in the top 5 a few months from now. I simply haven’t had the time with RotNS as I have the other games you’re about to see and I’m excited to give it some more plays. If you own the game and didn’t realize the solo deck was available digitally, go buy it!

6. Paper Tales

Paper Tales cover

Card drafting is one of the most popular mechanisms in the hobby and Paper Tales is a more recent addition to the genre. It’s of the ‘pick and pass’ variety, wherein you pick a card from a hand and then pass that hand to the person next to you. Sounds like the perfect type of game to play in a pandemic, eh?

Luckily, Paper Tales has a dedicated solo mode courtesy of its expansion Beyond the Gates, allowing me to enjoy the game without worrying about contagion. Even more luckily, this solo mode is excellent.

In Paper Tales, you are building a medieval fantasy kingdom, attempting to gain points through various avenues. It has more than a few similarities to card drafting heavyweight 7 Wonders: the drafting of cards that grant passive resources, building a military to win wars against adjacent opponents and constructing buildings that act similarly to 7 Wonders’ titular wonders.

You could certainly do worse than mimicking the most popular card drafting game in the hobby, but you also better bring some fresh new ingredients to the stew if you expect people to not just stick to 7 Wonders. Don’t worry, Paper Tales smartly does just that.

For one, Paper Tales provides spatial constraints to building your kingdom. Whereas in 7 Wonders, where you build your empire across a laughably sprawling tableau that stretches from one end of the table to the other, Paper Tales requires you to build your tableau in a tight  2×2 grid, with the chance to add a mere 5th card at some point in the game. Certain cards are more efficient in either the front or back row (military power is judged through the front row cards, for example) so there is an extra puzzle-y element to building your tableau, something I’ve not seen in other drafting games.

Another cool twist is the ageing system. At the end of every round, you must put an ageing token on every card in your kingdom. If there’s already a token on the card? It dies and leaves your kingdom. This means most cards you draft and put in your kingdom will only be around for two rounds, forcing you to constantly adapt and change strategies based on what new cards enter the system. Most games have you constructing a big, long term engine that supplies a steady stream of points over the course of an entire game, while Paper Tales forces you to build multiple mini engines that grant bursts of points here and there before crumbling into dust. Each engine you build in Paper Tales is like a shotgun made of spun sugar.

So, this is great and all, but what about the solo mode? You know, the whole reason we’re here? Paper Tales takes a fairly interactive mechanism (card drafting) and somehow replicates it in a solitaire format that makes me completely forget I’m all by myself (and that’s something that NEVER happens). When playing solo, you’re pitted against the Lich King, an AI opponent who will gain points based on cards you feed him throughout the game. When it’s time to draft, you’ll draw a full hand of five cards from the deck, pick one and then pass the rest to the Lich King. Then you draw a new hand of four cards, pick one, and again, pass the rest to ol’ Mr. Lich. Then it’s three cards, pick one, pass the rest to the Lichy Lich. For the final two cards, you’re actually going to pick up and shuffle the Lich King’s pile of cards (the ones you’ve been recklessly passing to him), draw two, pick one to keep, until finally getting your last card by simply drawing the top card off the Lich King’s deck.

This clever system manages to imitate so much of what makes card drafting great. Since you know what cards the Lich King will get big points off of, you can hate draft to keep those away from him, just like you’d hate draft an opponent when you see them focusing on a specific strategy. The fact that you get your last two cards from the pile you passed to the Lich King creates that feeling of angst when you pass up on a card in the hopes that you’ll see it later in the draft. And all of this is done swiftly and with almost zero maintenance. It’s such a magically smart way to implement drafting in solitaire circumstances and I hope that all future drafting games keep this in mind. A mechanism I once thought would be impossible to implement solo is now something that I think should ALWAYS come packaged with a solitaire mode.

There’s only one unfortunate reality that keeps Paper Tales from cracking the top 5 on this list: I haven’t actually played the multiplayer yet! I procured my copy of Paper Tales after the pandemic lockdown started and therefore have only experienced this game solitaire. When judging solo versions of multiplayer games, I like to compare how the solo experience translates the feel of a multiplayer game. While I’ve played enough card drafting games to know this game does a great job of translating the mechanism, I still can’t say for sure how well it translates the specific Paper Tales experience. For this reason, Paper Tales is slightly held back.

I have no clue when I’ll have the chance to play Paper Tales multiplayer with other human beings, but I’m sure that when I do and I can TRULY see how the solo mode compares, Paper Tales’ stock will only move up.

5. Viva Java: The Coffee Game: The Dice Game

Viva Java Dice cover

This next game is not just underrated for its surprisingly good solo mode, but for its base multiplayer mode as well. The dice version of Viva Java: The Coffee Game (was the title not explicit enough), this is a roll and write before it was considered holy law for every game publisher to put out at least two roll and writes a month.

In the game, you have dice with different colored coffee beans which you then roll and use in one of two ways. One option is to make a blend with the beans, crafting quasi poker hands that are placed on a central disc and will hopefully not be beaten and replaced by your next turn. This feels a bit like the ‘entering Tokyo’ mechanism in King of Tokyo. Just like in that game, if nobody kicks you out, you get points, creating a sense of push you luck whenever you decide to blend.

Or your second option is to pick one color that you rolled and funnel those into research points. The amount of research points you get is the number of dice rolled of that color (so if you have 3 green and decide to use green for research, you get 3 points on the green track). These research tracks all have various special powers associated with their color and if you get them high enough, you can strengthen that power even further. Another cool aspect of this mechanism is that when you max out a track, you get a point payout BUT you can no longer use that color’s power, like the game shutting off a special ability spigot just as you were filling up the pitcher. The trade off of losing your ability for the sake of gaining a handful of points is one of the game’s most arduous decisions.

The solo mode operates mainly the same as the base game, with the exception that you operate an enemy A.I. Operating this A.I. is easy; you roll dice on its turn and if it makes a blend, it does so like a normal player and scores points for it until it’s eventually removed.

The neat thing is that the game comes with two A.I.s, each with their own special power that aids them in making blends as often as possible. One of the A.I.s rerolls dice, trying to improve their potential blends, while another simply takes extra dice and rolls them all in an attempt to get a blend through sheer blunt force. Admittedly, these powers offer superficial differences. Both A.I.s’ powers are equally as effective at getting the job done, and it’s not like your strategy changes based on which one you’re facing. Still, it’s awesome that they offer the choice and it helps keep things fresh from game to game.

I have recently rediscovered Viva Java and I can’t believe it’s taken me this long to play it again. It’s such a refreshing, fun solo game to play. It’s the perfect difficulty: challenging, but fair. Whether I win or lose it often feels like it came down to the last possible turn. While it’s tight enough to warrant having to think choices through, I never feel stressed or anxious when playing this game. It’s, dare I say, relaxing?

Another subtle facet of this solo mode that I adore is that running the A.I. means rolling dice, and who doesn’t love that? Rolling dice for your solo opponent feels so much more tactile and satisfying than merely turning over a card and I can’t help but feel that adds to this game’s addictive nature. It’s like pulling the lever down on a slot machine and I can’t help but keep feeding coins into it.

I don’t have too much to disparage VJ: TCG: TDG (ugh, except for maybe the name) as a solo mode with, except that maybe, like Crystallo earlier, it feels a little same-y from game to game. The different A.I.s, as well as a difficulty scaler, do help adjusting things to keep it somewhat fresh but even with that there’s not much that’s going to change from one experience to the other. That’s certainly not a deal breaker. I’ve gotten a ton of fun out of this and I still look forward to pulling it out again (I hope that quote isn’t taken out of context if I run for office). But it is worth mentioning.

It’s still a damn good solo game and one that I wish more people would be talking about.

4. Arkham Horror: The Card Game

arkham horror the card game cover

Here we have yet another game that previously appeared on my top 100. I had a LOT to say about Arkham Horror: The Card Game in my 40-31 post, so if you wanna see me ramble for like two pages worth of a Microsoft Word document, be my guest and click here!

It takes the formula found in the Arkham Horror board game and Eldritch Horror (explore locations and perform skill checks as awful things happen) but tightens it down with a vice like grip into an episodic campaign-based card game. This turns those longer, often bloated affairs into smaller, bite sized offerings. Playing the game through episodes allows the designers and developers to tell a much more coherent story than those found in, say Eldritch Horror, because it’s a contained environment that allows them to tailor everything specifically to that.

And as such, no game is as immersive as Arkham Horror: The Card Game. Set in a Lovecraftian world of grotesque beasts and unimaginable horrors, this game drips with atmosphere. Each episode contains its own twists, tricks, unique monsters and surprises, making every new chapter a joy to play and discover. It’s a truly artisanal Arkham experience, a craft beer version of Lovecraft versus the watered down macrobrew of Eldritch Horror.

In one episode, for example, I’m exploring a dingy night club run by the Mob, and I can practically hear the 1920s jazz and smell the stale whiskey in the air as goons glare at me from across the room. In another, I’m scouring an abandoned museum where a constant sense of dread is provided by a boss monster that stalks you throughout, appearing randomly and more powerful with each encounter. No game transports me to its locales like AH: TCG and there are times where I get legitimate goosebumps from this palpable sense of immersion.

So why is this only number 4? For one thing, and I mention this in my top 100, this game is tedious as hell to set up. The downside of having specially created and curated episodes with their own locations and enemies and mysteries is that you have set them up. This requires pulling decks of cards from past episodes and combining them with the episode specific cards, along with making adjustments based on decisions you’ve made throughout the campaign. The end result is worth it, considering the stuff I’ve already raved about, but it does make me less likely to pull it out than the other three games ahead on this list.

Another reason why this barely misses the top 3 is because of some balance issues when playing solo. While the game mostly works great solo and even moves at a smoother pace than when teaming up with another player, it also means that if your character doesn’t have the skills to handle a certain enemy or situation, you’re out of luck. In a game that demands so much from you, difficulty wise, it can feel almost suffocating when you realize your combat based character can’t pass this plot important Evade skill check because you have the agility of a pregnant walrus. When it creates dire consequences that ripple throughout the rest of the campaign it can, again, make me less likely to play. As I said, I often solo game to relax and I don’t think ‘relax’ and ‘Arkham Horror: The Card Game’ have been combined in any sentence, ever.

Despite those hangs ups, it says a lot for what AH: TCG does right that it manages to still be held in such high regard in my mind. If I’m looking for an atmospheric, cinematic experience, there’s no better solo option than this one.

3. Aerion

Aerion cover

Aerion is the most recent entry in the Oniverse series, a collection of games designed with solo play in mind. My only contact with this series has been with the digital implementation of Onirim, the progenitor of the universe. While that game is amazing, it’s ineligible to make the list because I’ve only played it digitally and I’m weird so I don’t think it should count in that case. (Raiders of the North Sea still counts because it’s just a digital version of a deck of cards, I still need the physical game to play it, in case you were ready to pounce on that in the comment section)

But it was that experience with the digital app that has made me interested in the Oniverse series, especially as I’ve gone deeper and deeper down the solo game rabbit hole. When I needed to get my Miniature Market order past the shipping threshold (a problem I’m sure many gamers are all too familiar with), I picked up Aerion on a whim because it was on sale and because, again, I’ve always been keen on trying more of these Oniverse games.

I am so, so grateful for that lark of a decision.

Aerion is the Oniverse’s foray into the Yahtzee style dice rolling genre, where players will be attempting to build airships according to specific blueprints. The blueprints have resources that must be gathered to complete them and you gain these resources by rolling dice.

Each resource has a poker hand style requirement to gain it, such as ‘three of a kind’, ‘full house’, ‘two pair,’ ‘straight’, etc. If the dice you rolled match the requirement, you can gain that resource and put it into one of your two hangars. This two hangar limit already imposes restrictions on what you can do; since you can only build two ships at a time, some of the resources are presently useless to you, forcing you to make tough decisions on which airships keep your probabilities high and your possibilities open.

Even if you make a wise choice on which airships to work on, there’s going to be plenty of points you don’t roll the dice you need. So, what then? Like any Yahtzee style game, Aerion allows you to reroll dice…at a price.

Any time you want to reroll and get a better combination, you must discard a resource from the available display. Since there’s a limited supply of, well, everything in this game, you’re narrowing your options for Future You. Choosing what to keep and what to sacrifice is at the heart of almost every turn in Aerion, and it’s an excruciating tight wire act.

Aerion ranks so highly on this list for a lot of reasons. First and perhaps, most importantly, it’s just damn fun. Rolling dice is such a tactile delight and there’s something just deeply satisfying about making gambles that pay off over the course of a couple rolls. Aerion moves extremely quickly, so you’re always rolling, always calculating the odds, always cheering or groaning.

Another is because, like Viva Java earlier on this list, it has the exact difficulty I look for in a solo experience. While I win more often than not, it never feels like it’s spoon feeding me victories. I still have to work for it and I still have to make smart choices to pull out the win.

Lastly, I just love the aesthetics of this game. Art is subjective and I know that the art in the Oniverse is particularly polarizing, but I love it. There’s something about its scribbled, hand scrawled look that is so endearing to me. The fact that the dice are a cotton candy blue with purple pips further enhances this game’s cheerfully charming demeanor.

What makes me even more excited about Aerion is that I’ve barely scratched the surface of the game’s content. I’ve played the game a handful of times, but only with its base ruleset. Included in the game are about 6 mini expansions, all of which add a little extra twist. Knowing that I still have all of those to explore is such a treat and makes me wonder if Aerion will someday find itself at the number 2 or number 1 spot of this list.

Until then, it takes home the well-deserved bronze medal.

2. Sherlock Holmes Consulting Detective 

SHCD cover

My number 2 solo game is Sherlock Holmes Consulting Detective and is perhaps the most unique one on this list. It’s less a board game and more an interactive novel, but that doesn’t prevent it from being one of my all-time favorite solo gaming experiences.

In SHCD, you are an underling to Sherlock Holmes, one of the so co called Baker Street Irregulars. You need to solve a mystery before Sherlock does and to do this you’re given a map of 1800s London, a directory of addresses in the city, and ten separate case books, each one providing a new mystery to solve.

When you want to tackle a case, you simply take its book and read its introduction. It’s usually a scene that provides you the basic details to the crime or mystery you’ll be tasked with unraveling and when you’re done reading it, the game just kind of lets you figure the rest out on your own.

And I absolutely LOVE this. The game doesn’t provide any sort of “Maybe you should check here, first!” or “Go to this location to begin the case” style prompts. It’s literally a couple of paragraphs and the rest is on you. The murder took place in Hyde Park? Then maybe you should check there. Is there a suspect that’s already been detained? Go to the jail to see if you can interview them. A firearm was used? Maybe start visiting all the gunsmiths in town to see if any shady customers came in recently. This lack of hand holding makes it so satisfying when you decide to track down a lead that actually ends up being fruitful.

Whatever you decide, you find the address you want to go to in the London directory or on the map and then you look up that address in the case book. So, if you want to go to Hyde Park and its address is “95 NW” you flip to the “95 NW” entry in the case book. If a location isn’t part of that case, it simply won’t have an entry. If it does have an entry, you read another section of text (some short, some long) depicting a scene that occurs while you’re there and hopefully you can find new hints or leads that will lead you to other locations.

There’s also a newspaper that is paired with every case book, showing the headlines and news for that particular day. If you thought the hints in the case book were vague, they’re somehow even vaguer here. To figure out which bits from the newspaper are helpful requires a little more outside the box thinking. For example, you might find out the murder victim was an actor. You then might browse the newspaper and see a very brief blurb about a new show at a certain theatre, a show you know the victim was a part of. This now opens up a new place to investigate if you want to perhaps give the theatre a visit.

You keep doing this, going from location to location, hoping to find leads or clues that will help you crack the case, until you think you have enough information to solve the mystery. At that point, you go to the end of the case book and answer a handful of questions. If you know the answers, awesome! You get points. If you have no clue what the question is even referring to, you don’t receive anything except a creeping sense of embarrassment. After you tally up your points, you read an epilogue where Sherlock smugly tells you how you how he solved the case and how many leads he used to figure it out. You subtract a certain amount of points based on the difference in leads between you both and if you end up with over 100 points, you have won!

You will not win.

Sherlock’s maddening, supernatural senses of deduction means he will use like 3 leads and insane leaps of logic to ascertain the solution to the puzzle. It’s one of the biggest complaints about this game and is often a source of frustration to many players. For me? I don’t mind it too much. I just have sort of come to terms that I’ll likely never break the 100 point barrier and instead try to make sure I can answer all the possible questions correctly. If I manage that, I consider the game a success.

I adore the elegance of this system. It manages to create a sense of discovery and immersion while simply being a couple of books and a map. I am one of those Luddites who can’t stand app integration in games and I think SHCD is a prime example of how to create a richly engrossing, cinematic experience with a minimalist, technology-free approach. Plus, it doesn’t create any sort of disconnect that would occur from being like, “Let me just grab my 1800s era iPhone to trigger the next lead.”

Speaking of immersion, that’s the next thing I’ll discuss. I talked about how good Arkham Horror: The Card Game was at drawing me into its world and SHCD is no different. When I’m playing SHCD, I’m transported to Victorian London. I can feel the cobblestones beneath my feet, the choking smog in the air and the taste of a jet-black stout at the local tavern. Okay, maybe that last one is just the beer I’m drinking in the real world, but you get my point. The act of taking down notes throughout the investigation further immerses me into my role as a Victorian era detective, as I jot down leads and attempt to draw connections between them. As someone who really likes the whole Victorian London era and aesthetic, this is endlessly entertaining to me.

This is a game that can technically be played with others. It’s often touted as a great couples game, where you and your partner can spitball ideas and possible leads, passing the case book between each other like it’s the beer list at a brewery. But for me, this is exclusively solo. I like the idea of trying to come up with connections myself rather than debating them with someone else and the thought of bringing others into the game makes me fearful of breaking that beloved immersion I was just gushing about. I’m sure I’d like it just fine with one or two others, but I can’t see a situation where I’d even want to try it. I adore this is as a solo experience, so why bother?

Out of all the games on this list, this is likely the most divisive and it is definitely not everyone’s cup of tea. For one, it is, as I said at the beginning, not exactly a typical board game, straying closer to the realm of a Choose Your Own Adventure or interactive novel. There is lots of reading in this game and if you aren’t prepared to take pages of notes, you will not get anywhere close to solving the mystery. Lastly, the open-ended nature of this game has also been loudly complained about by its detractors. As someone who grew up on old school point and click adventure games, I have no problem with this game’s nebulous nature and lack of guidance. I love that the case ends when you feel like you have enough information and that the game offers no hints as to when that might be. Again, personal preference, so if that sounds like something that would cause you to pull your hair out, SHCD may not be for you.

But if any of what I’ve described does sound interesting to you or if you think it’d be a cool experience, I implore you to track down one of the game’s installments (there are 3 available, I believe, each with their own ten cases) and give it a shot. Honestly, this game was close to being my number one, but barely missed it due the game’s one-off nature; once you solve the game’s cases, there’s literally zero replay value, a huge downside for me. Well, that and because of my how much I love my actual number one.

Speaking of which….

1. Viticulture: Essential Edition

viticulture cover

Readers of the top 10 of my top 100 are likely experiencing some déjà vu. Viticulture is my number one favorite game of all time AND it’s my favorite solo game??? Yep. And one of the reasons why Viticulture IS my favorite game of all time is, in fact, due to its solo mode.

I mentioned earlier with my Raiders of the North Sea entry that worker placement games should all come with solo modes and Viticulture is the prime example of how to successfully pull it off. The dummy player you’re playing against is so simple to maintain and there are barely any extra rules beyond that to muddy the already elegant design of Viticulture’s base game. All you do is flip over the top card of a dummy player’s (called the Automa) deck and place their workers on the specified spots.

And that’s it! I’ve literally taught you the bulk of the solo rules.

Ease of play is a huge plus for me when it comes to solo games. I’ve played some solo games where running the dummy player is more work than your turn, requiring things like flow charts to parse what their move is supposed to be. So, the fact that Viticulture has barely any overhead in terms of running its Automa is one big reason why it sits at number one.

It’s also an incredibly tight experience. The goal of the solo mode is to surpass 20 points in 7 rounds. I have played this solo mode so many times and it seems to always come down to that last round, requiring some sort of clever combination of cards and actions to put me over the hump. Even though I’ve won the vast majority of my solo plays, it never feels easy and I always need to bring my A-game.

If you want to see why I love Viticulture so much, I suggest you read the top 10 portion of my top 100 that I linked earlier. Everything I say there pretty much applies here because Viticulture solo is essentially Viticulture multiplayer. Yes, there are times where the randomness of the Automa deck results in them taking a spot that makes no sense for that point in the game (“Drawing vine cards in the last round? You do you, I guess.”) but it feels so remarkably close to the multiplayer base game that I barely miss having others around the table with me as I play. At least with the Automa I can curse them out and not feel like I have to apologize later.

Listen, it’s pretty simple. Viticulture is my favorite game of all time and the fact that its solo mode allows me to play my favorite game of all time with little difference from playing it multiplayer is a HUGE reason why it sits at number one. It’s probably my most played solo game and despite the frankly stupid number of plays I have under my belt, I still love to go back to it.

If you want to see how solo gaming is done right, especially when it’s not even designed solely for solitaire play, look no further than Viticulture.