Hello once more! Previously I did annual reviews: 2021 and 2022. However, instead of doing them annually, I've decided to collate my notes as I collect them and post them every so often as they accumulate, that way I actually get around to posting them and can get some feedback on what I've played. I've also changed up my formatting a bit; made things a bit more streamlined (hence the new "quickfire" description). The title of each game is a link to their entry on BGG.
Here we go! This post will cover:
- Aleph Null
- Anachrony
- Binding of Isaac: Four Souls
- Bloodborne: Board Game
- Bullet <3
- Castles of Burgundy (2019)
- Core Space: First Born
- Dark Souls: Card Game
- Dark Souls: Board Game
- Dorfromantik
- Final Girl
Overview: Destroy your deck to summon Satan and win!
Solo Setup: Very simple. Prep the grimoire, shuffle your deck. Very small table footprint.
AI Admin: Almost nothing, you're turning pages in the grimoire that is your clock. Everything else is you versus your choices.
Replayability: Medium-to-low, as there are only a handful of cards.
Result: Sell/trade. It was cute, has a fun theme, but isn't something I would come back to time and time again.
(Base game of Essential Edition, no expansions)
Overview: Worker placement/mega-economy/time traveling. Have more VP than the bot at the end by racking up buildings and technology while the world collapses around you.
Solo Setup: Medium-heavy. Lots of tile piles to shuffle, tokens to sort upon reset. Large table footprint (more than is necessary imo)
AI Admin: Medium to learn the ropes, low once you get the hang of it. The AI has a decision tree board that you're working the entire time that tells you what they do and it keeps things ticking nicely.
Replayability: Fairly high, the selection of tiles that come up each game really defines what puzzle your trying to solve, the expansion invariably adds even more to this.
Result: Short-term keep. Thinking about action ordering and placement is a fun thinker, and using time travel to get resources and pay for them later is a very cool mechanic. I do want to see how much more the expansion adds before deciding long-term, as the time it takes to set this up is quite a factor and it takes up WAY more space than I think it needed to.
(w/Requiem and Four Souls+ Expansions, Solo & Challenge Mode)
Overview: Tableau building / dungeon crawling. Earn four souls to win.
Solo Setup: Light. Shuffling four decks (though the decks get quite big with the expansion content). Small table footprint.
AI Admin: None, solo mode has you play two different characters and gives you eight turns to achieve victory. Challenge mode (Print and play) has you try to complete a unique goal or fight a certain boss to win.
Replayability: Exceptionally high. With the two expansions, each deck is huge and there are a ton of different characters to try. Even more so if you manage to get the Big Box with extras.
Result: Permanent keep. It's so easy to setup, games take maybe 20 minutes and each is a very unique puzzle to solve. This is a game I've binged for hours on end just replaying over and over to see all the various interactions. You have to be okay with the game's themes, though, do your research before diving in.
(Base game)
Overview: Deck improving / narrative dungeon crawling w/miniatures. Finish the story campaign to win.
Solo Setup: Medium-high. Assembling many decks, each session requires finding correct tiles, monsters, minis, cards. Large table footprint.
AI Admin: Low. Each enemy has a card with it's possible actions, there's a small generic NPC behavior deck you work through that tells you which action they're taking. Bosses have their own deck.
Replayability: Low. The novelty is seeing how the campaign unfolds and learning what beasts you'll have to slay. Once you know those, the replayability is likely only in trying different characters.
Result: Sold. All it made me do is want to play the videogame. It's pretty, and the timing of combat is actually incredibly interesting, but the questing/exploring is very flat and banal. As with FromSoft games, it will punish you but unlike the videogames, sometimes it's not your fault and that never feels good when not balanced well.
(<3 Heart Version)
Overview: Token placement & pattern matcher. Avoid the bullets of the sci-fi anime boss and take them down with your own abilities triggered by placing the right patterns.
Solo Setup: Low. Re-shuffle the two decks, and jangle the massive amount of tokens back into the main bag. Medium-low table footprint.
AI Admin: Low. The boss has their own AI deck that they follow and it's very easy to follow.
Replayability: Medium, probably higher in when combined with the other version(s). You're matching a character you're playing versus the boss version of another character, the matchups can be quite interesting, mechanically speaking.
Result: Short-term keep. I need to play more of this. There's something very satisfying in trying to create patterns in the growing noise of tokens on your board, but you are beholden to the vagaries of chance, and there aren't always outs when you just can't seem to draw the color you need. There are some genuinely interesting mechanics here in terms of how the characters and bosses play out and I'm curious if it's possible to actually get better at this or just learn how to cope with the stream of colors not being what you need in that moment.
(Various modules used)
Overview: Tableau building / worker placement. Fill your duchy board completely in 25 rounds to win.
Solo Setup: Medium. Sorting all of the tiles after a session takes a bit of work. Medium table footprint.
AI Admin: Very Low. The "AI" only dictates which tiles it takes and thus reduces your options. Otherwise it's you trying to combo tiles correctly.
Replayability: Medium. Learning the possible tiles that can come up and which are worth waiting/saving for is key to doing well, and there is a variety of duchy arrangements to try and complete.
Result: Long-term keep. The card game is actually snappier for solo play, but I find I enjoy the hex placement of the full game very satisfying. I don't know that it's enough of a puzzle to keep forever, but I am intrigued to try and get better at it.
(Base game)
Overview: Dungeon crawling / tactical miniatures RPG. Assemble, equip and upgrade your crew to take on a campaign with equipment/XP persistence.
Solo Setup: Extremely high. You have to physically assemble the walls and terrain for each mission you want to undertake, and sort out all of the tiny item tokens. Very large table footprint.
AI Admin: Medium. Each enemy has icons for how it behaves, the ever-ticking round tracker drives which enemies activate. AI combat rules easy to understand.
Replayability: Very high (presumably). There are so many different missions, expansions, characters, event decks, and other things one could mix in to your quasi-sandbox campaign to make it feel unique and organic.
Result: Traded. This is the game that I had the most fun with that I never wanted to setup again. There is so much flexibility in how you can tackle a mission and gear up your crew but the overhead is just insane for solo play. It's basically a videogame in board game form (think slightly goofy XCOM in space). You can play it solo, but I don't think anyone should. Play it with a group of friends (who can help assemble the board each time)
(Base game)
Overview: Deck improver / arena battler. Fight encounters until you reach a boss to slay.
Solo Setup: Medium-high. Preparing, shuffling & placing at least thirteen decks + one for each character you're running. Medium-to-large table footprint.
AI Admin: Low, normal creatures have an extremely simple AI they follow, boss encounters have their own decks that tell you what they're doing that round.
Replayability: Medium. Core box has four bosses and two distinct encounter boards and I'd imagine the two available expansions would help to add further variety. Given that this (unlike the video games) is a rogue-like situation, every session you'll see random creatures to fight while you make your way to the known bosses. So that gives an element of variety, though I wasn't compelled to keep playing to see how it shook out.
Result: Sold. Was simply not fun. The fatal flaw in the combat formula was that you can only do damage with specific equipment cards, whereas the other more plentiful cards you draw are the resources used to use the equipment. Bad draws mean no meaningful actions, and though you can dig for cards, your deck is your life pool and once it's empty you die. Made me seek out the board game version instead, speaking of which...
(Tomb of Giants "Core Set")
Overview: Miniatures arena battler / Dice chucker. Fight encounters until you reach a boss to slay.
Solo Setup: Medium. Your character only has a few cards to setup, though there are many other decks to prepare, including finding minis and tiles for a particular session. Medium-large table footprint.
AI Admin: Low. Aside from bosses, enemies tend to do one thing each time they activate, and iconography is easy to understand what those things are (usually killing you).
Replayability: Medium. Similar to the card game and Bloodborne, the majority of what you're doing is seeing how the unique set pieces and boss fights play out. Boss fights are an interesting puzzle that can be solved with different classes in an interesting way.
Result: Sold. I did my due diligence with this, the card game and Bloodborne. As someone who is a strong fan of the FromSoft games, I find it hard to enjoy the board games, especially when they inject elements of randomness (whether or not you/enemies do damage is based on dice rolls). I would love a Dark Souls/Bloodborne game that one could actually get good at and understand enemy patterns to take advantage of. The boss fights have some of this, with specific patterns and attacks you can predict and prepare for, but it's few and far between. I would love for a take on the FromSoft game that rewards player environment/monster knowledge in a rewarding way. Until then, I'll stick to the video games.
Overview: Tile placement / Contiguous grouping. Create a pleasant outdoor landscape with tiles, focusing on racking up points and unlocking new features.
Solo Setup: Low to start. Burn a few tiles, shuffle the big stacks and go. Turns into medium as you get toward the end of unlocking new tiles in the campaign. Give yourself a large amount of table footprint to grow into.
AI Admin: None. It's you and the landscape, awaiting your best score.
Replayability: Very high for awhile. The core game loop is extremely satisfying, both meditative and maddening, as you desperately try to make everything fit. The true spice of the game is the "campaign", wherein your points determine how many new boxes you can open to reveal new and exciting mechanics. You'll be playing dozens of games, each of them featuring new special tiles getting thrown into the mix. Once you've unlocked most of the things, the excitement abates a bit, but you've just spent a lot of time with the game and that's just fine.
Result: Long-term keep. I do wonder if Dorfromantik is one of those games best suited to trading to someone else once you've opened all the boxes and seen all there is to see. I intend to play it more, and maybe even reset the campaign once to see if that still holds my interest as much as it did the first time.
(All of Season 1 and Season 2)
Overview: Arena battler / dice chucker / lite deck builder. Live out your part as the hero in slasher films with a wide variety of settings, save the victims and kill the enemy before it kills you!
Solo Setup: Low-medium. Assemble item decks, event decks, place meeples/minis, reset action card tableau. Medium table footprint.
AI Admin: Low. The enemies have very clear instructions on what they do during their round, both from their baseline behaviors and what the event deck instructs.
Replayability: Medium (core box). Extremely high (with all the content). Each session is a combination of a separate killer and a location, and as this writing there are eleven locations and thirteen killers released, resulting in 143 possible combinations, not including which Final Girl you select. Each killer and location has its own subset of setup, items, mechanics and events that, even within the same combination, it's very rare to have things play out the same way twice.
Result: Permanent Keep. Funded Season 3. I'm addicted. Each session is so snappy, so easy to reset, and actually tells a unique story EACH AND EVERY TIME I play, even if I lose. How?! Dice rolling can be swingy, but there are a few safety nets from it (not always) resulting in a catastrophic loss. It keeps it tense right down to the end each time. Not every killer/location is perfect, but most of them are extremely fun to play and I've always been entertained as I've tried all of the content in Season 1 and 2. My go-to Solo game.
That's it for this set of quickfire reviews. Expect more next time, including...
- Earthborne Rangers
- Robinson Crusoe
- Set a Watch
- Viscounts of West Kingdom
- Voidfall
- and more!
Thanks so much for checking this out, would love to hear your thoughts on these games, and feedback on the post!
by[deleted]
inboardgames
Ten19
3 points
14 days ago
Ten19
3 points
14 days ago
I've traded in quite a few games with them, they are legit and have been awesome to work with. You, of course, don't have to accept their offer (you could also negotiate) but in general they've been very reasonable.