Category Archives: Reviews

Reviews of comics, including graphic novels, trade paperbacks, manga, small press and mainstream releases. Also board games and RPGs on occasion.

Solo Gaming

Solo board games including The Harbour, The Lost Expedition, Paper Tales, and Legendary Encounters: Alien.
Some of the board games in my collection that have a solo option.

There are many games designed with solo play in mind. Some of these games are 1-player only. Some are multiplayer games that come with solo modes. And some are multiplayer games that have unofficial solo rules that have been created by and embraced by the gaming community.

Not all solo gamers are solo. I am a member of a family of four and yet I enjoy solo gaming. For me, solo gaming offers quiet concentration. I approach solo gaming as a puzzle to be solved. I also enjoy the meditative nature of moving board game bits and shuffling / handling cards. You’ll notice most of my personal favorites are card-driven games.

This list was compiled by me from a mix of personal experience, feedback from fellow local gamers, and a few choice bits taken from the annual list of best solo games as compiled by users of BoardGameGeek.com.

MY PERSONAL PICKS

Star Realms Frontiers

Star Realms started as a solid 2-player deck-builder, but has since evolved into Star Realms Frontiers, which is the Star Realms game packaged with enough content for up four players. It also comes with a number of 1-player challenges. Some are more difficult than others, but each is a unique challenge, not just an escalation of difficulty within the same challenge. If fantasy is more your flavor then give Hero Realms: The Ruin of Thandar a go.

Flash Point: Fire Rescue

This cooperative fire-fighting game has been a bestseller at ComicReaders for several years. My son when he was younger would play it solo, taking turns with the different firefighters in an effort to rescue people (and pets) from burning buildings. Years later when I got involved in solo gaming I thought about this game, did some research, and found some unofficial rules on BoardGameGeek.com. I like to run this game solo with 3 firefighters. You pretty much play it the same way you play with a group but with way less table talk. This means all the bad decisions you make are your own. After every firefighter takes its turn you have to activate the fire. I find the limited, focused actions of the firefighters and the maintenance of the fire itself quite meditative. Lots of cardboard bits to move around the board. And it is still an excellent thematic experience. I do enjoy a game that manages to execute its theme.

Paper Tales

The expansion for Paper Tales is needed in to play solo. This is a drafting game (think 7 Wonders) but it is tight like borscht in that the game plays in only 4 rounds. The game also has an aging mechanic– basically, cards you draft last for two rounds at the most. This means you have to not only adapt your strategy based on the cards being drafted but also on the fact that some of those cards are not going to be around to help you in later rounds. When I first learned Paper Tales had a solo mode I thought how in the holy heck does one play a drafting game solo? The way is rather slick. You draw cards, draft one, and the remaining cards are set aside. You do this again– draw some cards, draft one, set the rest aside. The cards set aside eventually become the “hand” of the enemy you are competing against. I love this because I get a sense of what I’m going to face when the enemy’s turn takes place, but it is frustrating because if a card I don’t really want is going to really help the enemy then I sometimes feel like I have to take it to deny the enemy. As with the original game, the whole solo experience takes place in only 4 rounds. There are different levels of difficulty in the solo experience. I’ve won the easiest level only once out of a half dozen plays.

The Harbour

There is a lot of game variety in this small box game. The game box says 1-player but this official solo experience is basically you playing against a “dummy player” which has its own set of actions and cards that you have to manage on its behalf. This is NOT the way to play The Harbour solo. A member of the gaming community developed an unofficial 20-Move Solo Challenge. It had been around for a few years when I discovered it so feedback on BoardGameGeek has refined it into a great solo experience. A game of The Harbour ends when a player buys four buildings. In the 20-Move Solo Challenge you have 20 turns to build four buildings. If you do, you score your points. Now reset and try to better your score. I built my four buildings on my first attempt of the challenge, but I’d always buy the cheapest building available, so my score was not very impressive. Each time I play I try to do better and better. The kicker is due to the large number of buildings available in the game the game experience is almost always different in some way each time I play.

The Lost Expedition

If I’m feeling particularly strong I’ll tackle The Lost Expedition in which you are trying to discover a lost city in the heart of the Amazon. Resources are limited. The dangers are plenty. Every decision feels like a bad one. You have three explorers but you only need one to reach the lost city alive. (Thank the stars you don’t have to get back out of the Amazon!) This is a great thematic experience, but it’s hard on the nerves. There are ways to make this game even more punishing. I should mention you can play this game cooperatively, which is difficult and fun, and two people can play it competitively, which is difficult and fun as you each lead a team of explorers.

Legendary Encounters: Alien

I think there are ways to play every Legendary deck-building game as a solo experience. The official solo rules for Alien came with its first expansion but even before that people were playing multiple hands in order to play by themselves. The official solo is my go to game for a thematic, longer playing, full on meditative experience in solo play. It’s a deck builder so I’m constantly moving cards, reading cards, making decisions about cards, shuffling cads, discarding cards. I can think of few things more focusing then the riffle of cards as I stare down the wet, prickly maw of a xenomorph. The theme is nailed. I somewhat reluctantly picked up the newest expansion which features elements from the Alien Covenant movie. I’m not a fan of anything beyond Alien 3, but I wanted more cards to move around.

Hoplomachus has high quality components. It is certainly one of the more expensive solo experience games in my collection.


Hoplomachus: The Lost Cities

This mouthful of a game has two of my favorite things: a theme you can really get into and great tactile elements. The theme is gladiatorial combat in a fictional version of ancient Rome. The tactile elements are the heavy poker chips that represent the combatants and the coloured dice you chuck to resolve combat. Before Chip Theory Games had their big hit Too Many Bones, they had the series of games Hoplomachus. The Lost Cities is the first one I picked up based on a stellar review from a ComicReaders’ customer. In the solo experience, you use gladiators and your champion to fight bosses, criminals, and arena beasts over three rounds.

This War of Mine

This is, I think, the most thematic and most depressing game I’ve ever played. It’s a board game simulation of surviving in a city under siege. I played this as a multi-player experience and though I can’t say it was “fun” I can say it was an excellent experience in immersive board gaming. You can play this solo quite easily but the game itself is not easy. It’s a long game experience, too, but it comes with a slick “save” mechanic. Don’t fly solo if you are worried about intense emotions. Maybe not the best game to play during a pandemic, but then again sales of the board game Pandemic spiked when the coronavirus crisis kicked off.

Sherlock Consulting Detective Agency

With a close attention to detail and lots of physical props to read and consider, Sherlock Consulting Detective Agency is an immersive game where you try to solve cases by scouring newspapers and other props for clues. A more tech savvy individual might consider Chronicles of Crime as a solo mystery-solving experience.

Terraforming Mars

One of the best-selling heavier strategy games at ComicReaders is Terraforming Mars. It also comes with a solo mode. I do believe this is one of my business partner’s favorite solo games and it’s on this list because he’d probably give me heck if it wasn’t. (I like Terraforming Mars with multiple players. I have not played it solo.) In 1-player mode it is my understanding that you need to achieve a certain level of points in the three resources of oxygen, temperature and water. It’s an engine building game so you get to move a crap tonne of bits around the board. Lots of planning and careful decisions required.

Friday

For me, this is the “original” 1-player only game. It is a lean deck-builder. It might seem dated to some these days but ya’ gotta give this not-so-old-classic its props.

Hostage Negotiator is a solo only game. The theme might not appeal to everyone.

EXTENDED LIST

Spirit Island. One of the best cooperative experiences can be played solo.

Mage Knight. I read on BoardGameGeek that solo is the only way this game SHOULD be played.

Aeon’s End. I’ve played this cooperative deck-builder as a multiplayer game. I can see how this would be a good solo experience, but I like to fiddle with Alien cards instead.

Arkham Horror LCG — Lord of the Rings LCG — Marvel Champions LCG . The LCG stands for Living Card Game. Different themes. Similar core game mechanics. Card driven solo experience, but not a deck-builder.

Viticulture. A heavier strategy game with a solo option. If you don’t want to terraform Mars perhaps you can immerse yourself in wine country. Actual wine optional.

Nemo’s War (2nd edition). A member of the ComicReaders South team is digging the heck out of this heavily themed solo experience.

Wingspan. One of the most popular games in recent years can be played solo.

Hostage Negotiator. Dark theme. Solo only. Save hostages. I own it and all of the expansions released so far. It is difficult for me to recommend this one because of the theme. That said, the theme is NOT as immersive as other thematic games on this list, which is why it only gets an honourable mention.

Dawn of the Zeds. I’ll be honest here and say I had not heard of this game. It has gone through three printings, I think, and is an annual favorite on the best solo games list on BoardGameGeek. Zeds means zombies, so if Zombicide as a solo experience is too much of a table hog for you then consider the Zeds.

One Deck Dungeon. Play it solo or play it as a two-player game. Chuck dice. Allocate dice. Try to fight your way through a dungeon. I find this one a challenge.

Ganz Schon Clever / That’s Pretty Clever. Same game with two names. Chuck dice. Assign dice. Try to get your engine running to chuck more dice and score more points before the game ends. A slick little puzzler. Play. Reset. Try to do better.

Tiny Towns. A new game that has proven to be popular that I did not know had solo rules until I started to research this list. I’m going to end with Tiny Towns even though there are many more solo gaming experiences to be discovered. Tiny Towns is a good reminder that some multiplayer games have solo rules. Check your own collection and see what solo experiences you might have waiting for you. (Chad Boudreau)

Note: BoardGameGeek.com currently has more than 1,300 games listed as having a solitaire experience. Also, this article in its original form first appeared on ComicReaders Downtown’s Facebook page in April 2020. I made some changes to the article when I posted it on the Web site.

Gideon Falls volume 3

Gideon Falls volume 3
Image Comics
Writer: Jeff Lemire
atist: Andrea Sorrentino
FC, 128 pgs, $16.99 US

(The following comments were originally posted on the ComicReaders Comic Reading Facebook Group on Halloween of 2019. That group has since been turned down.)

I am handing out candy and reading this one.

I was on the fence about this series and was considering giving up because it felt confusing and couldn’t get to the point.

It felt less a mystery and more a self-indulgent mess.

Well, it got really good with this trade and it finally feels like it’s going somewhere and questions are being answered. It’s satisfying.

A good spooky one for Halloween. (Matt Barton)

What kept me going in the early issues was the art gymnastics. I feel like the creative team is taking some big risks here with a story that provides almost zero answers for the first— testing my memory here– 12 issues. Volume 3 is definitely where the groundwork starts to pay off.

I’d also like to mention that Gideon Falls is read by three people in my family– my wife, my oldest son, and me. (Chad Boudreau)

Queen & Country

Queen & Country Definitive Edition
Oni Press
Writer: Greg Rucka
Artist: Steve Rolston, Brian Hurtt, and Leandro Fernandez
BW, $19.99 US

It was a crazy 2019 holiday season at ComicReaders, which is just the way we like it. (Thanks to everyone who shopped local for the holidays, by the way.) As a result, it has been a while since I posted and to be honest I did not read ANY comics in the month of December. (Shock!) My bus and evening reading was solely John le Carre.

I had picked up a heavily worn copy of Tinker, Tailor, Soldier, Spy a few years ago after watching the BBC miniseries starring Sir Alec Guinness as George Smiley. The first chapter was great. I found the second chapter a slog and put the book down and moved onto other things. As we put our house back together after a renovation was completed in December I rediscovered the novel and decided to give it another go. The first chapter was great. The second chapter was STILL a slog, but I kept going and quickly got lost in this thoroughly gripping spy novel. A spy novel that is mostly Smiley digging through archives and reading old documents or interrogating people!

After Tinker, I borrowed the second novel, The Honourable Schoolboy, from the RPL. That one had actual boots on the ground spycraft but it made me so angry by the end! Needless to say, I followed up with Smiley’s People, which I’ve just about halfway consumed.

These John le Carre books reminded me of the excellent BBC series The Sandbaggers, which ComicReaders’ Dana recommended to me many moons ago. And thinking of The Sandbaggers got me thinking about Queen & Country, the comic series from many moons ago, which is quite fascinating because in December a young chap came into the store and bought Queen & Country volume 1!

Queen & Country is available in three definitive editions from Oni Press and it is a set I like to keep in stock even though I might only sell one edition every 2 years. Dana and I talked about this the other day over breakfast. If you run a comic shop there are certain titles you keep in stock to demonstrate you know your craft. Most often these are current bestsellers, award-winners, and titles that are important to the industry because of their influence, but just as often there are titles that are important to the individuals in the store. Queen & Country is, for me, one of those titles. It did win awards. And it did feature a cast of artists that continue to do stellar work in the industry. And it did give something that I would argue has yet to be duplicated in modern comics– spy stories that feel real– and that is the reason I like to keep it on the shelf. If someone was to come into the store and say, “Hey, you ever read John le Carre?” or “You ever hear of The Sandbaggers?” “Do you have anything like that?” My reply would be, “Well, yes– yes, I do.” And we’d head over to where Queen & Country resides. And as we walked over there I’d look over my shoulder and ask the person’s opinion on that second chapter of Tinker, Tailor, Soldier, Spy. (Chad Boudreau)

Moonshine #13

Moonshine #13

Moonshine #13
Image Comics
Writer: Brian Azarello
Artist: Eduardo Risso
FC, 32 pgs, $3.99 US

Moonshine could have ended at issue #6. All the plot threads were not neatly tied off, but it was a satisfying final issue to the debut story arc. Moonshine eventually returned for another six issues and when #12 hit it once again felt like the creative team could walk away feeling proud and I could walk away feeling like the story had a conclusion. Again, not everything wrapped up in a bow but some of the best stories don’t have tidy endings so I never sweat the small stuff. And now as of last week, Moonshine is back for another arc and I’m confident I’ll settle in nicely, enjoy the ride, and get back out feeling satisfied.

In Prohibition era America, a New York mob boss sends a hood into the Appalachian mountains to cut a deal with a moonshiner whose booze is a hot ticket in the city’s clubs. The mob boss wants control, see, because the moonshine is cutting into his own booze business. The moonshiner and his clan are just as tough and stubborn as the mob and so, of course, the two groups don’t get along.

And there’s werewolves.

That sounds ridiculous and looking at a slew of online opinions suggests readers have either embraced or completely rejected this genre mash-up. Me, I’m all in, of course, because creators Brian Azzarello and Eduardo Risso are cool hands at creating big personalities, juggling large casts, and playing within the defined rules of genres even as they upturn the applecart. They created 100 Bullets, a title that took a simple question and turned it into an epic featuring at least a dozen central characters, all damaged and multi-faceted, all racing toward a tragic and inevitable conclusion. 100 Bullets is a character driven crime comic that has not yet been equaled in scope. They also created Spaceman, a hard sci-fi in the guise of a crime tale about a kidnapping. So when I read that Azzarello and Risso were doing a new comic about Prohibition, gangsters and werewolves, I did not hesitate for a second.

Moonshine is populated with tropes of the grittiest crime stories. Tough talk, threats through body language, dangerous dames, tommy gun ambushes, double crosses. It also has werewolf staples like moonlit transformations, the reluctant beast, and the troubled beauty. It also has some elements unique to the creative team: Azzarello’s terse, stripped down dialogue; his irredeemable yet engaging characters; Risso’s character designs with tired, sorrowful (or angry) eyes for the men; full, sinful lips and figures for the women; dark palette for colours; and key scenes that are worthy of hanging on a wall.

Moonshine is pulp. Delicious, nasty pulp. (Chad Boudreau)

Firefly at Boom Studios

Firefly
Boom Studios
Writer: Greg Pak
Artist: Various
FC, 32pgs, $3.99 US

I was reluctant to try Firefly when it was relaunched at Boom Studios in November 2018. I had read the Serenity series for years (2005 to 2017) at Dark Horse Comics– first as material between the television series and the movie, then Shepard Book’s back-story, and then the adventures of the crew post-movie.

The later, after-the-movie material was the best of the bunch, with stories written by Zach Whedon initially and then Chris Roberson at the end. The writers’ handling of the crew, particularly Zoe, mourning Wash and floating on was an emotional draw for me. So, too, was the realization that there were more surviving “students” of the Alliance Academy, which was responsible for the extraordinary state of River Tam. This idea was just beginning to be explored in Serenity when it was announced the series would move to Boom and that Boom had no plans to continue the ideas presented in the Dark Horse series.

Ugh.

When Boom revealed the Firefly series would tell stories before the Serenity movie, I decided within my own fan mind that, for me, the Dark Horse series could exist in the same story ‘verse as the Boom series as long as Boom did not do something that would cover material already covered by Dark Horse.

So I bought issue #1 when it came out in November 2018. I did so grudgingly; but, damn, that was a fine debut. I’m ten issues in now and thoroughly enjoying every every page.

If you are a Firefly fan and are unfamiliar with the comics that carry on the adventures of the crew, the Dark Horse material is being republished by Boom in what they call Legacy editions. As for the new material under the Boom banner, the first four issues are collected in the Firefly: Unification War hardcover. Volume 2, which collects issues 5-8, was released in December 2019. (Chad Boudreau)