I Love This Solitaire Game!
p55carroll
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Minnesota
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Some Geeks say solitaire games aren't worth playing. ("If you have to play by yourself, why bother?") But I've found quite a lot of gaming enjoyment when just sitting alone with a good board game in front of me.

How 'bout you? Here's a chance to share some love for games that too often get shunned or neglected.

Add your favorites and share your positive experiences (or any other comments you feel a need to express). It's OK to list or comment on any game you've enjoyed playing by yourself--whether it's specifically designed for solitaire or not.


There are some discussion questions in the Comments section, for anyone interested.

Be sure to see this GeekList of SoloPlay variants.


Games I'm surprised NOT to see on this list so far:
Space Alert
No Retreat!
Luftschiff
Zulus on the Ramparts!
Blokus
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151. Board Game: Hockey Blast Pro Hockey Game [Average Rating:7.93 Unranked]
John R
United States
Flint
Michigan
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This great game gets a '10' for solo play. Fantastic game! The designer has made a superb product. I can see myself playing this one for a long time to come.
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152. Board Game: Tarawa: Bloody Betio [Average Rating:5.15 Unranked]
Simon Blackwell
England
Rotherfield
East Sussex
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I bought this about 10 years back but didnt like the look of it when I opened the box, it just didnt match up to the sumptuous box art and I wanted to play it from the Japanese perspective which you couldn't. Sold it unpunched for a pittance last year
 
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153. Board Game: SP MOTOGP WORLD [Average Rating:8.00 Unranked]
luca revello
Italy
biella
italy
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Statistical Motorbike Races (Motogp)

Years published: 2011 - 2012 - 2013

FREE PRINT AND PLAY GAME!
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154. Board Game: Hidden Intruder [Average Rating:7.02 Unranked]
Kelly N.
United States
Richmond
Texas
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Updated version of Intruder. Very fun for Alien fans.
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155. Board Game: Don't Tread On Me: The American Revolution Solitaire Board Game [Average Rating:8.57 Unranked]
Terence Co
Canada
Vancouver
BC
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One of the BEST solitaire wargames I have ever played, along with being one of the best American revolutionary war games I have ever played, uses the Vietnam war solitaire system with a lot of meat on it to portray the American Revolutionary war. Intuitive solitaire game and a R Ben Madison Classic(Mound Builders, Death in the Trenches, Swing states).
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156. Board Game: Destruction of Force Z [Average Rating:6.75 Unranked]
Swamp Hamster
United States
South Carolina
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This is a great "sleeper" game that seems to have been missed by the radar of many gamers. Lots of fun; great replayability; and inexpensive. I've had some great experiences playing this one. Add the HMS Indomitable (optional rule) and excellent slug fests can develop as the Japanese bombers encounter the Sea Hurricanes.
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157. Board Game: Aces of Valor: Aerial Combat during WWI [Average Rating:7.33 Unranked]
Swamp Hamster
United States
South Carolina
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Simple and fun game of WWI aerial combat. Great replaybility and you can choose between playing as the British or the Germans.
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Swamp Hamster
United States
South Carolina
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Great game. Excellent replayability. Perhaps the best solo aviation game produced by this designer -- but perhaps a tie with Aces of Valor.
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159. Board Game: Thud Ridge: A Solitaire Game of the Air War over North Vietnam [Average Rating:7.33 Unranked]
Swamp Hamster
United States
South Carolina
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Solo game of the Vietnam air war. Good fun -- much better than I anticipated being a big fan of Downtown.

Click on photos for enlargements


Another Day in the ‘Nam. Another strike in the North. Another opportunity to end up in the Hanoi Hilton. The squadrons assembled their aircraft for a strike against a target deep into North Vietnam -- the Kep Ha fuel depot. This mission demanded extra fuel meaning the F-105 Thunderchiefs would carry only half of their maximum bomb loads. With only four F-105s allotted for this mission, it also means a reduction in the chances of destroying the target forcing a return in the future.

Word arrived that Kingpin would lead the flight of F-105s which would include Maverick, Cobra, and Dutch. Four F-4 Phantoms, led by Falcon, would provided cover and include Rattler, Maynard, and Joker. Each F-105 and F-4 packed four heat seeker sidewinder missiles while the latter also carried four radar directed sparrow missiles. A chart check noted an F-105 Wild Weasel had been designated to accompany the eight aircraft for use against any radar directed anti-aircraft sites. Although the flight leaders requested the electronic counter measure support of an EB-66 Destroyer, a “low die roller” in the chain of command denied this valuable asset.

Turn 1: The nine aircraft comprising the strike force departed home base and set a course for North Vietnam. A roll of the die indicated they would enter at hex A-10. Hmmmmmm....that means a few choices must be made since it is located immediately west of Thud Ridge. Kep Ha is directly to the north but should the flight pass along the western side of Thud Ridge and risk the North Vietnamese Kep and Phuc Yen airfields or pass to the east of Thud Ridge where a string of anti-aircraft sites awaited in order to guard the western approaches to Hanoi? Either way, the flight would pass within a hex of Phuc Yen airfield. However, the eastern approach is much longer and would probably involve locating an aerial tanker. The flight opts for the western approach and skirts along the edge of Thud Ridge. No events as the planes enter North Vietnam.

Turn 2: The aircraft enter the airspace at the southwestern tip of Thud Ridge. No events.

Turn 3: Proceeding north east along the ridge, the American aircraft draw ground fire. Tracers rise toward the aircraft but the charts indicate no hits as they sail harmlessly past the planes.

Turn 4: The Americans reach the northeast tip of Thud Ridge. No events.

Turn 5: Now for the what I refer to as “threading the needle” -- the planes turn sharply to the north to pass directly between Kep and Phuc Yen airfields. Strong anti-aircraft defenses ring both airfields so the planes must remain precisely on a northerly course. No events.


Threading the Needle between Kep and Phuc Yen airfields

Turn 6: The American aircraft continue their heading. No events.

Turn 7: Alarms sound in the aircraft. Bandits are airborne! A roll of the die notes there are three North Vietnamese MiG fighters (two MiG-17 and one MiG-21) maneuvering toward the Americans. The escorting F-4 fighters waste little time and initiate searches for the incoming bandits. Falcon locates the Mig-21 and launches a sparrow missile...quickly followed by a second sparrow. The radar guided sparrow missiles are an advantage carried by the F-4s however they are notoriously unreliable. The first missile misses but the second appears to score a hit! A check of the charts and....no damage! Rattler lines up a MiG-17 for a radar shot and releases two missiles. Two misses! The third MiG-17 is engaged by Joker with sparrows. The first records a hit while the second just seems to disappear. A quick check and...YES!...the MiG definitely takes a hit and is flipped to its damaged side.


MiGs approach the Strike Force. Target card is placed in the center to remind me of its parameters.

Combat continues as the North Vietnamese aircraft advance closer to the American planes. Dog Fight! A die roll places the initiative with the Phantoms. Maynard picks out the MiG-21 and releases a sidewinder. The missile fails to properly track. Falcon banks and squeezes a sidewinder at a Mig-17 itching to reach the F-105s. Closer...closer...right up the tailpipe! The MiG shutters and goes down with a trail of smoke. Viper locks onto the MiG damaged earlier by Joker but his sidewinder misses as well. Meanwhile the MiG-21 returns the favor on Falcon and launches an atoll missile. Falcon maneuvers and the missile passes harmlessly away from him. The wounded MiG-17 attempts a cannon run against Maynard but misses. A check of the die and chart and both MiGs disengage from the combat.


Joker hits a MiG-17 with a sparrow missile

Turn 8: The Americans continue north. Falcon was now a “MiG Killer”. No events.

Turn 9: Kep Ha is in sight! Whoa! More Bandits! A single MiG-21 approaches at rapid speed! Is this the same pilot from the earlier engagement? Unknown but he is definitely aggressive. Maynard, still fully armed with sparrows, releases two of the radar homing missiles. Miss! Miss! Then...a bad die roll! The combat initiative goes to the MiG-21. The MiG moves even closer and locks its sights onto Joker and fires an atoll. Closer...closer...closer...BANG! A hit on Joker! The F-4 seems to bounce but remains airborne. Maynard squeezes a sidewinder with no impact. The MiG pilot pulls up and places his cannon sight onto a wounded Joker. Tracers fly past the crippled aircraft. As Maynard attempts to line up another sidewinder shot, a die roll disengages the MiG-21 which departs the area.


A MiG-21 takes "a toll" on Joker. Pun intended...

Turn 10: The F-105s initiate their bomb runs on the Kep Ha fuel depot. Kingpin leads the way as flak rises toward his aircraft. Two damage points are scored as both bombs hit the target area. Kingpin pulls up and away as Maverick drops quickly toward the fuel depot. Two misses! Cobra follows the lead into the flak filled sky and drops his two bombs. One hit! As Cobra gains altitude, a sudden jerk and the sound of alarms alerts the pilot to the success of the North Vietnamese gunners! The F-105 sustains damage but is still airborne. Dutch drops into the target area to release the last two bombs -- another hit! The F-105s score a total of four hits on the fuel depot but do not destroy it. No further events.


North Vietnamese anti-aircraft gunners hit Cobra

Turn 11: It is possible to send the F-105s back onto the target for strafing attacks. Weighing the possible gains with the fact there are two damaged aircraft on this mission that need to get back, I opted to commence a return flight to the immediate west and egress. Damaged aircraft still in flight. No events.


The Strike Force initiates the egress from the target area

Turn 12: Heading west. Damage aircraft still in flight. No events.

Turn 13: Heading west. Joker loses control of his damaged F-4. So close to the egress point! The crew ejects! A check of the events table and a report is received that a recovery team located and extracted both airmen. No further events.

Turn 14: Egress! The aircraft exit the map. A rough ride that could have been worse if North Vietnamese surface to air missiles had engaged them during the mission.

Final Tally:
Target -- damaged
F-4--destroyed
F-105--damaged
MiG-17--destroyed
MiG-17--damaged

Two shots for each returning crew member…
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p55carroll
United States
Minnesota
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Games are not movies or stories; they're vehicles for creative decision making.
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"Desire makes everything blossom; possession makes everything wither and fade." (Marcel Proust)
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Eurogame fans should be sure to check out this GeekList! You may find that you don't have to wait for your gaming group to play your favorite game; you can have fun playing it all by yourself.

So far, I haven't tried the SoloPlay variant for Thurn & Taxis. But I've played the game with two and three players, and I like it a lot. One of these days I'll have to find time to play it solo.
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161. Family: 18xx
Adam Brocker
United States
Gilbert
AZ
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Found that the Rails Project on Sourceforge plays great as a single player game:
http://sourceforge.net/projects/rails/

I'll typically create a 3 player game of one of the 18XX variants and play each of the roles.

The early game is not a whole lot of fun, since it generally involves auctions, but the route building later in the game is a lot of fun. Typically I won't remember my strategy for the 1st player when I am playing the 3rd player. This allows some amount of surprise tokening.

It's a nice way to get to learn some of the 18XX variants without having to invest a full 4 hours as a learning game.

NOTE: I am really looking forward to AI opponents, but I am enjoying playing solo just the same.
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Chad Mestdagh
Canada
Edmonton
Alberta
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These are the best ones that I have found/made.

Currently working on Fifth Avenue.
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Kyle W.
United States
Up Nort' Der
Wisconsin
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Castle Ravenloft was mentioned earlier, but really almost any dungeon-crawler can be easily adapted for solo play.

MKD actually has its own "official" solo rules, and they work fairly well - I've used them many times. The basics play almost exactly the same as they do with other players as opponents, and most of the differences are there simply to control how the monsters move.

The difficulty level is easily scaled by changing up the Wandering Monster Tokens - tossing out a yellow (weak) token or two and replacing them with a red (strong) tokens can completely change the outcome of the game.

The completely modular setup for the dungeon itself means you can do a massive single-level game or even a campaign of dozens of a smaller games.
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Kenny VenOsdel
United States
Saint Paul
Minnesota
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Big list of solo-games. Good stuff!
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165. Family: Dungeoneer
Michael
United States
Anchorage
Alaska
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There is a fairly decent solo variant available right here on the geek.

Add in that this is a fairly easy to transport fairly inexpensive game and you end up with a game that belongs on any solo gamers list.
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Lard Head
United States
California
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Really you can play an awful lot of wargames solitaire, but lately I have been having a great bit of fun with the Conflict of Heroes series.

Both base games (Conflict of Heroes: Awakening the Bear! – Russia 1941-42 and Conflict of Heroes: Storms of Steel! – Kursk 1943) play well solitaire. I can't attest to how the expansion, Conflict of Heroes: Price of Honour – Poland 1939, is since I don't have it yet, but I don't see why it wouldn't work. There are included variant rules to play solitaire in both base games.

Conflict of Heroes: Storms of Steel! – Kursk 1943 even has some firefights which are designed as solitaire firefights (although they also include modifications to make them playable by more than one).

These are good, quick, easy to learn wargames to begin with and they also play great solitaire!
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