Defend Lanzerath in World War II, Explore More Empires of the North, Design a Submarine, and Take Down Crime Bosses in the Wild West

Defend Lanzerath in World War II, Explore More Empires of the North, Design a Submarine, and Take Down Crime Bosses in the Wild West
For the past several months, I had been looking forward to having a wee bit of downtime around the holidays so I could dive into my ever-growing solitaire game collection. I had visions of learning and playing a new game each day, but I ended up starting with Joel Toppen's Navajo Wars from GMT Games, which fascinated and consumed me as I learned and played gradually over a multiple days. Then, before I knew it, I was sucked into other conflicting holiday plans and back to gaming with friends.

As much as I love playing games multiplayer, I also really love and appreciate the calming, immersive, and challenging experience of playing games solo. It's awesome that more and more multiplayer games are being released with solo modes, but there are also so many amazing games designed specifically for solitaire gameplay. Here are a few coming in 2022 that sound very interesting.

Board Game: Lanzerath Ridge
• On December 16th, the anniversary of the Battle of the Bulge, David Thompson posted a timely announcement on Twitter about his upcoming solitaire wargame Lanzerath Ridge, where you lead an American platoon against 500 German paratroopers at the start of the Battle of the Bulge. Lanzerath Ridge is the newest addition in Thompson's Valiant Defense series (Pavlov's House, Castle Itter, Soldiers in Postmen's Uniforms) from Dan Verssen Games (DVG) and is targeted to launch on Kickstarter in January 2022.

Here's a brief overview of what you can expect from Lanzerath Ridge:
Quote:
Lanzerath Ridge is a solitaire wargame that takes places on the first day of the Battle of the Bulge, during the Second World War. In the game, you take control of a small group of American soldiers. Under your command, the Americans must fend off the relentless attacks from German paratroopers and fusiliers. Your goal is to recreate the incredible historic accomplishment of the American soldiers by defending the town of Lanzerath, Belgium and delaying the advance of an entire SS Panzer Division.

Lanzerath Ridge is the next design in the Valiant Defense series, following the critically acclaimed Pavlov's House, Castle Itter, and Soldiers in Postmen's Uniforms. The Valiant Defense series allows you to play amazing stories of courage, with small forces holding the line against unimaginable odds. Games in the series focus on the individual defenders and are deeply rooted in history, while providing a quick play experience with a light complexity rule set.

Board Game: Lanzerath Ridge
Game board

Lanzerath Ridge is divided into four attack periods, each of which is represented by a deck of enemy cards. Each attack period is divided into a number of turns, and each turn consists of two phases:

The game ends immediately if the defenders’ morale drops to 0 or if a German attacker takes over an American defensive position. Otherwise, the game ends after the last attack. Your level of success is based on the Americans’ morale, intelligence gained during the defense, and any objectives you accomplish.
I continuously hear great things about Thompson's Valiant Defense series and ended up going all-in on DVG's last Kickstarter campaign for Soldiers in Postmen's Uniforms. I'm looking forward to playing them all, and I'm already pumped for Lanzerath Ridge based on the setting and that beautiful, snowy game board created by Nils Johansson.

Board Game: Imperial Settlers: Empires of the North
Wrath of the Lighthouse is a new story-driven, solo campaign expansion for Ignacy Trzewiczek's Imperial Settlers: Empires of the North, from designer Joanna Kijanka and Portal Games. The Imperial Settlers: Empires of the North base game includes a solo mode, but based on the description below from the publisher, Wrath of the Lighthouse offers a more in-depth experience with more variety and new challenges for solo players:
Quote:
Empires of the North: The Wrath of the Lighthouse is a story-driven solo campaign for the award-winning engine-building card game: Empires of the North.

The expansion comes with 15 unique solo scenarios played in the order corresponding with the story included in the Campaign book. When playing the campaign mode, players gain access to the new type of cards including Event cards, Legacy locations cards that last from one game to another, and Lighthouses cards that are shuffled to Island decks. Additionally, each of the scenarios can be played individually, just like the scenarios in the base game.

Board Game: Imperial Settlers: Empires of the North – Wrath of the Lighthouse

In story mode, you will play alongside a Campaign book and slowly discover how the plot unfolds. Why is the number of lighthouses on the coast increasing? Why do the people so strongly oppose the cathedral being rebuilt? And those seas constantly assaulted by storms…

Empires of the North: The Wrath of the Lighthouse is designed by Joanna Kijanka, co-designer of the base game and all previously released expansions to the game. The expansion includes 55 cards, a Scenario booklet with 15 unique scenarios, and a Campaign book with more than 50 story branches.
Board Game Publisher: GMT Games
• In their December 2021 newsletter, GMT Games announced Ed Ostermeyer and Jeremy White's new solitaire game, Infernal Machine: Dawn of Submarine Warfare. Infernal Machine is a new addition to GMT's P500 pre-order system, and had me very intrigued from its title alone, and then even more interested after reading the highly-detailed description below from the publisher:
Quote:
The time: late evening
The date: 17 February 1864
The Place: Breach Inlet, South Carolina

Standing in the submarine’s forward hatch, Lieutenant George E. Dixon pulled his cap down and tightened up his oilskin watch coat. The February sea cut through to his bones. This was the third night he ventured from behind Battery Marshall on Sullivan’s Island, and his seven-man crew was grumpy from having had no luck spotting, let alone attacking even one of the Yankee warships blockading Charleston harbor.

Dixon fingered the dented $20 gold piece in his trouser pocket. It was a gift from Queenie, his sweetheart, a keepsake that already earned its place aboard ship. A few months earlier at a wooded tangle of a place called Shiloh, the coin stopped a minie ball from shattering his leg. The dent reminded him how fickle fate and fortune are in this war, and it reminded him of home. He had that coin engraved “Shiloh April 6th, 1862. My life Preserver” and added his initials “G.E.D.”, so sure was he of the coin’s power.

Well, tonight that power was napping. Frustrated and cold, Dixon took one last look to the southeast through his telescope. The weather wasn’t likely to improve and he hoped that this would be the night he and the crew of the “CSS Hunley” would strike a blow against the Yankee blockade.

Here now… was that a light?
There!
And once again, low and to the south-southeast. A light!

He rapped the coin against the hull to startle the men. “Look sharp,” he muttered. Then, in a voice low and tense, he said “Look sharp and prepare to crank!”


Game Overview
Infernal Machine: Dawn of Submarine Warfare is a solitaire board game that casts the player in the role of inventor/entrepreneur in mid-19th century America. The game is set during a historical moment when the business environment has gotten rather dynamic – it is the tumultuous landscape of the American Civil War. The player’s task is to design, build, and put to use a submarine during that war.

Board Game: Infernal Machine: Dawn of Submarine Warfare
P500 cover image

Infernal Machine can be played either in scenario form or campaign. In a campaign, you can choose the city or port where the project’s machine shop will be located. Since construction materials and labor costs money, your role as entrepreneur comes into play as you seek out Investors to join your team; their cash will provide the funds that help your Fishboat take shape. As Inventor, your design gives form and substance to the size and shape of your submarine, and to its capabilities. Will it carry a snorkel? Will its prow be an armored ram? Will it have dive planes? Will it push a spar torpedo? Will it be powered by the muscle strength of a crew cranking the propeller or will you install a boiler engine?

To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps the machine’s construction on schedule. Once assembly is complete, your Mechanics can join the crew, using their repair capability to keep the machinery and the vessel running smoothly. Journeymen can also lend a hand on the shop floor and inside the Fishboat, while Sailors bring nautical know-how as well as sheer brawn.

While that machine shop is busy with the submarine’s construction, the game reminds you that the war drags on and it is an unstable business environment. Prices for materials and labor fluctuate. Current events can affect your construction schedule and your machine shop’s performance. Public, and even personal circumstances may force your hand. You may decide to push your Fishboat into the water before you feel it is optimal, or push your crew into battle with little training.

In this game you assign crew, taking their characteristics into consideration, such as morale, strength, engineering expertise. Your first mission will most likely be a simple affair, propelling the infernal machine forward, submerging, turning about, and returning to the surface. It will garner valuable experience that improves your crew’s Training Level. But even that simple affair could prove treacherous. Will the Fishboat drift? Will it sink and become irretrievable? Will your crew panic in the dark as they breathe in the exhalation of their comrades in that cramped machine? Will you be forced to evacuate the crew and salvage the Fishboat later? Will the crew survive the ordeal?

Later missions will be directed at the enemy. In this game, you may play either side, Union or Confederate. There are a variety of missions and targets. Will your Fishboat be aimed at the Federal blockade? Will it pull a mine at the end of a rope, or push a torpedo at the end of a spar? Will the crew survive contact with the enemy? Will they survive their own weapon’s detonation? Perhaps the nature of the mission will be quite different. Will you carry a spy into enemy territory? Will your Fishboat unload a raiding party?

Secrecy is vital. Will you send your machine out under a moonless sky? That will help conceal crew and machine but it will make navigation difficult. Will you limit the number of machinists and investors, thereby reducing the chance of rumor or gossip leaking out? Too few and you compromise your machine’s capabilities. Your Fishboat’s chances are much better if that machine is kept a secret, but it is a cantankerous machine that will punish mistakes.

A successful mission means your coffers will be filled with prize money. This is a capitalist’s war, and the War Department is offering juicy bounties. In contrast, there are many ways to fail. Coming back without making contact with the enemy is one way, but it could be far worse. Will you add the names of your crew to the Rolls of the Missing?

Scenarios and Campaign
Historical scenarios use only part of the rules to present such events as the CSS Hunley’s successful attack outside Charleston Harbor in 1864. It was the first time a submarine sank its target, a landmark event in military history. The heart of the game is the campaign, which allows you to design and build your Infernal Machine, select a crew, train that crew, and perform missions against the enemy. You manage funds and personnel, and navigate the fortunes of war as well as the waterways in enemy territory. A scenario will take approximately two hours to play while a campaign can last several gaming sessions as it spans the calendar from 1861 to the end of the war in 1865.

Sequence of Play
Each monthly turn gives you an opportunity to recruit personnel (Investors, Mechanics, Journeymen, or Sailors), each represented by a deck of cards. Each recruit comes with one or more benefits as well as costs or drawbacks. An Investor, for example, may be a generous provider of funds, but he may insist on being the captain of the ship. Does he know what he’s doing?! A Sailor may prove to be strong and cool under pressure, but he may be clumsy. Will that clumsiness jeopardize his crewmates?

Each turn also provides you an opportunity to work on your Fishboat. You purchase Bulkheads and other major sections of the submarine, each represented by tiles. They cost funds and require engineering expertise to incorporate into a seaworthy vessel. You also purchase a variety of mechanisms as you make decisions about the capability of your Fishboat.

Recruitment and Building is followed by the passage of time when the Month marker is moved forward on the calendar. Debts must be paid, if you have any, and you must check the Fortunes of War table to see if something unexpected happens that month. Will prices rise? Will one of your Journeymen get engaged and leave your shop? Will the enemy shell the wharf where your Fishboat is waiting to go into action? Will you get an offer to use your machine shop to make parts for the War Department, giving you a contract and additional funds? Will the enemy capture the town, forcing you to move to another location? Each month has its own table of random events, and there is one set used when playing Union and another when playing Confederate. This adds to the feel of the historical experience while also increasing replayability. The Confederate experience is quite different from playing the Union. The latter is an industrial business environment while the Confederacy’s economy gradually spirals into oblivion.

Each month you have the option to finish the turn by taking your seaworthy Fishboat into action. There are four Action Boards in the box, each providing its own unique historical and nautical conditions (Charleston, Mobile, New Orleans, and the James River from City Point to Richmond).

You set up a mission by establishing meteorological conditions on the Action Board (drift direction, drift intensity, visibility, and weather), and assign each crewman a position inside your Fishboat. Will you call off the mission because the current is too strong? Will you wait for a better opportunity, or will you push ahead despite the risk?

Your submarine will move from one space to the next as it executes its mission. During a mission you assign jobs to each crewman (crank, repair, rally, or operating a mechanism). This is new technology and the submarine is an untried machine, so malfunctions are likely and you will assign crew to manage and hopefully repair them. In many cases, just getting out there and locating a target is a victory of sorts, and getting the crew back home can feel like a triumph. Of course, your mandate is to do more than make contact with the enemy and survive. To gain prize money, you will have to prove your machine’s efficacy against the enemy. It’s an old story: higher the risk, greater the reward.

If you manage to navigate your machine and crew to make contact with its target, action shifts to the Tactical Board. There, the Fishboat closes in and you hope conditions are right so that it remains concealed. Decisions you made leading up to this tense moment have put your crew in a good position, or maybe in a bad one. In either case, history is watching.
Board Game Publisher: Button Shy
Deadeye Dinah is a small and compact, quick-playing (5 to 15-minute) solo game designed by BGG user Onthewayover, where you take on the role of a bounty hunter attempting to bring down a ring of crime bosses over the course of eight unique missions.

Deadeye Dinah was originally self-published as an entry in the 2021 "9-Card Nanogame Print and Play Design Contest", where it won several awards including Best Solitaire Game and Best Cards-Only Game. It has since been picked up by wallet-game publisher Button Shy, who specializes in pocket-sized games (Sprawlopolis, Circle the Wagons, Tussie-Mussie).

Here's how Deadeye Dinah works, as described by the designer:
Quote:
In this in-hand solitaire Western campaign game, bounty hunter "Deadeye" Dinah Reeves is taking down a ring of crime bosses as a favor for her lawman little brother. Aim impossible shots, brave fearsome perils, and stretch scant supplies in your hunt to bring in each crime boss, dead or alive (most likely dead). As you progress, your legend will grow, striking fear into your enemies and granting you an edge...which you'll need, 'cause you've set your sights on the toughest, meanest pack of varmints this side o' the Wild West. Good thing you never miss.

Deadeye Dinah features an in-hand, cards-only microgame campaign with 8 unique missions, each lasting 4-6 encounters, and persistent character progression through each mission. Each mission, or "job," is hunting down 1 crime boss.

Board Game: Deadeye Dinah

Players start a job by setting up the deck for the boss they want to pursue. To track down the boss, they play kit cards (Dinah's equipment) to overcome each scene card (the trials she faces) stacked on top of the boss card. A scene card can be an environmental peril or a shootout with hired thugs. Each kit card is played as either a bullet to shoot or an item to use for special effects, but playing kit cards also leaves Dinah open to being shot and losing cards. If Dinah overcomes a scene, the player adds the scene card to Dinah's kit cards. If she can't overcome the scene, she must escape and lose cards. If Dinah ever runs out of kit cards, and the player can't add any more, she fails the job and must start over.

If Dinah overcomes all the scenes and reaches the boss, she must duel the boss by playing a bullet to shoot the boss while avoiding getting shot herself. If she doesn't fulfill both those conditions, the boss slips away and Dinah fails the job. But if both conditions are fulfilled, Dinah wins the duel, captures the boss, and completes the job, earning reputation in the crime ring's new territory. As Dinah earns reputation, the player upgrades her legend effect, a passive benefit she carries into each job.

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