![]() We played the I-III game, as it's one of our favorites since it mixes worker placement with action programming with the merchant card row (called trade route in the game), something that does not exist in all other variants of the game. Reading the manual, I saw the following designer note :Ī play of From East to West (I-III), with trade routes The kids enjoyed the game a lot, but I did have a quibble with the it, unrelated to gameplay itself: My daughter was frustrated because she wanted to play a female character, which was not available. The game itself is fast and furious, the art is very colorful and pops on the table. ![]() There are three waves of raiders, each increasingly more powerful, just as the village defenses and capacities are weakening, raising the tension and stakes. The game becomes then a matter of juggling threats and tightly coordinating the use of powers to last as long as possible while letting as few raiders as possible breakthrough into the village. ![]() The twist of the game is that each samurai has special powers, and that once they are hurt they shapeshift into their animal, more powerful forms. On each turn each samurai must also defend the farms, the farmers and their families, failure of a single samurai at any those three tasks leads to destruction and loss of resources, further weakening defenses, as the raider waves increase in strength. The gameplay itself is quite simple, each samurai must catch numbered thieve cards, without going over their strength limit, which reminds of the blackjack. Samurais need to to catch and fight these raiders to prevent them from entering the village and destroy farms or the kill villagers. In Samurai Spirit players are samurai defending a village from raiders. I then plan to try the Dux expansion, before having a go at the historical campaign and the other play modes suggested in the manual. I posted a session report, and spent November trying increasingly difficult levels : I'm currently trying to beat the hardest level (3122). Speaking of Tetrarchia, this month my solo gaming was entirely devoted to it, as I found the game very approachable and quick to play. This month I got to try Concordia: Solitaria and Tetrarchia, too late to enter my submitted list, but which I think will enter the top 200 list next year, barring availability issues. I also learned that Orléans has a solo web app which I think I will try, and it brought to my attention that Jump Drive as a fan-made campaign mode that I definitely want to try at some point. This year's edition did not really bring new games to my attention, although it confirmed that there are a few established favorites that I'm interested in trying solo, like Spirit Island or Nemo's War. It's always a great occasion to see what new games are receiving appreciation, discover multiplayer games that work well solo, or learn of tips about soloing games. November is the month when, thanks to Kevin Erskine's unfaltering dedication, solo players collectively rank their favorite solo games. Besides bad weather encouraging tabletop gaming, the increased restrictions also meant less leisure alternatives for players, so we often had four-five player game nights. November '21 was a good month for gaming, as Novembers usually tend to be.
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