Post by Whiterook on May 15, 2024 16:57:30 GMT -5
This thread was spurned by a discussion on the new Eastern Front Tank Leader game thread between Mike and me in the World Wars zone and I thought worthy of a separate thread. That discussion centered on Compass Games’ 3 out of 10 solitaire Friendly rating for that game. In that discussion, I noted:
I hold by that statement because as a gamer myself, I am very good at “Play the Best Move Possible” for the side that comes to the fore within play. I am brutally honest with die/dice rolls for instance, and never do redo’s. Another angle on this is, after I’ve played a side and examine the battlefield, I am able to tune out what I was planning ahead for that side… maybe that’s old age barking
I’ve not run into any 2-Player game I could not only play solitaire, but also have a ton of fun.
I’ll start the discussion here!
To be honest, I never follow those Solitaire Friendly scales anymore… I’ve come to recognize mechanics that are not solitaire friendly and not many games have fallen into that non-playable category. I originally skipped on several games because the company said it wasn’t friendly to solo play… I can now dispute the vast majority including this game from what I am experiencing with the original West End Games fare.
In these Tank Leader series games, activation of units are dependent of Formation Cards (one card per group of units, like a tank battalions of three counters representing many more tanks). The originals (and I assume this this remake, as it’s a faithful recreation and not an re-tool) have each player keep all their Formation Cards in their hand (like a hand of Poker or other card game)…they get to choose which formation they want activated. It still works, as long as you switch “player” in your head and perform the best choice at that moment; I don’t really see any loss of game playing cohesion or fun in this method of play…
If one was uncomfortable with that, it would be easy enough to convert the system to LNLP’s Nations at War style, with a Draw Deck and End Turn Cards you can make up easily…I am sure it would work, and I’ll probably try doing this for shits and giggles 🤭
In these Tank Leader series games, activation of units are dependent of Formation Cards (one card per group of units, like a tank battalions of three counters representing many more tanks). The originals (and I assume this this remake, as it’s a faithful recreation and not an re-tool) have each player keep all their Formation Cards in their hand (like a hand of Poker or other card game)…they get to choose which formation they want activated. It still works, as long as you switch “player” in your head and perform the best choice at that moment; I don’t really see any loss of game playing cohesion or fun in this method of play…
If one was uncomfortable with that, it would be easy enough to convert the system to LNLP’s Nations at War style, with a Draw Deck and End Turn Cards you can make up easily…I am sure it would work, and I’ll probably try doing this for shits and giggles 🤭
I hold by that statement because as a gamer myself, I am very good at “Play the Best Move Possible” for the side that comes to the fore within play. I am brutally honest with die/dice rolls for instance, and never do redo’s. Another angle on this is, after I’ve played a side and examine the battlefield, I am able to tune out what I was planning ahead for that side… maybe that’s old age barking
I’ve not run into any 2-Player game I could not only play solitaire, but also have a ton of fun.
I’ll start the discussion here!