Solo / Solitaire Game

Galactic Cruise

Hello, and welcome to Galactic Cruise. Here, we offer our guests something special: the comfort of a luxury cruise with the innovation of space travel. As the first company to offer extended-stay space vacations, we are excited to have you working for us! As a supervisor of this company, you’ll be expected to not only build these ships and satisfy our guests, but also to help the company thrive by enhancing our company network, inventing new technologies, and growing our workforce. We are a united company, and you’ll often find that what another supervisor does will make your job easier. Let me be clear, though, this is a competition. Our current CEO will be stepping down in three years, and the supervisor who comes out on top will take his place.

On your turn, you will either place a worker to take two actions in the ever-expanding network, launch a ship and send one of your workers to space as a pilot, or recall all your earthbound workers to collect funding bonuses. Actions include acquiring blueprints, constructing ships, attracting guests, and building developments–connections between locations that increase action selection throughout the game. You will also be affecting resource markets that ebb and flow with the actions of all the players.

Throughout the game, you will also be competing with your fellow supervisors to complete company goals, which will earn you progress cubes throughout the game. Progress cubes are also placed when you launch ships, and when a certain number of cubes are placed onto the company’s progress track, the game ends, and the player with the most Victory Points becomes the new CEO of Galactic Cruise.

Do you still think you have what it takes to work for us? You do? Great. Let’s get started.

—description from the publisher

Scoville: 2nd Edition

New addition to the classics line from Trick or Treat Studios. An updated printing of a modern classic! 1 to 6 players will plant peppers, harvest them, cross-breed them, sell them, and make delicious chili to score points!

This edition includes colorblind-friendly plastic peppers, new art, and a new solo mode!

—description from the publisher

NOTE: This edition also includes The Labs Expansion.

Pergola

In Pergola, players develop their gardens, grow new plants, and attract insects and small animals. On their turn, a player chooses one of the four available tools, picks the presented items, and arranges them in their garden. Then they perform the action corresponding to the chosen tool. Since players have a lot of freedom in arranging plants in their gardens, after fifteen rounds each garden looks completely different and scores differently. The player who accumulates the most points wins.

—description from the publisher

Trailblazer: The Arizona Trail

Travel the spectacular 800 mile long Arizona Trail as you take in the sights and sounds of the mountains, canyons, plateaus and deserts seeking out the amazing variety of wildlife such as the Roadrunner and Javelina, while avoiding the Gila Monster. From Saguaro National Park, the Sonoran desert, through the largest Ponderosa pine forest on Earth and into the Grand Canyon, you will interact with the incredible diversity of Terrain, Flora and Fauna found in State 48... aka Arizona.

Players will call upon the legendary Jackalope and Lost Dutchman to aid in their travel. Turn order is determined for each round of travel and actions through a unique movement and observation mechanism. Players will need to acquire an interesting blend of key Natural and Personal resources to obtain advantages and create their own mural of Arizona wonders through efficient placement of polyomino depictions.

After 8 weeks/rounds of travel, the player who builds a reserve of the most Arizona Grit and Superstition Gold is declared ... TRAILBLAZER

-description from publisher

Nestlings

In Nestlings, players assume the role of birds competing to gain priority across four biomes: savannah, alpine, freshwater, and desert.

Each round, players roll their biome dice, then place the dice in biomes one at a time, alternating in clockwise order. Once players have placed all their dice or have chosen to pass for the round, each biome is resolved.

The player who first placed dice in a particular biome gains priority and reaps the rewards of doing so: selecting a resource first, and discarding a resource to thwart their opponents' plans. However, if another player places more of their biome dice in that same biome, that player gains priority. Once priority order has been established for the biome, players each claim resources to feed their nestlings and gain the matching segment to add to their resource ring on their player board.

Once all biomes have been resolved – including the wild grasslands biome in the center of the board – players score points based on how many nestlings they fed and how many segments are in their resource ring, regardless of which round they were assigned.

As the game progresses, the tension rises as players must make key decisions along the way, decisions that could secure victory or usher in defeat. Will they feed their nestlings for more immediate points, or take a different resource to complete a section of their resource ring, thus earning a bonus and triggering a powerful chain reaction? Will they use in-game currency to activate another end-of-game nest goal or save it for victory points? Will they place a second die to secure priority or risk it and head to another biome to take other much-needed scraps?

At the conclusion of round four, the game ends and players reveal their endgame nest goals and tally their points.