Over the past few days I have been binging on the solo version of Glass Road. I do not know why I had the hankering to play it so vigorously but I guess I just wanted to be, or attempt to be efficient.
Do you ever get that feeling?
Maybe your life is in chaos or you are feeling very productive today or this week and nothing can cure that better than trying to optimize your actions and engine in a nice deep board game.
I keep a log of most of my games plays, especially when they involve trying to beat your high score, and the last time I played Glass Road was in August of 2015.
The good news is that I established a new high score of 24.5 which I hit twice in this most recent run of 10+ games that I knocked out. My lowest was a pathetic 13.5.
I think I built lots of 0 point buildings that game that gave me awesome powers but never quiet got my engine to the scoring actual points phase.
Thoughts on Glass Road
I have seen some comments about Glass Road since it came out, especially if you are playing solo, that the score you get or COULD get is determined a lot by the buildings that come out and how they synergize.
I used to think this was a fair statement grounded in reality but the more I dive into GR and try to master it, the less I feel that way.
Sure, some buildings appear better than others. I personally think the “score 1 point for every brick used” and the glass equivalent are great scoring buildings.
Are they overpowered though? I don’t think so. At the end of the day you still have to execute on building those other buildings using bricks and you can easily mess that up or at least build sub-optimally.
The other nice thing about the solo game is that the buildings do not shuffle around as much as they do with more player counts. The solo game has no “refresh” mechanism so the building offering only gets refreshed when you take one.
This allows the solo player to really analyze the options available at the start of the game and come up with a rough plan.
New buildings gained in your private offer and through the refresh can of course change this plan but it has a nice uninterrupted planning feeling to it when you do not have other players stealing that shiny shed you had been eying for 4 rounds now.
Loss of main mechanic in the solo game
The only downside I have found to the solo Glass Road game is that the main mechanic of having to play some cards that others will and some that they wont in order to get the most actions is lost. While the last turn of every round you get to pick which card of two to perform the double action on, it really isn’t the same.
The most interesting thing is that it actually works! While it may seem like two separate games for whatever reason it works. The solo game you are allowed to focus much more on manipulating the wheel, the order of your cards, and what buildings to build and when. The relief of having to figure out what other players might play, which is fairly difficult given hands of ~15 cards, works very well for me.
Coming up on Cardboard Crusader
I am finishing up playing all the scenarios of Heroes Wanted(there are only 4) and should have a review of that up soon. I wanted to review the Galaxy defenders expansion(s) but when I set it up I realized I forgot the base game rules and needed to go back learn that game again before I tackle the expansion and its rules.
I plan to do that next after finish Heroes Wanted.
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