House on the hill solitaire game




















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National Security. Agency Insider. Each Colossi Tribe stack will always move one hex closer to the nearest enemy unit. The Colossi are not sprinters and will simply move one step per turn toward the nearest enemy unit. Think slow and steady. I really like this element as it actually allows me to plan for the movement of the Colossi, much like when I lived on the farm growing up and we could drive our hogs into the pens we needed them to go in by anticipating where they were going to go. The main focus of the Colossi Order of Action is the card that is drawn at the beginning of the round.

This card is the key to the choices made by the AI, and is the unpredictable part of the design. As you can see from the card pictured above, there are two parts to the Order of Action.

First, will be a listing of all the tribes that will act this round. You can see that there are 5 Tribes listed on the card. In the game, there are actually 7 Tribes so there are always at least 2 Tribes that could be on the board and in play that will not act because they are not listed on this Order of Action card. The player will simply activate each of the listed Tribes in order and perform their actions and attacks.

So, using the card in the above picture, the Tombstones will act first, followed by the Blackstones, the Whitestones, Greystones and finally, the Brownstones. That is it. Pretty simple and this part is very unpredictable. You might get lucky and have only 3 or so of the 5 listed Tribes on the board so you will have an easy round. You might also see that the Tribes that are on the board are all listed and will have a field day as they pummel your Marines. Very unpredictable but a part of the design that I really enjoyed.

I wrote a series of Action Point posts several years ago on this one. In Action Point 1 , we looked at some of the various rules, including how to attack with the Marines, their Landing Procedure as they drop in from space, their array of weapons, including the Boring Bit and their mighty Orbital Strikes and in Action Point 2 take a look at the AI used for the Colossi, as it is really quite good but easy to use.

The game is a look at the 4 day campaign spanning November , over the control of the islet of Batio located in the Tarawa Atoll.

The game covers the operations of the US 2nd Marine and 27th Infantry Divisions in their attempt to clear the islet which is defended by nearly 5, hardened and dug-in Japanese troops. One element of the game that I liked is the US Action phase. The US is given three actions that they can take each turn which include movement, attack and barrage. These actions can activate 3 units or stacks and each can only be activated once. You can also take free actions with certain units that have a hero, inspired or disrupted marker or an HQ unit.

This requires you to think about and plan out each of your uses of these scarce actions. I found that I would use at least 2 on groups to create a stronger attack on Japanese units and then always use one of the other remaining actions to move into Close Combat as that was more effective than my fire attacks.

This is another puzzle that must be solved in order to effectively play the game and I have lots of work to do in that area. Well designed, well thought out and with a very realistic and viable AI system to control the Japanese. John Butterfield has made a great game that will be tough to master but that can be played again and again with different results each time!

I have not yet played the other entries in this series but do own D-Day at Iwo Jima but I assure you this one is good and even though it is really challenging will make for a great play each and every time. Field Commander: Alexander from Dan Verssen Games, the second game in the Field Commander Series following Field Commander: Rommel , is a solitaire game where the player finds themselves controlling the life of Alexander the Great of Macedon when he comes of age in B.

You will decide what units to purchase and train, what advisers to listen to and seek guidance from and what cities you will sack along the way as you try to realize and fulfill various ancient prophecies. One of the things that I really liked about this one is the variety of campaigns. Variety in any solitaire wargame is key in my mind as it means it is replayable.

Field Commander: Alexander excels in this area as there are not only 4 different campaigns that can be played alone or linked to form a campaign, but there are Special Campaign Options that introduce even more variety and really ratchet up the difficulty. Alexander was surrounded by some of the greatest teachers, scholars and warriors who would guide him in his choices and offer advice when necessary.

In the game, players are given advisers of their choice to use in the various campaigns and then can purchase additional advisers with Glory they have earned from battles. I love this aspect of customization as it gives me different ways to try to win. I also really enjoyed the combat priority system, building my armies and buying tactical chits in the form of Battle Plans to perform amazing maneuvers that can change your fortune.

Overall, a really solid and well designed game that is most importantly fun to play. Jun 6, Version 1. Ratings and Reviews. App Privacy. Information Seller Headsoft. Size Category Games. Compatibility iPhone Requires iOS 4. Mac Requires macOS Languages English. Price Free. Similar games. This website uses cookies to ensure you get the best experience on our website.

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