Tuesday, 22nd September 2026
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The Solo Board Games That Keep Me Happy When No One Else Can Play

21 September, 2026

There are evenings when I want to play something more satisfying than a screen, but nobody is free and I cannot be bothered trying to organise a full game night. That is where solo board games come in. The good ones do not feel like a compromise; they give me tension, stories, decisions and a reason to clear a bit of table space just for myself.

Spirit Island is the one I play when I want my brain properly engaged. You take control of powerful spirits defending an island from invading colonisers, gradually combining powers and working out how to stop the situation becoming unmanageable. It is technically cooperative, but the solo mode is so complete that it never feels like I am controlling a missing group. It is regularly highlighted as one of the strongest solo experiences because of its depth, challenge and replayability.

For a more story-led evening, I turn to Arkham Horror: The Card Game. It sits somewhere between a card game and a roleplaying campaign, following investigators through strange mysteries, creeping dread and occasionally terrible decisions. The official game describes it as a cooperative Living Card Game that blurs the line between card games and roleplaying, which is exactly why it works so well when I want a TTRPG-like experience without coordinating a party. Its introductory campaign can be played alone or with up to three other players, so it also works nicely as a stepping stone into a future group game.

When I only have an hour, Under Falling Skies is usually the answer. It is a solo game about defending an underground base during an alien invasion, using dice both to power your actions and move enemy ships closer to disaster. Its multi-mission campaign gives each session some momentum, rather than feeling like a disconnected puzzle.

Wingspan is my comfort choice. The turns are satisfying, the engine-building is gentle enough for a tired evening, and filling a habitat with birds feels productive in a very low-stakes way. It is not the most dramatic solo game I own, but that is precisely why it earns its place: it gives me something pleasant to focus on without demanding all my energy.

Finally, I still make time for Gloomhaven. Its tactical scenarios and character progression are ideal when I want a longer solo project rather than a single-session game. Solo play gives me a chance to test unusual character builds, learn the rules at my own pace and keep the campaign moving between group sessions. That sort of ongoing progress is what turns a quiet evening into a genuinely memorable bit of gaming.

James
Ayup! Long story short, I'm the nerd, but certainly not the artist, behind The Rogue's Bulletin. I've been playing TTRPGs and had a passion for games for years and like every person getting to their slightly early midlife, it's time to start a blog about it.