Unsurmountable is the third game in Scott Alme’s/Buttonshy’s Simply Solo series. For me, a work really earns its series label when it hits three works so good on them.
The game, like all of the games, is very simple. You are trying to build a mountain out of the cards with a path that runs from the bottom to the top. (For the sake of clarity, I should mention it’s a two-dimensional mountain)
You have eighteen cards and nothing else. No dice or tokens or such. Seventeen of the cards are mountain cards that show paths and a special action. The other card is the rescue helicopter with a one-time ability to put one card from camp/your hand at the bottom of the deck.
Shuffle the mountains cards and deal out four or five in a row. (The number depends on the difficulty level) You can either add the first card to the mountain, which will be a step-pyramid, or use the special power on any of the other cards. Draw back up and repeat. If you form a path to the top of the mountain before you run out of cards, you win!
Unsurmountable has five levels of difficulty, which is a very good design choice. After you get to know the deck, the game becomes dramatically easier. So the game needs the extra challenges to keep it interesting. I view the second level (four cards in your hand) as the base game with level one as a tutorial.
The worst thing I can say about Unsurmountable is that I still like Food Chain Island better. Scott Almes and Buttonshy started out the series with a very strong game in Food Chain Island.
Unsurmountable is a micro game that is designed to be played in ten minutes or so. It is not going to be Gloomhaven or Agricola. However, within the framework of its design expectations, it does very well. Mechanically, it is intuitive and easy to understand but the choices are legit. Sometimes you get the mountain. Sometimes the mountain gets you.
Not everyone is looking for a solitaire micro game. But, if you are, Unsurmountable is worth looking at.