Monday, September 8, 2025

Nanga Parbat: Alone on the Wilderness - a tiny game about a HUGE mountain

Nanga Parbat: Alone in the Wilderness is the last game in the Kickstarter for Dr. Finn’s Book of Solo Strategy and Word Games I’m looking at. I saved it for last because it’s not actually in the book but a bonus for backers. Steve Finn has said that he plans on releasing it in some format in the future.

And, truth to tell, it doesn’t feel like it would belong in the book. The eight games in the book use elements from games like Scrabble and Carcassonne and Yahtzee that make them feel intuitive and familiar. They are carefully crafted for a wide, casual gaming audience. Nanga Parbat, on the other hand, is its own thing.

Nanga Parbat sounds to me like either a cryptic or a spare identity for Bruce Wayne but it is actually the ninth highest mountain in the world and is part of the Himalayas. It’s known as the killer mountain, one of the hardest mountains to climb in the world. It is also known for its diverse wildlife and that part is the theme of the game. You are exploring the mountain, documenting the animals you see.

The game sheet has six areas, one for each die pip. Each area has six spaces, also for each die pip. Each space has one of four different animals. (Yak, Red Panda, Snow Leopard and Musk Deer, by the way) At the bottom of the sheet, each animal has six different scoring icons.

Oh, there’s are also some trails between areas but those are only for the musk deer scoring. 

0kay. At the start of the game, you roll a die. Put it on the marching mountain area. Choose one animal to circle in that area. Circle one of the matching animal’s scoring icons on the bottom of the page. Then, move to the die to the mountain area that matches that animal’s number. Roll the dice and cross out the animal that matches the roll in the new area. Then you move the die to the area that matches the new number.

At that point, you start over again but you don’t need to roll the die. You start over in the new area. Do that twelve times and figure out your score.

If you roll a number to cross out an animal that’s already taken, cross out the next highest number. If an entire area is filled, the roll becomes a wild number.

That might sound all cluttered but after one game, it all clicks. Nanga Parbat may not use ‘familiar game language’ but it is still a simple game.

Yaks score specific spaces in each area. Musk deer score specific completed paths. Red pandas score three or more connected circled spaces in an area. Snow leopards score for varieties of animals circled in an area. The rules include a scale for judging your score and I have yet to do well lol

Okay. Here’s the thing. I enjoy playing Nanga Parbat: Alone in the Wilderness. But I’m not sure it’s a ‘good’ game.

The way that the random elements kick into the game, in particular the fact that the areas you get to add a circle to are random, makes me wonder how much my choices matter. Am I playing the game or is the game playing me?

Mind you, I also half expect to have something click and how to play well suddenly make perfect sense. Heck, if someone told me that I was wrong and the game was actually solved, I would give them a listen.

At the end of the day, it is an interesting experience and takes very little time to play. That is enough for it to have some real value for me.

Friday, September 5, 2025

Where I realize the Long Halloween is a foundational story

Rereading Batman: The Long Halloween, I realize I had forgotten both how good it is and how long ago it was written. Almost thirty years ago but it doesn’t feel that way.

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Of course, part of why The Long Halloween feels timeless is because it is so firmly entrenched in film noire. Which I suppose means it is kind of timely but that time is the 1940s lol

It is also set in that mythic early period of Batman’s history before Robin. Which, in real life was eleven months of comic books but apparently lasted at least ten years of Bruce Wayne’s life in some continuities.

The Long Halloween is a murder mystery, one that never entirely gets resolved (at least to some readers’ satisfaction. And that’s just fine because that’s part of film noire) It also explores the fall of Gotham’s conventional organized crime with the rise of costumed lunatics taking over the criminal world.

The Long Halloween is not the only story that explores Gotham becoming a superhero setting with the likes of the Joker pushing out mobsters who haven’t escaped from Dick Tracy but it does a very good job of it. (It might be one of the earliest stories about that but Batman is too vast a subject for me to the sure)

The Long Halloween also gives us another origin story for Two Face. I’m honestly not sure how many of those we’ve gotten over the years. Two Face is such a hot mess that he can’t help but be fascinating. Again, it does a very good job of it. Having thirteen issues, eleven of them before the disfigurement, helps. It gives us time to get to know Harvey Dent before everything comes crashing down.

Researching the story for this blog, I found that it influenced the Nolan movies and 2022 movie. Which I hadn’t realized but I can see. The fact that I hadn’t realized it speaks to how well The Long Halloween has sunk into the DNA of Batman.

Because while it is a solid mystery with a fascinating serial killer and an engaging origin story for both Two Face and Gotham’s identity as a fever dream, it is, above all else, a cracking good story.

Wednesday, September 3, 2025

My August Gaming

August is a month where life kicks back into high gear for us. There wasn’t the time or space for much gaming, let alone learning new games. Still, I got some in.

I learned:

Paper Pinball - Cretaceous Skate Park

A Dragon’s Gift (playtest)

Roll and Reanimate


Earlier this year, I realized that I have been sitting on games in the Paper Pinball series, saving them for a rainy day. I decided I should stop that. And then, in August, it looked like playing one for the first time might be the only new game I’d get in lol

I do try and learn a Roll and Write each month. I wasn’t sure if I could count Cretaceous Skate Park since I am already familiar with the system. Roll and Reanimate does count. Unfortunately, it was also disappointing.

I was very lucky to be able to participate in one of Button Shy’s playtests. Lucky in both being part of that community and finding the time. That was a lot of fun.

Monday, September 1, 2025

My August PnP

August was a month in which adulting really kicked in so working on Print and Play projects fell on the wayside. However, this wasn’t any kind of surprise. It’s part of the natural cycle of the year.

I made:

Casinopolis (published version)

Paper Pinball - Cretaceous Skate Park

Paper Pinball - Mall Bats

Paper Pinball - Boss Battle

Paper Pinball - Miasma

Words (Creative Kids)

My Farm (Creative Kids)

A Dragon’s Gift (playtest)

Rome Must Fall


My big project for August was Casinopolis. I got in on the playtesting for it but I realized I hadn’t actually made a copy of the final version of it. And, possibly because it is the most standalone version of the family, it is currently my favorite. 


Earlier this year, I realized that I was saving Paper Pinball games for when I don’t have time or mental energy to learn anything more complicated. But then I realized that meant I was never learning new boards. So I decided to just play them. And then August was busy enough that learning one Paper Pinball board was a chunk of my new-to-me gaming lol


I also laminated some other Roll and Writes. I want to revisit some of the Creative Kida games and Rome Must Fall feels like a good way to try Solo Wargame’s designs.

Friday, August 29, 2025

What if you held a convention for no one to come?

I enthusiastically follow ButtonShy and I was surprised when I saw a BGG listing for a game series called ShyCon that I’d never heard of. I wondered if it was designed to be a convention you could hold in your living room or by yourself.

Spoiler: it’s none of those things. It’s the goodie bag for ShyCon, Button Shy’s convention. That, despite paying so much attention to the company, I didn’t know existed lol

My intitial impressions have still stuck with me. Including wondering how they would even work as a concept.

I mean, how would a convention in your living room be any different than a regular game night? Have a computer set up in the corner to simulate the dealer hall by people shopping online in between games?

Now, a solitaire convention. That’s actually something I’ve participated in. Gen Can’t was essentially that. 

I first found out about GenCan’t from its 2017 Roll and Write contest where every game had to have a solitaire option or even just be a solitaire. I also participated one year in the mass Karuba game. And I’m sure there have been plenty of online conventions I’ve never heard of.

Honestly, when I first discovered BSW many years ago, it felt like I had discovered an online convention.

So, what would a physical product look like that was designed to be some kind of solitaire convention? 

First of all, it would need some kind of online connection. A way for everyone to be able to plug-in, albeit possibly not at the same time. It would need solitaire games that have scores, so people could compare how well they did with other people. And I think it would be also good to have a Take It Easy style-game so the developers could post a series of moves and attendance could have an experience like the Karuba one mentioned earlier.

Honest, I think a collection of three to five games would be a good number to keep it manageable. I don’t want to actually organize anything but it would be an interesting thought experiment.

And I’m sure it’s already been done.

Wednesday, August 27, 2025

Terry Pratchett and the value of Small Gods

The ending of the video game The Last Campfire reminded me of Terry Pratchett’s Small Gods. Which made me decide that it was time for me to reread Small Gods.

Which was significant for me because I haven’t been able to bring myself to read Pratchett since he passed away in 2015.

Terry Pratchett has been my favorite author for my adult life. (Daniel Pinkwater was my childhood favorite author) I’ve been reading him long enough that, starting with the third Discworld book, I was reading the books as they came out. (And, no, I have not yet read The Shepherd’s Crown, the last book and published posthumously)

Small Gods was the thirteenth books in the series and, by that point, Pratchett had definitely his stride. (There are plenty of arguments about what book was the watershed point of Pratchett becoming an insightful and compassionate satirist) When I was in college, Small Gods was the book to hand people to get them hooked on Pratchett. Which may say more about who I hung out with in college than the book.

Small Gods is Pratchett’s treatise on religion. Which honestly breaks down to people should be nice and considerate to each other. However, Pratchett also discusses how complex and difficult actually doing that really is. 

(I’m not going to go into the actual plot because I want everyone to go out and read Small Gods for themselves)

Small Gods is a good example of how Pratchett didn’t write escapist fantasy or comedy but critically considered discussions about humanity.

Monday, August 25, 2025

Cosmic Run: Mission One feels bigger than a piece of paper

At its heart, Cosmic Run: Mission One is a Roll and Move, along with being a Roll and Write. While Roll and Move is often derided as a mechanic by those who have forgotten Backgammon, Cosmic Run uses multiple pawns and dice manipulation to make sure there’s actual gameplay.

Cosmic Run: Mission One is a Roll and Write solitaire from Dr. Finn’s Book of Solitaire Strategy and Word Games. It’s also the only game in the book that Steve Finn writes cannot work as a multiplayer solitaire.

You are trying to reach four different planets before your AI opponent reach them. The play sheet consists of four planet tracks and a column of special powers that you have to earn before you can use.

Each track actually has the planet in the middle with you coming from one side and the AI enemy coming from the other. Each track on your side has a specific requirement, like three of kind needed to move/mark off a space. There are six special powers in the column, one for each pip. They range from reroll a die to change a die to any pip.

Each turn, you roll four dice. You always have to assign a die but you can reroll the rest so you get up to four rolls without using special powers. Dice can be assigned to planet tracks or special powers to earn said powers.

After you’ve assigned and resolved your dice (which can end up doing nothing if you couldn’t fulfill a track’s requirement), you roll one die for the AI. The AI spaces have numbers on them, sometimes two. If your die roll matches one (or more!) of the number at the next space of an AI track, cross it off. If it doesn’t match, you choose which track to cross off a space on.

If the AI reaches a planet first, you either lose points depending on how far along you are for that planet or lose outright if you aren’t far enough. When all four planets are claimed, the game ends. You gain points for claimed planets and unused powers and lose them for AI-claimed planets.

I haven’t played any of Dr. Finn’s other Cosmic Run games but Cosmic Run: Mission Run definitely feels like a game that started out as not-a-Roll-and-Write. And I do like it when R&Ws stretch the medium, although it’s long past the point where anyone should be surprised when R&Ws aren’t just Yahtzee clones.

The game is remarkably accessible, in large part because it uses so many concepts and mechanics that are part of the building blocks of board games. At the same time, it manages to also be its own thing. And easy to understand doesn’t mean easy to win.

Cosmic Run: Mission One does a bang up job at both being a Roll and Move game without actually having any physical pawns and while giving you choices. It’s short and ultimately simple but feels bigger than a piece of paper and some dice.