Comanchería is the second game in Joel Toppen's "First Nations" series. Like its predecessor, Navajo Wars, Comanchería is a solitaire game in which the player plays from the Native American tribe's point of view.
In Comanchería, the player takes command of the Comanche nation. The player must drive hostile tribes from the southern plains, establish dominance over the region, set up trade networks with both friendly tribes and colonial powers, and finally defend all of this against relentless military and cultural attack.
While many mechanics will feel similar to Navajo Wars, Comanchería is a very different game. Comanchería promises to deliver all the tough decisions and drama that Navajo Wars players have come to expect, but with a faster playing time and more streamlined victory objectives.
- Massive scale and scope
- Honest, open treatment of historical subject matter
- Sandbox-like flexibility with many strategic choices
- Clear narrative through the mechanics and progression
- Deep Automa AI once mastered
- AI system can be fiddly and complex
- Very hard solo game; not for casual players
- Niche appeal due to mature themes
- Uncertain how well it conveys its historical story to all players
- Rise and fall of a nation, cultural development, warfare, and interactions with colonizers
- Indigenous North American history; four eras exploring the Comanche Empire
- historical simulation with explicit and brutal subject matter
- Navajo Wars
- Nemo's War
Mechanics (from transcript analysis)
- Action economy — Four operations per turn: Culture, Take Actions, Prepare, Passage of Time
- Automa AI — Non-player factions controlled by an artificial opponent system
- Bag Building — Resolve effects by drawing tokens from a bag
- Bag draw — Resolve effects by drawing tokens from a bag
- card management — Managing multiple card decks and ongoing effects
- Combat/raiding — Raid and fight mechanics yielding tokens and consequences
- Leader development and transformation — Retire/red-to-blue leaders and adjust capabilities
- Rancheria management / worker activation — Activate bands in Rancheria and place on tracks to affect actions
- Ravage and settlements — Ravage markers, removal and settlement interactions
- Resource Management — Horses, captives, trade goods and food drive decisions
- Resource system — Horses, captives, trade goods and food drive decisions
- Time Track — Headman actions and time track interplay
- Time track and headman actions — Headman actions and time track interplay
- Time/eras — Four eras with a passage of time marker and end condition
Video topics + discussion points
Quotes (from this video)
- Comancheria is a big beast of a game and it does so so many ambitious things all at once
- it's a Sandbox that lets you make tons of choices about where to expand who to fight what to build and how to develop your culture
- The AI system is a bit fiddly but it's really deep once you get the hang of it
- The best thing about this game is it Sheer scale and scope
- it's a game that models the full rise and fall of the nation from start to finish
- this is a super hard rather complex solo game with very adult themes, I'd recommend it to veteran solo gamers only
References (from this video)
- Fascinating narrative experience
- Compelling story of rise and fall
- Deep and complex gameplay
- Very complex with many unfamiliar systems
- Not for non-war gamers
- Steep learning curve
- Rise and fall of Comanche nation
- American West - Comanche Empire
- Historical war game
Mechanics (from transcript analysis)
- Narrative Campaign — Four distinct chapters through expansion and decline
- War Game Mechanics — Chit pulling and complex systems
Video topics + discussion points
Quotes (from this video)
- I've played about 300 solo games so this represents the top of all the solo games I've played
- These are entirely my opinions based on my personal play experience
- I think this is one of the cleverest solo modes on the market
- When you win a game of Robinson Crusoe there are very few things in solo board gaming more satisfying
- The closest experience in board gaming to being the captain on a bridge in a sci-fi movie where everything is going to shit
- I'm probably a solo board gaming masochist
- I just love Thunderbirds as a solo game
- It feels like Legendary Encounters was built for the Alien theme and was built as an upgrade to the original Legendary system
- Probably the best AI opponent in all of board gaming
- Few games have that genuine sense of exploration