Friday, the second game in the Friedemann Friese Series: Freitag-Project (Friedemann Friese), is based on the story of Robinson Crusoe and his loyal partner Friday (Freitag). You play as Friday, and when Robinson Crusoe crashes his ship on your island, your peaceful times are disturbed. You must help Robinson to survive the island and prepare him to defeat the pirates that are coming for the island.
Friday is a solitaire deck-building game in which you optimize your deck of fight cards in order to defeat the hazards of the island. During a turn the player will attempt to defeat hazard cards by playing fight cards from their deck. If defeated, a hazard card will become a fight card and is added to the player's deck. If failed, the player will lose life points but also get the opportunity to remove unwanted cards from their fight deck. In the end, the player will use their optimized fight deck to defeat the two pirate ships coming for the island, allowing Robinson Crusoe to escape the island and allowing you to finally have your peace back!
- innovative deck-building approach in a solo context
- compact, approachable solo experience
- engaging thematic flavor and flavor text
- health management can feel punishing at times
- some players may seek stronger solo longevity
- deck-building, survival, resilience, and adaptation
- Robinson Crusoe stranded on an island, with Friday aiding survival efforts
- card-driven progression with narrative flavor through challenges
- This War of Mine
- Robinson Crusoe: Adventures on the Cursed Island
Mechanics (from transcript analysis)
- Deck building — Acquire cards by succeeding challenges and integrating them into your deck.
- deck-building — Acquire cards by succeeding challenges and integrating them into your deck.
- health/resource management — Care for health while taking on challenges; cards can be trashed to improve the deck.
- Resource management — Care for health while taking on challenges; cards can be trashed to improve the deck.
- risk/reward pacing — Push for success while balancing the risk of health decline and deck quality.
Video topics + discussion points
Quotes (from this video)
- AP doesn't exist in a Solo game; only a analysis paralysis isn't a problem when no one's waiting for you to finish your turn
- it's all very simple but the puzzle itself is crunchy and interesting
- the puzzle itself is brilliantly constructed but solving it leaves me a little bit cold
- No better solo only game than Final Girl; it's my number one
References (from this video)
- challenging solo experience
- puzzle-like tension that rewards planning
- theme and pacing may be stressful; not the calming experience the host prefers
- survival, resource/defense against threats
- isolated island survival with Robinson Crusoe theming
- procedural, puzzle-like progression through a deck
- Robinson Crusoe: Adventure on the Cursed Island
Mechanics (from transcript analysis)
- card-driven — flip cards to resolve actions and threats, using cards to perform in-game effects
- Deck-building / hand-management — manage a draw deck of cards; use and discard cards to meet thresholds and defeat threats
- survival/puzzle resolution — progress through threats and survive for a set duration, balancing resources and luck
Video topics + discussion points
Quotes (from this video)
- I do really enjoy when solo games have a challenge like that
- it's not stressful it is just a wonderful relaxing game of flipping over vegetable cards
- I will probably continue to play [Friday] until I at least beat it one time
- I am obsessed with the art in this game [Worm Span]
- Planet Unknown solo is extremely simple basically you have some objectives
- the tactile feel of taking the tiles out of the Lazy Susan and placing them on your planet … is just so satisfying
References (from this video)
- cards have a secondary purpose after being defeated
- clear, elegant single-card value expansion
- San Juan
Mechanics (from transcript analysis)
- deck-building with resting/reactivation — a deck-builder where defeated/cleared cards gain secondary benefits; exploration of card reuse
Video topics + discussion points
Quotes (from this video)
- my five favorite board game mechanics
- cards have multiple uses regardless of what your hand draw is
- I love games that engage you when it's not even your turn
- every player gets to do something at the same time
- not only when you pull your workers you get something but every other player also has the option of pulling their workers back at the same time
- stock buying mechanic ... the objective is to have the most money at the end of the game and the way you get the most money is by buying stock in the players
References (from this video)
- strong solo-szn appeal
- pocket-size and accessible
Mechanics (from transcript analysis)
- solo/solitaire — Card-driven solo deck-building puzzle where the player escapes a situation
Video topics + discussion points
Quotes (from this video)
- Life finds a way.
- AI can't do that.
- Talk is cheap because supply always exceeds demand.
References (from this video)
- Clever, compact solo puzzle with a strong design core
- Win rate is notoriously low across difficulties
- Hard to master even with repeated play
- Solitary survival through deck-building puzzles
- Desert island and escape planning
- Solo-focused puzzle with escalating difficulty
Mechanics (from transcript analysis)
- Deck building — Build a deck to meet increasingly difficult challenges.
- deck-building — Build a deck to meet increasingly difficult challenges.
- hand management — Choose between two challenges and draw cards to meet them.
Video topics + discussion points
Quotes (from this video)
- the real meat of the game is that first phase which is a real-time tile laying game
- Saving Grace with Galaxy Trucker is the game gets better the worse you are at it
- the D10 from Hell the single most evil die in board game history
- it's a Scrabble killer
- Friday is just a really clever small deck building game that's solo only
- I will always overindulge in piracy
References (from this video)
- strong solo puzzle
- tightly designed engine
- portable
- theme may feel repetitive over time
- solo deck-building survival
- Robinson Crusoe survival (isolation)
- story-like deck-building
Mechanics (from transcript analysis)
- deck-building — start with a weak deck and improve by acquiring better cards; remove bad cards
- Optimization — maximize deck efficiency to handle threats and survive
Video topics + discussion points
Quotes (from this video)
- no matter what, gloomhaven remains top-rated board game
- please subscribe don't go stay with the best heavy solo game
- it's just epically big
References (from this video)
- solo-friendly feel
- pocketable/small footprint
- limited thematic depth
- may feel light to some players
- deck-building and survival
- survival on a desert island
- procedural
- Robinson Crusoe: Adventure on the Cursed Island
- One Deck Dungeon
Mechanics (from transcript analysis)
- deck-building — draft cards to improve survival actions and mitigate island threats
Video topics + discussion points
Quotes (from this video)
- Hive is a simple two-player game yet it's for gamers because there's a lot of decisions it almost feels chess-like it's zero luck
- this video is going to go head-to-head and find the best board games for gamers under budget
- 75 not that bad for five really good games for gamers
- it's going to be the most expensive ice cream
References (from this video)
- highly portable and compact solo experience
- clever twist on the deck-building format
- satisfying solo pacing and progression
- presents a thematic and tactile experience despite small footprint
- limited replayability; variation is modest across runs
- primarily solo-focused; may not appeal to multiplayer players
- Survival and skill-building via deck-building
- Deserted island where Friday teaches Robinson Crusoe skills to get off the island
- Satirical, light-hearted instructional theme
- Dominion
- Agricola
- Through the Ages
- Puerto Rico
Mechanics (from transcript analysis)
- aging/negative cards — Aging cards enter after the deck is cycled, degrading the deck and increasing difficulty
- deck-building — Players build a personal deck by acquiring cards that advance their exploration and capabilities
- end-game conditioning — Deck cycles and difficulty levels lead to boss-like pirates to defeat for victory
- hazard resolution — Hazard cards drawn at start of turn require meeting thresholds with Robinson cards and life points
- life points as currency — Life points are spent or gained to influence draws and outcomes, functioning as a resource
Video topics + discussion points
Quotes (from this video)
- it's a clever little game
- portable solo game this is quite a nice game to play on a train
- this is a fantastic game if power grid wasn't around
- it's a simple push your luck game and there's not a lot to it
- the artwork is absolutely fantastic
References (from this video)
- Clever deck building
- Portable
- Interesting premise
- Not played often
- Preferred digital version
- Solo survival
- Robinson Crusoe survival scenario
Mechanics (from transcript analysis)
- Deck building — Building and optimizing a deck while managing health as a resource
Video topics + discussion points
Quotes (from this video)
- I want to make sure the games I own actually get played more often
- In each episode of the series, I'll show you four games for my to sell pile
References (from this video)
- well-executed deck-building with fresh twist
- luck and card draw influence are present
- deck-building with culling
- Robinson Crusoe adaptation; survival theme
- puzzle-like
Mechanics (from transcript analysis)
- Deck-building with culling — Improve deck by acquiring or discarding cards to survive.
Video topics + discussion points
Quotes (from this video)
- this is just my opinion my list if your favorite game isn't on here it's more likely that I haven't played it
- it's a solid tense game
References (from this video)
- Completely solo from the ground up
- Highly rewarding as you win and unlock future plays
- Complexity can be high for a pure solo experience
- The Victorian theme may not appeal to all
- Deck-building with a solo-centric campaign arc
- Victorian-era pirates & exploration
- Puzzly, rewarding progression with aging mechanic
- Aeon's End
- dominion-style deck-builders
Mechanics (from transcript analysis)
- Deck-building with aging mechanic — As Friday ages, new cards are added as challenges and obstacles
- Resource management and scheduling — Use life tokens (resources) carefully to progress and survive
Video topics + discussion points
Quotes (from this video)
- it's very thematic, basically a gamification of the process of creating a character in DND
- the AI opponent is very smooth and doesn't take a lot of upkeep
- it's one page front and back, that's it very, very simple rules
- this is known as a raw and ripe game and it's a pretty beloved genre
- the universe games come with mini expansion modules that add replayability
- an 18-card masterpiece
- print this right here to turn it into a flip and ride game
References (from this video)
- tight solo experience
- short play sessions
- limited interaction (solitaire by design)
- survival, skill-building through cards
- solo survival on a deserted island
- personal, puzzle-driven
- Deck of Cards
- Turing Machine
Mechanics (from transcript analysis)
- Card-driven actions — select actions via a deck to survive
- solo puzzle — one-player optimization with evolving challenges
Video topics + discussion points
Quotes (from this video)
- This Is A Feast for Odin
- I want to pick a game that has infinite possibilities
- 52 cards, 52 standard deck
- that is a fair call that's not a cheat
- You're spending your entire life on a desert island
- Friday touring machine
- Sometimes tenure is irrelevant
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Don't sleep on this game folks.
- It's a lunchtime game now.
- It's a strictly card based game.
- This is a really unique racing card game you're like doing a bike race with these fun creatures.
- It's a freaking hoot.
- I am so excited to try it.
References (from this video)
- clever solo design
- easy to reset and replay
- accessible entry into solo gaming
- older design that might feel dated to some players
- solo survival, resource management
- island survival with Robinson Crusoe-esque ambiance
- narrative-less, puzzle-driven
Mechanics (from transcript analysis)
- deck/draw and flip mechanic — cards represent scenarios/resources; players flip to resolve events and gain resources
- solo resource management — player manages scarce resources to survive a sequence of events
Video topics + discussion points
Quotes (from this video)
- I'm judging a little.
- I want a deluxe version of this game.
- This is a solo puzzle, and it's a five out of five for me.
- I would pay for a deluxe version.
- Skyrise is a crossover we both have in the same video.
- This is a fantastic set of games. This is a good set of games.
References (from this video)
- notoriously difficult and rewarding
- strong solo challenge that remains engaging each run
- high learning curve
- requires patience to master hazard management
- classic, challenging solo deck-builder
- Robinson Crusoe-inspired survival
Mechanics (from transcript analysis)
- deck-building — start with a basic deck; manage hazards with improved cards over three phases.
- hazard deck and timing — draw two hazards, choose one to attempt, and manage life/ resources.
Video topics + discussion points
Quotes (from this video)
- this is a very simple solo game to learn so if you are just getting into solo gaming I would recommend that one for sure
- I like to fight against the game that's my favorite kind of solo game to play
- there is a full campaign that you can go through
- this game is all about managing those guests
- they're very very fussy
- it's like you are playing a pinball machine but it is a rolling right
- this is not a solo only game
- My preferred way to play this game is solo
- the goal of the game is to get all of the animals eaten so you only have one left
- this game has absolutely everything everything that I want in a Solo experience
- it's immersive it's thematic it's everything
- the definition of playing against the game
References (from this video)
- mechanically sound solo engine
- compact and quick to play
- tight theme integration with mechanics
- shuffling the threat deck can feel tedious
- solo survival, deck-building, threat/skill progression
- Robinson Crusoe on a desert island; training Friday to escape the island
- progressive threat-and-skill deck development toward escape
- Onirim
Mechanics (from transcript analysis)
- deck-building — you build a personal deck by adding skill cards as threats are defeated, improving future outcomes.
- hand management — manage a small pool of cards each turn to optimize threat resolution and deck quality.
- threat/skill card mechanic — each turn you reveal threats and choose one to face; defeating it adds a corresponding skill card to your deck.
Video topics + discussion points
Quotes (from this video)
- I thought that it was actually a really mechanically sound game
- it's one that I think I'd like to kind of come back to every now and then
- I really really like this game
- the test cards are mandatory like if you don't complete the entire test card by the end of the game then you just Auto lose
- it's a tough game to play
- I love this game I find it to be quite addicting