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Dr. Finn's Book of Solo Strategy and Word Games play and review (review copy provided)

One Stop Co-op Shop Jun 13, 2026
Transcript 33:46

Hey everybody, this is Mike with the OneStop Co-op Shop and today I'm doing a quick play and review of Dr. Finn's Book of Solo Strategy and Word Games. And a disclaimer that I was sent a review copy of this. And if you like the content on the OneStop Co-op Shop, consider supporting us through Patreon. You get early access to our videos and exclusive videos every month you can't see anywhere else. You can also listen to our weekly podcast for reviews and design discussions or join the conversation and say hi on our Discord.

So we've covered several Dr. Finn games over the years and probably my favorite design of his, which is a competitive one and not in print anymore, is Biblios. This one's a very different thing. It's a book of solo games, eight different solo games in all, and I'm going to show you a couple of the ones that I've enjoyed. And all you need for them is four dice and a pencil. So let's jump right in and I'll explain as we go. So first up is Cosmic Run. And in this one you are racing against an opponent to try to reach these planets first. You can also enlist the help of these allies to give you some dice mitigation and you're trying to get the highest score possible by the end. And this kind of a Yahtzee-ish mechanic in that I'm rolling the four dice and I'm locking at least one in and then rolling them again and locking at least one in and so on until I've locked in all four. Except when I say locking in in this case, I am locking them in on these planets or on these allies here. So each of the planets is going to let you move your ships if you reach certain requirements.

Uh this one can take any die value, but it needs to be whatever value is next in the column. So first I would need a one, then a two, then a three, then a four, etc. This one needs two of a kind. This one needs three of a kind. And this one, haha, needs four of a kind. But you need to successfully move a lot less on the tougher planets cuz each of these ships is one thing you fill in. And if you're the first to reach the planet, then you get the full victory points. If you only get part of the way, then you get some of the victory points. Like here, if I just shaded this, then I would only get three. And if the other side reaches a planet before you've even gotten to the first victory point space, then you'll lose the game. You can also again put dice on the allies. The higher the value, the better their adjustment is. You just circle it and then you cross it out when you want to use it. So, like here a five will let me adjust a dice value up or down one, whereas a six will let me turn it to any value. But, each ally at the end of the game, if you didn't use their powers, but you did circle them, earns you one and then three and then six. Like if I circled all three of the sixes and never used any of them, that'd be six more victory points for me. All right, so what the hey, we can stick with this first roll.

Let's put the one there. We know that works well. Okay, 1 4 6. Well, uh let's get turn a die to any value. And then, okay, another one and a four. I guess I'll get some allies this round cuz this is not looking too great for me. Oh, and then a two. Okay, that's fine. So, I can shade in the one and the two. Uh they have a bunch of sheets for each game, so you can just write right in the book, or I guess you can get somebody to laminate one of them for you. And I've got a flip a die, got a turn a die to any value ready to go. That's one of my turns. Okay, now we take the alien turn. We roll a single die. They got a three, and we check the furthest back ship for each planet, and if the value rolled matches, then that ship gets filled in. So, here we've got a three-four ship. So, they are now pretty close to getting there, and again, I haven't even moved on that planet yet, so I would immediately lose.

But, we're not worried. It's going to be fine. Ooh, it's really going to be fine. So, let's I could do that. Can't flip a die to make it a four of a kind. I could use my six to make it a four of a kind. Should I? You know what? Sure. Why not? Let's just go ahead and lock this in. It's so rare to get the four of a kind. All right, so that already has ensured that I'll get eight victory points. Now, it's the aliens' turn. They got a five. That's a one-four, so they only fill in this one. Although now note, if they get a six, they'll double move, which is terrible. And by the way, if the aliens' roll doesn't match anything, you get to pick where they move, which is great cuz you can usually pick the thing furthest away or safest for you. Okay. Two sixes, two and a three. Could lock in the three here.

And hmm. I don't really want to go for three of a kind. That's pretty unlikely. And flipping a two would be a five, flipping a three would be a four, so that wouldn't help. Maybe I should go here cuz they are kind of threatening. And I'll reroll this and potentially get a good ally or something or a terrible ally. All right, so I'll put that on that for moving a die. So that's like after you've already placed your dice from earlier in the round, you can move a die somewhere else if you realize that you got a three of a kind or something. Okay, so I did get this though and I got the three over here. And the alien rolled, they got a one. Shoot. They get both of these. That's not good. Anytime they get a double move, as you can imagine, things are pretty bad. Where's my run space? I got all these you know, equals but no runs. Could put the four there. That seems pretty safe.

Although they haven't even started threatening that one yet. You really want to be fighting over places that they actually care about. Hmm. I could flip a one to a six or a six to a one to get the pair. But also I feel pretty safe. Let's see. Okay. So now I can use my move a die to move the four over. Um but let's roll for it first and see what happens. Hmm. All right, I think I might want to get turned to any value. That's always so good. And let's roll one more time. Okay, a three. See, I'll reroll one or two dice. I'll unlock that and I'll use my move a die to get that over here so that I don't have an auto loss no matter what there. And alien is doing a four, which is this one. Okay, that's fine. I'm already at least safe there.

The only place I could lose right now is here. I've reached victory point thresholds on every other planet. But I really want to try to like push up here and try to beat them there before they get there. That's where they are. Threatening the fastest finish here. Ooh, okay. I like that. I could use the four as well. I mean the five to adjust the die is great, too. So, actually, yeah, let's do that. All right, we got the pair. We got the four. Moving right along. It's a three. No. No. No. No. Okay, good. So, what do I want? I guess this one. They haven't even touched this one.

[snorts]

Although, yeah, and one two is not too dangerous. I guess a six would be a double move and a two would be a double move right now. But certainly this seems like the one that I want them pushing on. Cuz I can finish it pretty easily. So, it kind of becomes a wasted move for them. All right, so what do I have ally wise? I can flip a die, I can reroll one or two dice, and I can turn a die to any value. Um but for now I'm pretty happy with just that. So, let's see what else comes out. Two four. Two four. Yeah, I can't flip either of those to get like another pair cuz if I put two pairs here, I could double advance and then finish it. Although, I guess I don't need to do that yet. I didn't get a five or a two. Oh, we can get another flip a die and see what else comes of this. Maybe I'll get a five. Nope, it's a one. Just terrible. Um I guess I could use my old flip a die. Sorry, I shouldn't be circling the allies until the end of the round cuz I'm not allowed to like use an ally I just got. But I could use a four to get a six.

Honestly, that seems kind of good. This is the four I already had. And now I have the last possible turn a die to any value. You can't get an ally after they're already filled up. Okay, a two Shoot. Shoot. Shoot. Shoot. Okay. So, I really want to finish this off. I mean, I'm only losing five victory points. It's a bigger gap if I lose like over here. Gosh, I don't know if I'm ever going to get four of a kind again, though. Well, I could really try for it, couldn't I? I can adjust a die up or down one, which wouldn't help in this case. And I didn't get a five for that. Um Okay, let's go for it. You be ready to use some powers to make this happen. Okay, so I will adjust the die. Well, actually flip a die does it as well, doesn't it? And that's a It's technically worse power, so that's that.

And do I have to use Oh, I can adjust the die instead of using a turn a die to any value. Yay. All right. So, I've now locked in 18 points out of 20, so it doesn't even really matter if they get the last things there. So, feel right to go right ahead. 3 5 6 6 5. Wow, five is terrible right now. Six is bad, too. Uh yeah, I think Let me do another one of those is fine. I still haven't moved on here, but they've barely moved as well. So, I guess that's okay. Um should I go? Yeah, you know what? Let's try to get a three of a kind this time. I've got turn a die to any value if I really need it, which I might. Uh what should I do with this? Should I do reroll one or two dice again? Sure. I guess that's the best I can afford with this. Sorry, shouldn't have marked it yet. Oh, I got it. That was lucky.

So, I now can't instant lose there, and they got a two. Oh, they're finishing this one off. So, I got uh 18 points for this one instead of the max of 20 if I'd gotten there first, but that's not a big deal. I would like to get here and get at least four points. Oh, that would be a double advance here, but that's kind of I don't need that yet. Um so, let's go here and try to get another three of a kind maybe. Hmm. You know what? Okay, I'll reroll one or two dice. Why not? Okay, that's why not. Oh, you know what? I can go there. I do want to get those four points locked in. Okay, and I guess I guess I'll turn a die to any value and make it a four to get that finished off. And I'm also almost finished here in case they roll a three right now, which they didn't. They rolled a one. That's nothing.

So, I guess here, right? Keep giving me a chance to keep earning points in all the spots. Um okay. Could go for a three of a kind again. And yeah, let's try that. Still got to turn Oh, that's great. All right, let's try to get this to be a six to maybe finish that off. Should I I don't have my flip it down anymore. That would be great. All right, even though it's Well, it's only costing me one victory point. Remember, saving like a bunch of the same guy is what really will help you out. Okay, so I finished this planet off, which by the way means that this also gets shaded. So, we can't like waste an action from them on that. And I get this. All right. And they I mean at this point it's they're either going to roll a five and really mess me up or I just pretty much pick. So, yeah, I mean I only need to get two more points from that, so I'd rather be this one. I really want to get to the 10 here and then just get a bunch of allies.

Especially like some twos to get me a full six points if I get Oh, wow. Hey. Although, it could also be Whoops. The pair. Yeah, let's make it a pair. Um and the six won't do anything for me. The four is fine. Now, let's see what happens. Um oh, okay. Shh. Oh, yeah, I guess I'll finish that. Why Well, now, you know what? I'm sure we can get another pair. Let's double the ally that I said was going to get me a lot of points. So, that gets me to 10 points there and a guaranteed three points here. Okay, and they get What do I want to do? Have them go here. Just trying to buy as many turns as possible. Okay, there we go. Wait. Ah. Uh three or four cuz either way I'm going to finish that. And I guess three would be worth more, so let's Whoops, that was a three. So, let's lock in the three ally here and that there.

And six is worthless crud. When want to use a power cuz those are victory points, so that's just nothing.

[clears throat]

But this guy is also giving me three victory points. And I've finished this off for the max points. Oh, which means they automatically finish that off. Okay. So, let's see how I did. 7 19 32 51 and 54 57. Oh, man, I'm a giant liar. I should have looked back at the rules better. I thought I remember I would play this. If you don't reach the base planet you get not only zero points, but you get negative points equal to the difference. Why did I forget that? So, this is actually minus two, cuz 13 versus 15. This is also minus two. Yeah, I was going to say, why is it such a small value? So, I would have played completely differently, but now my score is going to be terrible. So, 19 minus four is 15 uh plus uh six 21. Yeah, way worse than the last time I played. Okay. Well, that was a

exercise in stupidity, Mike. Oh, and jeez, they've got the I didn't even see they had little places to put your scores up here. Yes. Yeah, I mean, I definitely could have finished off some of these big planets for big points, but I was dumb. All right, so again, that's Cosmic Run. Let's do another one. All right, next up is Pen Pals. In this one, I'm trying to draw fences in various shapes based on two die rolls. I only need two dice this time to try to pen in the animals in completely fenced in areas, earning victory points for having pens that have a lot of the same animal or pens that have a lot of different animals. And at first, I'm going to set up where my seven buckets are. That's what my scoring opportunities are, basically. And I roll odd or even for each of the rows. So, here I rolled a five, so I'm going to put bucket number one in the odd space. I'll go ahead and do the rest of these off camera. There we go. I got lazy and started drawing triangles instead of buckets. Um and yeah, I rolled mostly evens, which means I have a ton of them over here, which I do not love. But yes, I'll be doing the fences, and if I have a fenced-in area that is completed and only covers one bucket, so like if I just go like that, let's say, around bucket five, then I see which score scores higher. So, let's see here.

I'll just kind of like shade it in a little bit. Let's say that I drew a bucket like that. Okay, here I've got uh one, two, three types of animals: cows, ducks, and sheep. But, I've got three of a kind of ducks. So, here same animal three would score me eight points, different animals three would score me six victory points. So, I would pick the duck one in that case. But, if you end up getting more than one bucket in the same pen, then you score one point for each animal in the pen, and that's it for both of them, which usually is going to score you fewer points. Although, with the luck of the draw or me having a billion buckets on the left side, that might be the best I can do in some cases. But, how the actual game goes is I roll two dice, and I have to use one for the row, odd or even, and one for the column, values one through six. I take the indicated fence shape, and I have to draw it in my area. I can't rotate it or change it. My first fence has to connect to the exterior lines, and then all future fences have to connect to existing fences. And whenever I use a space, I cross out the other one in that column. So, if I did, let's see, even five, I could pick this or this. If I pick this one, I would also cross out that one, and that wouldn't be available anymore, which will eventually limit your choices. Although, if you ever get a pair that gives you nothing to do, cuz all those numbers are both gone, then you can pick any remaining one you want.

And also, on any roll, you can use the basic single vertical or horizontal line instead of what you actually rolled. All right. So, just looking here, if I can get like all these cows together for pen two, or actually like this big space for pen one. I mean, I don't know. I really don't like how my my buckets ended up here. Okay, so I've got three five. So, I could do that or that for three odd, or I could do that or that for five odd. Maybe I'll do this one up here. Uh yep, that's it. And try to get like a bunch of ducks in pen seven is kind of my thought. All right, so that's gone. And three six, so I can do three even or I can do six odd.

Honestly, six odd here seems pretty good. I've already got three ducks. It's kind of the most you can ask for. And if I can get like a single vertical there to close it off, then Oh, wait. Never mind. I need to put it with seven. So, if I can get like a single thing here, like a little corner there, that'll work out pretty well. We'll see how it goes. Uh you get, by the way, exactly 12 turns. That's why you're marking off each of the columns. Okay, so this time it's even two or even six. Oh, even six would No, even six would not work well at all. I'd be drawing fences on nothing. I don't think you're even allowed to do that. Even two would be Hmm. Yeah, I can't overlap other fences when I draw new fences, so I couldn't go like bloop bloop bloop cuz there's already a fence there. I have to connect to this fence. Geez. What a ton of pigs over here. What if I do this with even two? And then I can like try to do something like that if I can also close this off, maybe.

All right, one two. Well, that didn't give me a lot of options. So, I could do a vertical two or a vertical uh or a horizontal one. Oh, crap. The vertical one would have been fine. And I guess I could do a vertical two here and just kind of waste some of my stuff. Yeah, cuz I just want to kind of get this one finished off. All right, so my seven is locked in with that. All right, and I just want to get like that over there or like that for the six and that'll be a high score. I'm going to have like nothing for the rest but that should be okay at least. Okay, odd. So, we could go like that. That'll get me close to sealing off six or one e. I mean, I don't want to use the one e even. That's just a dumb option. So, sure. Let's do um of these two, I think this one's better.

So, I'll go like boop boop. And I've almost got the pigs locked in with six. What was that? That was four odd like that. All right. And four five four five. So, that or that. Hmm. I really want to get like the pigs out and then get one going over here. So, can I start like building towards one being by itself? So, four five there wouldn't be like readily in the right direction. Five four there. That wouldn't be too bad. So, sure. Let's do this one and have it go like that, I guess. And then yeah, I just need to like go I'm not even sure what combo I'm going to make here yet but there got to be something. One six. Ooh. So, it would have to be that or horizontal line. I guess a horizontal line would be fine in this case. Yes, actually should I do that? Or how good would this be for the one? I would go boop I could do and that would get me three cows or actually one two three. Yeah, all four different types.

Which is both Yeah, it's worth 10 points. Sure, that's that's actually pretty good, isn't it? Uh so, we'll do that for uh this one. Okay, still need to separate six and one though. That's pretty important. Uh one four one four. Oh, so that could get me a little horizontal line. And actually that's all I could get me cuz all the fours are already gone. So, yep. We're doing that and we just want to right here, right? Cuz we just want the four pigs and nothing else. Okay, so six is done. Seven's done. One's done. Got a whole conglomeration over here. Ooh, yeah. If I can do like something like that, two will have all four types. I mean, I'll be making three, four, and five just complete trash, but that's how it goes sometimes. So, one five. So, I can either do that.

That does not accomplish what I want. Uh that wouldn't really do much either. Yeah, I don't know if there's any way to use that to do what I was talking about. I don't think there is. So, okay. So, instead I could do the one vertical. And then yeah, I mean with like all those things I should be able to make something happen. Now, ideally I want it to be like just that. So, I at least get points for these guys. So, where would the one vertical even go? I don't know. Let's maybe try to isolate three cuz you do get more points for a single animal with a bucket than without. And I forget I can still use those as consolation prizes if I get something terrible. Okay. So, now I get to pick whatever I want uh of these remaining options. Oh, I think this does it today. I did not do that on purpose with that random vertical line I drew, but that perfectly closes off two.

And yeah, I mean, I just get two turns left here. Two five, yep, I can pick whatever I want. Oh, but I can't overlap. This is actually going to be tough to even draw anything. Well, I can always do these, which might be the best option, honestly. Yeah, so let's go like that. And I'll now cross out that. And then we'll do it again. Oh wait, actually no, that's right. You can always not use it, so I guess yeah, there's no way to get both of these to score, okay. But two different animals, yeah, we'll do it like that. All right, so now we total our stuff just by bucket. So, bucket one has three cows, and it has all four different types of animals. So, different animals is worth 10. Okay, and then bucket two has one, two, yep, all four different types of animals, so that's another 10. Bucket three has a single duck, which is going to be a two no matter how you slice it.

Four has nothing. It's by itself. Five has two different types of animals. That is Oh, it's only three points. I thought it was more. Uh bucket six has four pigs. It's a 15. I like that. And bucket seven has three ducks, which is eight. So, that is 48. I think that's better than I did last time. Oh, yeah, way better. Wow, I only got a 30 last time. Did I cheat again? I probably cheated again. All right, so that was game number two, Pen Pals. Oh, I didn't even see that he has QR codes for how to play. That's cool, although yeah, it's just a few pages of rules in front of each game and then a whole bunch of copies of that game. All right, let's do one more. There are a lot in here that are like word-based puzzles, which is not my jam as much, so I'm skipping those. But this one is called I think it's The Flower Shop Is Open for Business. Let me check.

The Little Flower Shop Open for Business. Uh so, this is a little market game. Uh what you're going to do is in the first step of each round, you roll four dice and you pick three of them and you gain the goods matching those die rolls and circle them. Then you roll two dice and fluctuate the market price, crossing out the previous one and circling the next one for the two indicated things. So, here uh whatever those kind of those two different flower types uh those flowers be worth less and coffee cups would be worth less. Then you have to pick one type of good to sell even if you don't love the price of it and that goes in your daily sales. And then on turn four and turn seven you call your shot and select one of the five options for custom orders. And in the final round of the game, if you have the correct stuff to fulfill that, then you can get the extra money indicated.

And you have per game three rerolls total that you can use either during the inventory phase or during the market price phase to give yourself another chance. All right, here we go. At the moment, these two flowers are worth the most and teddy bears and candlesticks, whatever that is, is worth the least. Ooh, I got a ton of one thing, which actually seems pretty good. Although, hmm, the market price is only a one for those right now, whereas the cup is worth two. Now, if I get lucky and I roll a one for the market price, I could get $9 off the bat, which is pretty darn good. Could even use a re-roll. What are the chances of rolling a one on two dice in a second? 25 out of 36. I'd only have like a 1/3 chance with each re-roll. That's not It's not great.

All right. All right. Let's Let's hedge my bets a bit more and give me options of what to sell, cuz as long as you have two different types of goods, you can choose to hang on to one of them. Um really, you That's fine. Oh, and my crud. So, the coffee cups went down to a one and these went up to three. And then yes, clearly, I will sell both of those for six. That's my daily sales. All right. Round two of 10. Hmm. I mean, these are still worth a lot. That would be fine. Pretty, you know, I have a pretty good chance of not changing their price again. Uh right now, fours, fives, and sixes are all worth Actually, fives and sixes especially. Okay, so sure, let's get a five. Let's get a six. Let's get a one. And let's see what changes. Five and four. Oh, so five goes way down to one and four goes up to three. By the way, they do want you to cross out the old prices to make it a little bit easier. I don't know if it's entirely necessary.

So, I could sell my six for three or my one for three. But the six goes up even higher. Let's sell a one again for only $3, but I'm building up inventory, so that's cool. Ooh, talking about building up inventory. Okay, so the one's still worth a ton. Oh, the four is also worth a lot. And if you like get inventory you can't get Actually, that's right, it becomes wild. So, I sort of want to keep uh hammer in the one thing. And then let's get two more sixes in case the market price goes up even higher for that one. Haven't used my rerolls yet. Ooh, a double for five, which means it is still one. Now, I didn't see in the rules what happens if all the prices get filled in. Like, does it keep Oh, I'm guessing it keeps its last $1. I just noticed they're all $1 obviously.

All right, [snorts] so should I sell the one for three or all three sixes for three? I mean, I could try to wait for one of those. Yeah, so let's sell the the one for three again. I'm just a a candlestick maker here. Okay. Three, three, uh four is still worth three. So, that's pretty darn good. Three is worth one at the moment. Five is worth one. All right, so let's go for a five and two fours, I think. Finally, no ones. Oh, not two four dice, Mike. Two dice. And three fives, three fives. So, oh, the threes are now worth three and the fives are now worth two. So, let's sell my one three for three or my two fours for six. Yeah, let's let's do that. Okay, so that gets me six.

Okay, now I can pick a custom order. What are my options here? Five different items for 15, four different items for 10. Remember, I'm calling my shot here. I need to actually have these things in my inventory at the end of the game. Two different pairs for nine, three of the same item for nine, two of the same item for five. I kind of like an either A cuz it feels like Well, the problem is I do have to sell everything of like one type each round, so it's actually kind of tough to keep five different items, I'm thinking. Although, the final round, if I have some rerolls, I can pretty much guarantee that I'll get three different items. Um three of the same item seems pretty dang doable. Well, let's go Let's go for A for now. Lock in a hard one, see how we do. I only played this game once before and it was a while ago, so I don't actually remember if I was able to do that kind of stuff. Okay, 1 2 3 6. One still worth 3, 2 I've never even gotten yet.

3 still worth 3 and I have another one and 6 is still worth 3. Yeah. Let's go for not 2, I guess. I'll still ignore 2. So, 1 6 and 3. And oh, teddy bears went straight to 2. All right, so I could sell my giant stack of 6 for 3 each. It could eventually be 4 and then 5, but that's you know, what's the chances of that happening? All right, I haven't used my rerolls yet, maybe I should be. But yeah, I'll go ahead and sell these for that'd be 12. Nice. Clearing out the stock, baby. 2 5 3 6. I mean, 2's worth a bit more, 3's worth a good bit and I've got a lot of them. 5's worth 2 at the moment, but if I roll it again, it's worth 5. So, yeah, I want to I'm going to ignore the 6's for now. Well, wait, do I want the No, I don't want the 2. Okay, I'll get 3 5 6. Yeah, I'm hoping I roll a 5 cuz then the money's going to come pouring in. Oh, my 6's have finally become worth like nothing.

And the 3's are only worth 2, but they could be worth 5 next time. Okay. So, Oh, I have another candlestick. That's still worth 3. I don't remember buying that. Yeah, cuz right now my 3's are low. I don't want to sell them. My 6's tanked. I don't want to sell them. My 5's are like near glory. So, yeah, let's sell my 1 candlestick for 3. I love that price has been so consistent for me. Um ooh, okay. So, 3's, 4's, and 5's this time. 4's still worth 3, which is actually the most. It's like the only one that I don't need to change. So, sure, let's get that as like my safety. I can sell if I need to. And then, do I want two 5's? Which could be a 5. Yeah, you know what? Let's do that. And I might actually use a reroll if I don't get a 5 to change the price. Cuz 5 each would really have me rolling.

Yep, I'm going to use a reroll. Even though as I said it's only like a 1/3 chance of me getting this. Gosh darn it. Was this anything good? Oh, my three. Okay, I'm fine with this. So, that was a one, so the candlesticks aren't worth much anymore, but the teacups, which I have been saving a decent number of, are now worth five. Let's sell those for 15. Yeah, that's great. Okay. So, what do I actually have stock-wise? I have a billion fives, uh a four and a six. And I got to pick another custom order. Yeah, let's go for three of the same item. Um maybe.

I have no idea if that's going to work out or not. All right. Uh here we go. And uh another five. Could really make a lot of money, but I also want to be building up like a diversity of stuff for my one custom order cuz we are getting near to the end. So, let's do things I have none of. Let's get a two. Let's get a three. And sure, we're going to get another five. Maybe I'll use an use use another reroll. Uh if I don't get it. Come on. Yeah, I'm going to reroll that. I want to get those fives. I didn't even look at whether that was good or not, but I don't think Yes, there we go. Okay, so Oh, and candlesticks are up to four if I ever get any more. But, the five is at the highest it will ever be, $5 * 6. Oh, made a killing. That's 30. It's definitely the most I'm going to get in any turn of this game. All right, so I want to get three of a kind and I want to have a diversity. I have one of everything except five here, so all of these are going to double up, but none of them are going to give me close to three of a kind.

Um I could go for the teddy bears for my like three of a kind cuz they're pretty terrible right now. The sixes aren't worth very much. Oh, the threes are still worth five in case that doesn't change. And we'll get a four as well. All right, and one is back down to two. And this is down to one. Oh, But let's uh sell these. They're still worth five. That gets me 10 more. Okay, and final round. So, I need to not only sell something, but actually

[sighs]

is there any way? 1 2 3. Yeah, my five different items are suddenly looking pretty foolhardy. Well, man. Hmm. I need a one to get five different items and also sell something. I need a one and a three and a five. That seems stupid. What I really need is a three of a kind for the other thing. That seems pretty doable. Yeah, cuz I can get a two and then the one would be worth two. I'm just looking for what my actual last sale would be. And then the four. Okay, I can use my last re-roll to try to get four. Okay, let's do that. So, I'm doing um a two and a one and a four. And I have one re-roll left. I really want to get a four for price so I can sell those things. Double five. Uh nope, we'll use our last re-roll.

Come on. Show Mike a four. Nope. Okay. So, my teddy bears went down to one. I wasn't going to sell them anyway. And then my fives went down to one. Um what's the best I can do here? I have a candlestick I can sell for two. I have three teddy bears I can sell for three. I have three flowers I can sell for three. I have a single six I can sell for one. Geez, man. All right, well, I'll do that for three. Yeah, this final round didn't work out so great. And then I do have three items of the same type. That's worth nine. Definitely do not have five items of different types. So, 9 12 18 30 33 48 78 88 91 100. Hey! So, there you go. Those were three games in Dr. Finn's Book of Solo Strategy and Word Games. I think there was a ton of variety and value here for just a little book as long as you got some dice and pencils. And I imagine most of us gamers do. I think the variety is fun. I think the rules are generally really well explained and straightforward. There is a little bit of repetitiveness if you play the same game over and over, but it's very easy to switch back and forth. And they have a lot of copies. Let's see, how many is it per game? We'll say they have eight copies of each game, but again, you could take the last copy when you're about to finish and get it laminated if you have access to that. But 64 plays for the price of a cheap book is not too bad either. So, I like this one. The only thing I wish they had given is an indication of what scores are better cuz really this is just beat your own score and compare it to how you did last time.

Like I just got a 100 in that market game and there's nothing in the game book to indicate if that is a terrible score or a decent one except me just playing it again and seeing if I can do better than last time. Which is fine, but yeah, I would have loved to adjust a little tiny chart. I think you could have easily fitted in the page to be like good to great, you know how a lot of Euros do that. But otherwise, yeah, if you're looking for a ton of solo variety in a very small package, I think this is a good time. It's not going to make my top end of the year list or anything, but for what it is, I think it's very successful. So, thanks for watching everybody. A special thank you to our biggest Patreon supporters, Dan, J Willie MF, Steve Wren, Casey W, Andrew R, and Chris C. We'll see you at the next stop.

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