Welcome to a new edition of "The Game Mechanics Behind Project EOS Rise." I want to begin this entry with a little history lesson on myself and why Solo play is so important for me.

To put it simply, If solo boardgames didn't exist Project EOS Rise would not as well. I discovered tabletop gaming with solo gaming. As a video gamer, I loved games like X-com and deep RTS games. I remember seeing an advertisement for X-COM the board game and wanted to try it desperately. But, I was hesitant because I didn't have a friend circle that was into Board Games. So, When I read it could be played solo, I jump right in. After playing it for the first time my eyes opened wide. Suddenly I didn't need friends interested in boardgame to enjoy the hobby. From that day forward I was hooked. My next target was Arkham Horror. After that, I quickly started purchasing everything solo that interested me. I begin backing Kickstarter campaigns, I started reading more forms online, I started learning about game meetups. I even joined as a member to a local group (over 65+ board gamers at meetups :).

I owe It all to solo games. I'm now neck deep in the hobby and industry.

From the early onset, Project EOS Rise was going to be a cooperative adventure that could be played solo without any additional rules. I had in mind some key gameplay mechanics that I felt needed to be in a solo adventure game.

1. Random adventures
- As a solo player, I wanted a game that allowed you to feel the epic adventure. A distinct advantage of solo play is that no one else is rushing you through the game. You can take your time to read the flavor text, you can sit back and enjoy the weight of the decisions you must make. It's you VS the board. It's the best experience in my opinion.

2. More then a score - I didn't want to just play a game that had me beating my last high score. A lot of solo games are designed like this. I'm not throwing shade at this type of game. My favorite solo experiences are victory point based (Raiders of the north sea). Just, pointing out that for Project EOS Rise I wanted a goal that had weight and feeling. I wanted to stare at my board game collection and see Project EOS Rise I instantly think, "I wonder what adventure will happen if I play this game."

3. Decisions

- All great solo games, in my opinion, come down to decisions. It's the decisions you make during a game that will ultimately have you win or lose. Project EOS Rise as a solo game presents the player with a bucket load of decisions. I've spent a great amount of time scaling the decisions back to a manageable level. The key to the balance was not creating scenarios where a solo player would feel overwhelmed. Playing solo brings a whole new depth to the game as you are free from the opinions of outside influences. Each choice you own and you will either live or dye by those decisions.

4. Fun - I know this is obvious but, allow me to explain. I wanted Project EOS Rise to be a joy to play. I'm a fan of dice rolling games, worker placement, and card management. I enjoy the feeling of rolling (as Tom Vassel from the dice tower says) a "bucket of dice" across a table. I enjoy having cards that can change the outcome of a roll, I enjoy leveling up and getting better. All these things to me make playing a game fun. As a solo player, I wanted to play Project EOS Rise to have fun. So it was important that the game was designed to be fun in all aspects. If anything felt like a chore I knew the game would never get to the table. So fun became a main game design pillar.

Thanks, everyone for following along this crazy adventure. Remember the best way to show support for the project would be to subscribe to our mailing list below. Once we hit 2,000 Galactic Citizens we will commence the Pre-Launch countdown.