ComancherÃa: The Rise and Fall of the Comanche Empire recently found its way to my table. Wow. Simply wow. It is a solo game about the history of the Comanche, from their rise as a dominant tribe in the North American plains to their decline in the Battle of the Red River. Interspersed with historical notes, the game offers a very interesting system in which the author also takes the trouble to trace the various mechanics back to historical conditions or cultural peculiarities. And all of this with very solid game elements of extremely good quality (definitely in the premium range for a GMT game). And the game itself? What impresses me most is the very well-developed "AI" for the opponents for a solo game. Usually, the opponents in solo games are relatively simple, more driven by chance, possibly controlled a bit by rule systems. Not in this game, here the opponents are assigned strategy markers that give a rough overview of what this opponent might have in mind next - if he is activated. But even then, a random element is added, in which these strategies can still change in the short term - and you never know exactly how active he will be. The peace plans visible so far can quickly turn into attacks. But what is guaranteed: the more you do yourself, the higher the chances that the opponent will also carry out many actions. So always think about whether the next action will bring you further, or whether the risk of even more opponent activations might be too great. The success check for your own actions is also interestingly structured: it is not simply always just a die that is rolled, many checks go against a chit-pull system, in which successes and failures are taken out of the pool of possible chits (in the case of successes even for a longer time), so that your own successes automatically show in stronger resistance from the opponents (recognizable by the more likely failures due to the change in the composition of the chits). All in all, this gives a very rounded picture of the opponents in the game, who do not simply sit passively around to then strike randomly and arbitrarily, but instead react quite a bit to your own actions. And this without a lot of administrative effort for the opponents. It will definitely come to the table more often, especially since it contains a lot of other game elements that I love, foremost the "technology tree", in which you can equip your tribes with additional techniques and abilities and culturally strengthen them, which allows you to better support your own strategies. Then there are 4 historical scenarios that can all be played standalone (each 1-2 hours) or as a large campaign one after the other (6-8 hours). Then there is a relatively moderate setup, which is not always the case with conflict simulations.