Solo play, especially with pure solo games, is rightfully a popular variation in the board game hobby. More than half of the top 100 games can also be played solo, and with Final Girl (106), Under Falling Skies (251), Nemo's War (374), Freitag (427), For Northwood (488), and Warp's Edge (650), a diverse selection of pure solo games can be found high up in BGG's all-time rankings. Kickstarter There is now another game in the starting blocks that wants to join these games.
Due to an unspecified event, the once natural paradise of Daka has changed. Beastborgs—part living beings, part machine—have emerged, and the druids have allowed themselves to be seduced by the new technologies, losing their original role as guardians of nature.
They have become Darachs (Celtic term for Druids who have strayed from the right path) who now seek to control Daka.
As one of the last good druids, it is now the player's task to save Daka.
An Italian, Spain and the Celts
Alessandro, the designer of Druid Path, has been living in Spain, in the northwestern province of Galicia, for about three years. Around this time, he has also been developing his own game ideas. His first prototype, although very advanced, remained a prototype owned by himself and a few friends. However, he was able to draw on these experiences to develop Druid Path He then approached the new project from both a playful and entrepreneurial perspective, keeping an eye on the working time and the price and component-related constraints, for example.
Even before his time in Spain, he was an avid Magic: The Gathering player and actively participated in tournaments there. Combined with his love of games like Skytear Horde, Here to Slay, Pokémon, and Yu-Gi-Oh!, he was well prepared to embark on a new project. The new project would reflect his current gaming interests. Accordingly, it would be a card-based solo game with a short playing time of approximately 30 minutes.
The most important aspect of the new project, however, wasn't the mechanics, but the story behind it, from which the game was primarily developed. It was inspired by the unique natural landscape of Galicia and its Celtic influences. The cultural and historical element of the druids was then to be connected to the modern world. From this idea came the Beastborgs, which represent both nature and modern technology. They were all intended to be as individual as possible and each possess their own character, so that players would enjoy taming their "favorites" from time to time.

The basic structure of the game was finalized after about six months and remained very stable throughout the development period thanks to the clear thematic vision. In addition to details like the size of the different decks, the number of cards in hand, and the precise timing of phases and abilities, about which he actively discussed with other designers, there was a major change to the robots.
These were still part of the item deck in earlier versions of the game. However, since luck played a major role in determining when to receive which robot, the robots in the item deck were replaced with batteries. Each druid now has a set of three robots from the start. A battery can now be used to activate any of these robots.
The core game is already completely finished, and for about half a year now, Alessandro has been working on expansions. We'll get to those a little later in the article. First, let's talk about the gameplay.
Tame your team
Much of the game revolves around cards. Items and Beastborgs need to be used wisely.
Each of the maximum ten rounds begins with the round marker on the path card (essentially the level) being moved one space forward and the cards printed there (items, shadow or regular Beastborgs) being drawn and revealed if necessary. Each round also grants you three stamina points, up to a maximum of five.
Now comes one of the game's two main phases. This is where stamina becomes important. You spend it on (almost all) actions. You can draw items, play them for their individual actions, or use their discard ability (e.g., increasing dice values) for free. You can use the abilities of your druid and its activated robot, or activate the effects of tamed Beastborgs, take gems, or tame Beastborgs.

The Shadow Beastborgs belong to the Darach and cannot be tamed. All normal Beastborgs can (and should) be tamed. To do so, you must possess the appropriate gems and roll a value with the two dice that is at least equal to the Beastborg's taming value. The Beastborg is then placed in your area.
In the next phase, the Darach receives all the Beastborgs the player failed to tame. In addition, an item card is revealed, and the effect from the shadow area is applied. The combat phase then follows. Stamina is also required here.
The playing area is divided into three lanes, with a maximum of one Beastborg per lane. These lanes are resolved one after the other from left to right. It doesn't matter whether the Darach and the solo player both have a Beastborg in a lane or whether only one side has Beastborgs there.
In each turn with the Darach's Beastborg, the Darach attacks first. You have three options. If you do nothing, the damage is dealt directly to your Druid. Your Beastborg can then attack in that turn if you pay Stamina. Here, too, you must achieve a value with the two dice (plus any discard abilities) that is at least equal to the Darach's defense value. You can also block the opposing Beastborg's attack with your Beastborg for a Stamina cost. Then, both Beastborgs deal damage to each other.
After the end of the combat phase, the next round continues. If you fail to defeat the Darach in 10 turns, your item deck is depleted, or your druid is defeated, you lose the game. If you manage to inflict enough damage on the Darach before then, so that its life points are at zero, you win the game.

Conclusion on the game
I was able to test the game in a few games using a digital prototype, and here are my impressions.
The rules, and thus the individual moves, are superbly structured. Thanks to the game's aid, you rarely need to consult the instructions, even during your first game, as the aid provides a great summary of the game's progression.
In the action phase, you can choose between about seven different actions (depending on how many cards with different effects you have in hand). The main goal is to acquire Beastborgs, which you want both to become stronger yourself and to leave as few as possible for the Darach. A bit of luck comes into play here, but with the discard abilities to increase dice values, you also have enough control.

However, items quickly become scarce if you use them aimlessly, and you also have to keep an eye on your stamina so that you are not defenseless against the Darach's attacks in the combat phase.
Despite the super-accessible rules, it's important to maintain a very good balance and keep all aspects in mind. For me, this puzzle is where the game's fascination stems. While the first level can be won fairly safely by playing safely, you occasionally have to take a few small risks on higher difficulty levels.
In its short playing time of about 15 to 30 minutes, Druid Path combines all the elements I want in a compact solo game: It's easy to set up, learn, and play, has a clear goal, and combines luck with tactical elements to achieve the most important thing: It's fun.
Crowdfunding
The campaign to Druid Path will launch in early October and will then be available for 30 days. There are three possible levels of support for the game. The standard version, for approximately €27, includes the base game. For about twice the price, you get a cotton bag and new (shadow) beastborgs with new effects in the Mythic Hybrids expansion. For about €20 more, you can get the "Druid Pack." This also includes the major expansion "Morg's Lair" with additional new beastborgs, druids, darachs, robots, and paths.
The base game is completely finished. The expansions are still missing a few minor details, such as individual artwork. Delivery of the game is expected approximately six months after the Kickstarter campaign ends.
Information about Druid Path
| Number of players: 1 Age: from 14 years Playing time: 15 - 30 minutes Difficulty: expert game Classification: Solo game, Multi-use cards, Dice Author: Alessandro Di Pietro Illustrations: Alessandro Di Pietro Publisher: Lema Games Link to the campaign: Kickstarter Campaign start: 07.10.2025 Price: € 27 |
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