Alpakaland is a game about creating your very own Alpaca-themed amusement park. Which isn’t actually one of my personal dreams or even a sentence I thought I’d ever write. But I’ve written about Devil Bunny Needs A Ham so I’ve written weirder.
Alpakaland is one of those Roll and Write games where everyone has their own sheet and uses the same dice rolls. So it can be played solitaire or it can be played with as many people as you can cram in.
The core idea of the game is that you’re drawing a map on a grid. Which is a pretty common concept in Roll and Writes. However, you get a lot more free reign than in a lot of map drawing games I’ve played. There are six rounds and each round, a pool of six dice gets rolled and everyone gets to use those rolls.
You can spend pips to build roads or pen fencing. You can spend specific numbers and sums to build buildings that have to be specific shapes. You can spend dice to get alpacas or clowns. You can use dice to fill out an advertising track. And you can spend dice to increase the value of alpacas or buildings.
There are some placement restrictions (like, everything meets to be connected by one network of roads) but you can basically do whatever you want. The real restriction is that you have to pay for it. Calling Alpakaland a sandbox game is probably going too far but there are a lot of open-ended choices in the game. The dice determine how much you can do but I feel like the mistakes end up being your own.
And here’s where it’s good: you can whatever you want but you do not have the space or the dice to do everything you want. Your choices matter and they will affect what your final points are going to be. And I find it hard to believe that even a big group will end up with maps that look anything alike.
Alpakaland succeeds at being a game that is bigger than the dice and the piece of paper that make up it.