At some point, I’m not going to have learned enough Roll and Writes to justify a monthly commentary. I really expected to hit that point before now. But, nope, not yet.
The first R&W I tried this month was Halloween Roll and Fright. I’m not sure where I actually found it. The board is a six by six grid. You roll three dice and assign two dice as coordinates and the last one as a map element. If you roll doubles, you can check off Halloween critters on a list.
It… wasn’t good. Between the restrictions that the dice have you and placement restrictions, I found I actually didn’t have a lot of control or choices.
Next up was a game called Maztec Duel. It was from one of the R&W contests and, from what I can tell, was designed to as PR for a larger game. You used two dice to make several steps of picking out and placing buildings on a grid. It reminded me just a little of Elasund or Blue Moon City in that building took multple steps.
But they crunched the rules down one page. Great for duplexing, laminating and done. But not great for making the rules clear. Even looking at the design forum and other people’s questions, I’m not sure I got it right and constantly looking for clarification dragged the game down.
Then I tried another contest game, Assault on the Colossus. If it wasn’t inspired by Shadow of the Colossus, I don’t believe it. I liked the theme of climbing up a giant monster to kill it but I felt like the dice determined everything and I didn’t have any real choices. There is some dice manipulation but it still felt like there one obvious choice or no choice.
After those three games, Puerto Miau was a relief. A roll and move and write game, Puerto Miau is simply okay. However, it is a fully realized and functional game. Contest games are very much prototypes but it was still nice to play a game where the rules were clear and I had choices.
(At that point, I stopped trying to learn new Roll and Writes and revisited 30 Rails because I was worried it wasn’t as good as I remembered. Fortunately, it was even better)
After that, I started trying Roll and Writes that were more established.
Radoslaw Ignatow’s Time Machine (easily his least inspired title) has you use two dice per turn to set the dials on the time machine. The settings plus connections between dials generate a number which you use to move down the scoring track. Bigger numbers are better but ending on specific points gets you bonus points. I enjoyed it but I felt like had a lot less control than his games with pools of six dice.
As I wrote elsewhere, I _finally_ played Utopia Engine. And it was really good!
The last game I learned in July was Castles of Burgundy the Dice Game. While it doesn’t hold a candle to the full game, I could see how that game inspired the dice game and I did enjoy it. As a solitaire game, my initial impressions are strong.
I know that August see not nearly as many new R&W experiences but there are still unplayed games in the pile.