Okay. Last two Roll and Writes in this collection.
Vegetable
No grid this time. The playing area is scattered with dice faces, vegetables and rotten tomatoes. You roll six dice at a time. You then pair dice up and draw lines in between dice faces that match those dice. You’re trying to box in vegetables for points but not rotten tomatoes that will cost you points.
If you’ve played Raging Bulls, it all makes sense.
And while Raging Bulls is a stronger than Vegetable, Vegetable is still very solid.
The game lasts nine rounds and you will be drawing three lines per round. (And yes, the lines have to be straight and not touch anything between their two points) That’s not nearly enough lines to box in everything. You also get to change a die six times during the game so there’s some dice manipulation.
In other words, you have to make real choices, the decision tree is wide for a game of this weight, and there aren’t obvious best choices.
I don’t know how vegetable might work in the classroom. Drawing lines isn’t that hard a concept to teach. But I’m sure you’d get a wide variety of finished player sheets!
Hello Autumn
I have been struggling to succinctly describe Hello Autumn. Which is hilarious because it’s one of those game where one glance at the player sheet explains the game perfectly.
The sheet has fifteen leaves on it. Each one has a one of three different colors/symbols, along with two different scoring conditions. One will be either even or odd. The other will be a number greater than seven through nine.
Each turn, you roll four dice and put the results into a math chart. Row of four values, add each values that is next to each other to get three values. Which the chart assigns to a specific symbol/color. I’ve done a poor job explaining it but, again, the actual player sheet makes it easy to understand.
You assign each number to a leaf with a matching symbol/color. You get a point for each scoring condition, up to two points per leaf. Five round and most points wins.
I initially was annoyed that the game rewarded rolling high numbers. Then, I decided that it wasn’t a game about optimization but one about damage control. Then it clicked.
Honestly, I think Hello Autumn might be frustrating for kids in a class room. You aren’t always rewarded for making smart decisions but hurt less by making them. But I think it would work well for more dedicated gamers.
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These were interesting games to wrap up my examination of the Roll and Writes from the collection. On the one hand, they don’t feel ideal for the classroom, particularly Hello Autumn. On the other hand, these are the games that I would recommend to seasoned gamers the most. They lack obvious, easy choices, which makes them more interesting.
At some point, I’ll probably look at the other games. Roll and Writes are just ones I could easily solitaire, which made them easy to check out.
I partially got the collection because I thought they might come in handy as a substitute teacher. But I don’t think they will. I’m not going to be with any group long enough to properly teach the games. And, while there are kids who would love them, there are kids in every group that would fight having to learn them.
Still, I am glad the collection exists and that I got it.
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