Showing posts with label Robin Gibson. Show all posts
Showing posts with label Robin Gibson. Show all posts

Friday, July 10, 2026

Sadly, Road Trip Solitaire made my hand hurt

Road Trip Solitaire didn’t work for me because my hand kept cramping up.

Honestly, if you just read the first sentence, you’re good. I think that Robin Gibson came up with a mechanically clever game for a regular deck of cards. My only issue was that I found it physically difficult to play.


As the name implies, it’s a game that you could play whole sitting in the car, as long as you’re not the driver. It’s an In Hand game using a traditional deck of cards. Play anywhere with the most common game component known to humanity. (Okay, dice can fight for that position)


You are rearranging the top seven cards, trying to get them in a row. You can discard (move to the bottom of the deck) a card to move another card that many spaces back and forth. (At the start, you out a joker at the bottom of the deck so you know when you run out of cards.)


Conceptually, I really like the idea. There are a lot of good touches. Scored sets of seven cards get flipped around so you can tell them apart when you discard them. The decision tree is wide but easy to understand. 


However, splaying seven cards with the rest of the deck under them was physically difficult for me. My hand got cramped, I kept dropping cards and I’d be constantly double checking to make sure I was at seven.


The solution would be to play it with a table. However, that defeats the purpose of it being an In Hand game and, frankly, I got too frustrated to try that. 


Road Trip Solitaire is a good idea and I appreciate where it’s coming from. I just couldn’t get it to physically work.

Friday, February 14, 2020

I find myself liking Robin Gibson's designs

I realized that I've spent a lot of February playing games by Robin Gibson.

That is fundamentally because they have designed a lot of solitaire Roll and Writes that take less than fifteen minutes to play. I’ve been playing a lot of shorter solitaire games over the last few years so that is totally within my wheelhouse. That and the fact that I have spent a lot of time looking at Buttonshy and PnP Arcade.

I’ve already written about Gibson’s Paper Pinball series, which honestly borders on a mindless diversion (although I do like how each pinball table has its own little twist and there is definitely a place for mindless diversions) However, what has really impressed me and made me decide I need to pay attention to Gibson is The Legend of Dsyx series.

Dsyx is apparently a steampunk, fantasy kitchen sink universe. Banks hire dragons to take care of their vaults. Gnomes build dirigibles. Gryphons work as couriers and wear goggles. If you’ve played D&D, there’s a good chance you’ve been to a place like Dsyx.

There are twelve games in the series. I don’t know if there will be more but twelve is still pretty good. Each one tells about a different little chunk of Dsyx and, from what I can tell, vary their mechanics a decent amount.

What I really like about them is they make me feel like I am playing a larger game. Between the theme and the relatively involved mechanics (involved for a single sheet of paper and five, ten minutes), the games in the Legend of Dsyx feel surprisingly meaty.

To be honest, I am pretty sure some of the depth is an illusion. I am sure that each game does have a single optimal strategy that will reliably do better than other choices. A ten-minute Roll and Write can’t complete with a two-hour game that has a lot more moving parts.

However, I am okay with that. The return I get from the minimal investment in time and resources still makes the Legend of Dsyx series a very good return for me. It’s not perfect but it is engaging and interesting.

I’ve only tried three of the games but I am hoping to eventually try them all. I’m in no real hurry since I also don’t want to get burned out on them either.

Tuesday, February 11, 2020

Paper Pinball might just be rolling dice

Since I seem to be focusing on Roll and Write games, I decided that it was time I finally tried out Robin Gibson’s Paper Pinball series. 

Every game in the series is a stand-alone Roll and Write, themed around pinball. They all have a nice picture of a pinball table and the rules on the side. The different pinball scoring elements have boxes for you to fill in with 2d6 and they all have different rules and restrictions. Ramps require ascending numbers, for instance. If you can’t fill in a box, you cross off a ball. The game ends when you either cross off the third ball or you fill in the entire table. Every element has its own scoring rules, some of which are a little fuzzy.

I got the first three pinball games when they first came out, printed and laminated them, and promptly filed them. As I understand it, Gibson revised them when they got released on PnP Arcade so I wonder if the later editions might resolve some of my quibbles about scoring.

I would describe the series as ‘okay’ It’s definitely swingy and the best place to write a number is usually pretty obvious. Opening the multi-ball option so you get to roll a third die and get more choices is probably the most essential thing to go for in any of the games. On the plus side, it’s an inoffensive little distraction that I don’t mind playing. It’s fun in moderation.

That said, its theme screams for a comparison to Sid Sackson’s Pinball from Beyond Solitaire. And that Roll and Write game from 1976 honestly offers more decisions. Not nearly as pretty but better overall gameplay. 

I also feel compelled to compare Paper Pinball to the Legends of Dsyx, another series of Roll and Writes by Robin Gibson. The Legends of Dsyx are also one page each, including rules. And they are very thematic with diverse and  interesting mechanics. They aren’t perfect but they are ambitious. Paper Pinball is me rolling dice. The Legends of Dsyx feels like a board game in a sheet of a paper.

Robin Gibson has become a designer that I’m interested in but Paper Pinball is not one of their strongest works. That said, I have just seen the first draft of the system. I might pick up one of the later games and see how it developed.