15th January 2022 The Wogglecon day of gaming continued with Rolling Realms. They see me rollin' They hatin' Patrollin' and tryna catch me ridin' dirty OK, Rolling Realms isn't about rapping but it is about rolling and is a quirky little roll-and-write mini-game collection. What's in a game?
All the cards in the game feel reasonably sturdy especially since they're laminated. The dice are definitely a nice touch and have been manufactured with rounded corners, they're about as good as non-wooden dice can get. Rolling Realms features almost no art except some stylistically simplistic illustrations on a few cards, which is fine as otherwise it would probably interfere with whole roll & write thing. The game's core iconography which appears across all cards is easily comprehensible, however, each individual mini-game is likely to contain its own unique icons which must all be learned. How's it play? Setup
On to play Rolling Realms is played over 3 rounds and each round consists of 9 turns, which means 9 sets of dice are rolled each round, there is no turn order in the normal sense and players resolve their choices simultaneously.
Endgame Once 3 rounds have been completed, that is 9 realm cards have been used, then the game is over. Players should calculate their results from all 3 round. Points are tallied, highest score wins. Overall
Rolling Realms is undeniably unique and inventive, a game about mini-games based on games that the publisher has already released. It's impressive how the mini-games generally manage to distil a game's mechanic and/or them down to a simple, related iteration and one that makes use of numbers 1 to 6! The game comes with 11 realm cards and the publisher has released a bunch of expansions and promo cards go along with it. Rolling Realms balances its priorities quite well and mostly makes player decisions meaningful. Players will naturally want to focus on using dice to gain VPs but neglecting resources will give them lass flexibility later on Because the game uses a randomiser, it's hard to plan ahead, that 6 you really need to earn you those last couple of points on a card might never appear.... That means that players need a dollop of adaptability to manage unwanted numbers and that's when resources come in useful. Particularly useful are the abilities to generate a 3rd die result, it can essentially increase your gains by 50%. It's hard to summarise Rolling Realms because there is a lot of little things going on, but I did enjoy it, the variation provides an interesting challenge and every round brought a new set of challenges. A game that uses a lot of mini-games risks being a mixed bag and couple were a bit more obtuse than the others but there were no outright stinkers. Having said that, it felt like a bit of a chore having to go explain 3 sets of rules to unfamiliar players each round, especially since it seems there will always be this one player who just doesn't get something. I also felt the game sat in weird middle-ground of being a bit too long for a filler but a bit too short for a main game for the night. The box says 30 mins, but that's highly ambitious in my opens. These are minor quibbles though. The mini-games are reasonable light but provides enough depth and definitely variation to keep most players engaged. It's one I'd play again
0 Comments
Leave a Reply. |
AuthorI play, I paint. Archives
March 2024
Categories
All
|