Roll for Adventure Review

Roll for Adventure - KOSMOS
RfA 3DBox

Game title: Roll for Adventure

Game description: The old kingdom is in danger. Enemy armies are attacking from every direction, sent by the Master of Shadows, who seeks to cast eternal darkness across the land. You must band together to collect the fabled power stones needed to save the kingdom. If you succeed, you’ll save the kingdom and win the game. However, should even one territory fall under the control of the Master of Shadows, you will lose the game immediately. With many heroes, a variable game board, and increasing difficulty, this cooperative dice-rolling fantasy game offers you exciting challenges again and again.

Overall
3.2
  • Play (Mechanics)
  • Presentation (Art/Quality)
  • Plan (Rules)

Summary

There’s something about rolling dice that just feels good. Creating sets of things also feels good. KOSMOS’ Roll for Adventure combines these two things with cooperative play and and quasi-RPG element to create a game that hits a lot of the right buttons for people who can agree with those first two statements.

Pros

  • Cooperative
  • Simple player actions
  • Adjustable difficulty
  • Lots of customization with heroes, adventures, special enemies, and flip-side board

Cons

  • Art is fairly generic
  • Setup instructions read more difficult than they actually are
  • A few edge cases not covered in the rules

Full Roll for Adventure Review

There’s something about rolling dice that just feels good. Creating sets of things also feels good. KOSMOS’ Roll for Adventure combines these two things with cooperative play and a quasi-RPG element to create a game that hits a lot of the right buttons for people who can agree with those first two statements.

The game features 4 different quadrants, each with their own methods of either using dice to earn crystals or to earn bonus dice. There is also a void that can be paid into to restore dice that monsters have cast into oblivion. Each player will take turns rolling their dice, optionally using their hero power, placing their dice, and drawing a monster that will either remove dice from the board or damage a quadrant. If players can earn the number of crystals needed for the adventure they win. If any quadrant falls to the monsters, the players lose.

RfA contents
A sample game in action

The main mechanics of rolling the dice a simple. Roll, pick a number and place all the dice with that number on the board. Repeat this until you have no more dice to place. If you meet the criteria to defeat a monster, restore dice from oblivion, or earn a crystal, dice are returned to their respective players to be used again on their next turn.

The real meat of the game comes in the choices you make. Where do you place your dice? Do you push for crystals or defeat a monster before it can remove more dice or damage the board. Do you take a turn to restore everyone’s lost dice, even though it may mean more monsters stacking up on a quadrant? That’s just in the basic game. Roll for Adventure’s board pieces also have a B-side that’s a bit more complex for seasoned players. There’s even special monsters than can up the difficulty even more.

While the artwork is a bit uninspired, the game play is solid. The rules are written especially well, though miss a few rare edge cases. Roll for Adventure offers a ton of customization with different adventures, heroes, the dual-sided board pieces, and special monsters. It’s a game that plays quickly, has little downtime between turns, and is just a lot of fun to play.

A copy of Roll for Adventure was provided free for review by KOSMOS

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