Roll Player Adventures: Games We Love

Introduction

About a half a year ago, I became addicted to Kickstarter. Okay, that’s an exaggeration. But, I did support several gaming themed campaigns. One of them arrived in a huge box. It took so long to be delivered that I forgot about it and wondered what the postman delivered. “Ah”, said when I opened it, “Roll Player Adventures. It’s a game I ordered on Kickstarter, I explained too my family. I got the game because it sold itself as a single or two player action game similar to Dungeons and Dragons.

Not exactly like D&D. That’s fine. Now we have two outlets for our nerdiness.

As I mentioned in my previous article, I hadn’t finished the newest adventure for our duet campaign I still havne’t completely finished it. I have the first part of it done now. At the time, I suggested we try Roll Player Adventures instead. Quinn agreed and off we went.

First Impressions

This game takes forever to set up for the first time. There’s so many different types of cards, dice, tokens, maps, and books. Plus, you need the rule book to set up your characters (thankfully, in this game, they came premade, so that saved some time) and an adventure book to set up the adventure map. Some of the set up is intuitive and (again) thank goodness for that. Some of it makes no sense without the context of the game, but you figure it out quickly enough.

I mean, look at all that stuff! It’s pretty intimidating.

Gameplay

Again, the gameplay is mostly intuitive if you’ve ever played a dice game before. A few things are difficult to understand, but the rules are mostly comrehensive. We screwed up more than one ruling, but it was just the two of us. Ultimately, no harm, no foul.

You move your party around the map. There are encounter tokens that can be either a skill check, combat, or sometimes both. There are also the defined areas on the map. Here, you run through a story that changes based on your decisions. Skill checks and combat work similarly. You need to build a die pool from the die bag, roll them, and match numbers and colors on the card to pass the check or win in combat.

Probably easier to show. To defeat the bandits, you need a white two, blue three, red three, and any color five. You have three rounds to win as shown in the lower left corner.

You draw dice from the bag, roll them, and try to match them. While this might seem like an almost impossible task, you can buy certain colors using your attribute points. You have a hand of cards that lets you alter die rolls or colors. All in all, we’ve only ever gone past round one on a couple of fights. In etween fights, you can rest to get ready for future challgenges. Rinse and repeat this process as you work your way around the map until the book tells you “The End”.

After that, you advance your character and you can “save” the game. This sets you up for the next play through so that you don’t spend as much time getting ready. The second time we played took a lot less time to set up and a lot more time to play.

Roll Player Adventures: Overall, a fun game

Both times we played, Quinn mentioned how much fun he had. He talked about the game at dinner to Christine and both of his brothers. We were supposed to play more today, but we took a two hour hike and we just finished eating dinner. I think tomorrow might be busy, too. So, you might have to wait until next week to hear more of our exploits against the enemies of ulos.

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