PnP Review

PnP Review: Warriors & Writings

1-4 Players

Designer: Nathan Wells

Artist: Murzabaev Roman

Publisher: Nice @ Dice Games

Pulling out from the old days of TTRPGs, Warriors & Writings throw you in a dungeon to find treasures, fight monsters and confront the big boss. But is this a treasure to be hoarded or does it deserve its place in the darkest of pits?

Disclosure

A copy of the base game was very generously donated by the designer for this review. However, I will do my best to give my full honest opinion.

How to Play

Goblin’s Den Map

To setup the game, each player needs their own character sheet (that can be different) and a map sheet (that should be the same), as well as one map reference and one action reference to be shared.

The game goes for 40 turns, and during each turn two dice are rolled, and players use them to take actions. There are no basic actions in the game, all actions available are in the character sheets, and they are mostly about moving or attacking. Players go around the map fighting monsters, getting treasure and exploring. The goal is to defeat the map boss, and then have the most gold.

Solo gameplay is the same, you’re just aiming to beat your own score in gold while still defeating the boss under 40 turns.

Rules and Components

Knight Character Sheet

Rules are well written and clear, leaving little room for doubts even on initial plays. They also have plenty of examples of gameplay, which is always appreciated.

Components are easy to use, with simple symbology and plenty of references to simply consultation during play. Unlike most print and play games that you could just print and use as a one time use, W&W is a game that requires laminating, specially the character sheet. There is a lot of writing and erasing resources, and can get quite messy at times.

For the map, the way it’s intended to be used is to write your path as you go, but I found that this too can get messy and confusing, specially if you are returning a lot to the same places. There is one particular map, the Wizard’s Tower, where this becomes particularly bad as it requires you to walk the same paths multiple times. I found that using a meeple or token makes it considerably better.

SCORE: 8/10

Gameplay

Character on map

It can seem that 40 turns is a lot, but this game is snappy. Turns are lightning fast, and those 40 turns go quickly. It is a thinky one though, as on one hand you’re trying to bolt to the boss, but you also need to get treasure along the way. Time is your main enemy here, and often you need to leave stuff behind or just tank the hits.

Also, each character and map require its own strategy, and it does change a lot. One thing, more noticeable on solo than on multiplayer, is that the rolls can really make or break a run. Yes, there is mitigation in the form of grit, but if you’re rolling a lot of lows you’re going to move slower and have a harder time.

Still, it’s a game where you rarely feel out of options or just going through the motions. It’s engaging and a ton of fun.

SCORE: 8.5/10

Theme and Art

Mage Talents

I’ll preface this section saying that will be a huge caveat on my analysis. Bear with me.

Theme is clear, it unapologetically evokes the old TTRPGs in every aspect, and it does so very successfully. It is a distilled down version of a dungeon run on those games, but every aspect feels thematic. The two characters are very distinctive, with the knight lunging forward while the mage needs to move slower and manage their mana. The three maps on the base game are also filled with unique and interesting twists that make them come alive.

This game art is pretty bare bones. Aside from the illustration on the cover of the rules, everything is just black and white writing, boxes and icons. There is no illustration of the characters, no backdrops or details on the map or on the characters.

But, as for the caveat, this look is exactly what you would get on the TSR age of Dungeons and Dragons. A cool artwork for the cover, and just black and white inside. If you lived that, like I did, it feels right at home. It was a bold, but I feel like a deliberate one. But it’s one that needs that nostalgia from the player to work.

SCORE: 7.5/10

Conclusion

I tried my best to keep my review as neutral as possible, analyzing the game on a modern lens, and on that we find a simple looking but intensely engaging and highly thematic dungeon crawler.

But I feel like I am the exact niche this game appeals to. I didn’t just play TTRPGs, that was my childhood and teenage years. So I felt at home, every aspect clicking in a special way that triggers my nostalgia bad.

In either case, I would give this one a go. The decision space alone is enough to make interesting games.

Rules and Components8/10
Gameplay8.5/10
Theme and Art7.5/10
Final Score8/10

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