Review

Let’s Review More: Dragons of Etchinstone

1 Player

Designer: Joe Klipfel

Artist: Frederico Pompili

Publisher: Chip Theory Games

Bring sorcery and Dragons into your hand in this battle of wits of your magic against ancient wyrms, all without ever needing a table to help. But will you tame the dragons or will you just drop all the cards like a clumsy buffoon?

How to Play

FROM A LACERATED SKY 🤘

You will run 4 times into different regions to prepare to face your chosen dragon in the end. During each region turn, you will draw a hand of four cards, and reveal the top of a fifth one that will determine the challenge you will face. You can face any of the 4 enemies or 4 Journeys.

From your 4 cards, you will use 3. One for the element and initiative (only relevant for enemies), one to get either attack or movement, and the last one to add as a bonus  to any of the values generated. If you generate less than half of the target value, you take only penalties. If you have more than half but not the total, you get both penalties and bonuses, and if you get the whole value you just get the bonuses.

Penalties for Journeys make you discard cards from your deck, which makes you have less turns. For enemies, it’s damage that forces you to downgrade your cards. Both types of encounters give you experience, that you can use to upgrade your cards.

When you get to the dragon, you face two phases, each with double hands that are combined. First you draw 7 cards and make two distinct journey hands, combining their total amount. You have three tiers of result, each with a resulting discard penalty. Next you draw the remaining cards and make two attacks, combining both the attack values and initiative. This will tell you how much damage the Dragon sends your way. If you’re able to soak up all the damage, you have won.

Rules and Components

So much info!

This is a fairly complicated game, doing a lot with not too many components. Thus, the rules have to cover a lot of details. Thankfully, they do it quite well. Plenty of examples and diagrams and reference tables to cover all cases. It takes a bit to fully understand everything, but once you play a game or two the flow becomes instinctive.

The cards are well illustrated with foil details and we’ll structured for gameplay, but they do feel a tad flimsy in the hands. The deck box it comes it holds everything, including expansions quite well. However, that is a preference of mine, not a lot of room for sleeves. Not a big deal, but I am a serial sleever, specially for a game with so much shuffling and handling.

Score: 9/10

Gameplay

More like Burning Pandas, am I right? 😂

This is a sequence of non-trivial puzzles to solve each challenge where you’re trying to maximize the value of your cards by taking minimal damage, extending your plays and having just the right balance of upgrades to prepare for the big showdown. It’s a fast game, but it’s quite thinky and the decisions are not obvious. There are so many factors to consider and how to have the best turn each time. For such a compact game, it’s dense in terms of gameplay.

And this is a so called in-hand game. What about that aspect? Well, it’s easy to handle, comfortable and doesn’t get in the way of the gameplay at any point. Perhaps the final hands where you are creating two sets can be a bit fiddly, but totally manageable.

Score: 9.5/10

Theme and Art

Vuur! Vuur Hast! Vuurhast Mich!

I would love to see each spell having its own unique art and flavour, but from a functionality perspective, I absolutely understand why they chose. Still, the illustrations are high quality and each element has its own flair. The dragons art awesome, very unique and quite menacing. The foil details help the images pop, but are not too forward to help with the readability of the cards.

The rulebook does give some brief details about the world and what you’re doing, but still the dragons have no more and your enemies don’t even have names. Again, very understandable for its compact size, but still a bummer.

Score: 8.5/10

Conclusion

PHENOMENAL POWERS, itty bitty storage space

I’m a big fan of Klipfel and it’s compact designs, but of his in-hand games this is by far the best. It’s tense, crunchy, brain exercise, but fluid, intuitive and comfortable. There is a lot to like, and this Chip Theory version brings in top notch components and extra content.

If you want a portable game that still delivers every time, look no further. I feel this is one that will live in my backpack and pockets for years now.

Score: 9/10