PnP Review

Let’s Preview More: Rollin’ Campus

1-5 Players

Designer: Rafael Lozano

Publisher: My Turn Games

Link for the Campaign

Live (or re-live) the days of university in Rollin’ Campus. Using dice, live the Greek life, get a lousy job, try to live up to your family expectations, and maybe, just maybe, go get some study done. But is this an A+ effort or does it just flunk the rest?

How to Play

Help Sheet

At the start of each turn, first thing is to activate your add-ons. These will give you free bumps on their respective tracks and additional moves if you assign dice to them.

Then the active player rolls the event dice and all the regular dice. The events affect everyone, adding some tracks, preventing others from being used or other various effects.

Then the active player will use a number of dice depending on the player count. Each dice is associated to one of six tracks: study, classroom, Greek life, student job, sports and, least but not less important, PARTY TIME.

Each track will move in different ways. Study and classroom are complementary to advance in classes, sorority / fraternity house will move up in groups, sport are a simple linear (well, spiral really) and so on. Moving up the tracks will also give you movement on other tracks. There are also three tracks that cannot be directly be assigned but move according to the others: money, family expectations and maturity.

After a certain number of turns, game ends. Each track gives you a number of points according to completion. There is also happiness and sadness tracks that are accounted, most points win.

Rules and Components

Sports Track

Rules are well organized and nicely illustrated. They are a bit sparse, leaving some areas unclear, but this is an early prototype and, as it appears with my interactions with the designer, they are quite keen on improving quickly.

The sheet itself is super duper busy. I mean, we have tracks and tracks and tracks. But, I appreciate how the iconography is clear and easy to distinguish, and I feel a big Hadrian’s Wall influence, which is always a compliment.

I would love to see this as a double sheet just to have bigger icons. That might be my old man’s eyes, but I prefer to have clearer glance. And, again, that might be a possibility in the future.

Gameplay

Different tracks

As I mentioned earlier, this takes great influence in big ping-pong-y comborific roll and writes and condenses it down to a 10-15 ordeal which, at least for me, the exact length it needed to be. Most games I end with that feeling that I wish I just had a turn or two more to squeeze in more points. That leaves you wanting to be even better next time.

I also quite enjoy how different the tracks feel. While I’m not totally sure about the balance as it is now, that is something that could be easily tweaked. But in my many games, be it as a nerdy hard working fellow or a party time jock, my scores have been all within a fine range.

Theme and Art

Job and Money

The way each track abstracts the experience with it is really smart. Some jobs earn more, but leave you unhappy, while working on the library pays nothing, but it does make you smarter. Being good at sports is tiresome, but makes you mature and your family proud. And you have to party either too little or so. much to become a legend. Anything else is just waste of time.

The sheet itself has a nice sloppy look, it does feel like college. The icons are a bit bland and generic, but then again they look very Microsoft Word-ish, which is entirely appropriate. That’s how I would put it: this looks, very thematically, as a college student was creating it.

And the reason why I say it is like this by design is because the rules are other materials related to the game are beautifully illustrated with very refined art.

Conclusion

Score

Rollin’ Campus is a game with purposed contradiction: it is comborific but quick, smart but chaotic, tense but silly. It’s great game if you want something the offers the feel of intricate strategy but in a coffee break (or beer break more appropriately) timeframe. There are some refinements needed from now to release, but not that gets in the way of fun.

Preview

Let’s Preview More: A Very Merry Made-For-Tv Movie

1-99 Players

Designer: Jake Burgoon

Publisher: Self Published

Link for the Campaign

In this cozy game, we are trying to create a classic cheesy romantic comedy where two people fall in love over Christmas, snow, cookies and caroling. But is this movie going to warm everyone’s heart or will everyone just change the channel?

How to Play

Scenes

Before starting the game, just select three out of six characters to be the leads. For those characters, their once per game ability is available from the start. Then you’re ready to go.

Each turn you roll 3d6, one of one color, two of a different color. Obviously those need to be christmas colors.

With the singular die you can add a character to one scene. You can add them in any order, but within each scene values need to be ascending. Some spots are also just for the leads. Each time you add a character their development goes up by one. On the third spot, you will advance in the development track, and you unlock the once per game ability for the secondary.

Once a scene is complete, you get their bonus. For the top row, it’s ornaments (more on it later), reuse of dice or money (that allow you to modify the rolls). For the bottom row, it’s points. Once you complete both top and bottom on the same column, you get an extra bonus.

With any dice (including the singular one if you wish), you can add to your set. Those values can be used separately or combined. These are either shapes, that will allow you to complete more of the tree, or ornaments that will advance in their individual tracks.

After 15 rounds, game is over. You tally the points for the ornament and development tracks, scenes completed and left over money, losing points for an incomplete set.

Rules and Components

Set Decoration

The component is, basically, just a sheet. It’s simple, cute, very Christmas-y and all the game information is clearly laid out. It’s nothing super crazy and unique, but it does get the job done.

The rules are a pleasure to read. They are infused with charm, wit and made-for-tv lingo, but also do a great job in conveying the rules of the game in a clear manner. Even for a prototype, I was able to get into the game and play without any issues or doubts.

Gameplay

Ornament Scoring

The game if fairly straight forward at first. With your singular dice, you pretty much always want to go for a scene, then fill up as much as possible of the tree with the other two. There some tricky aspects though.

For the scenes, it’s quite tough to fill them all, so you need to decide when to go for the bonuses (and which ones), and when to go for points. Setting yourself up for later is key. Also, you will need to use characters if you want to maximize scenes, specially the leads, after the third time, which is a bit inefficient since you don’t get development benefits, so it is not always obvious.

For the tree, you have to balance advancing in the tracks (since they require high dice combination), or just filling up a lot. Also, setting up proper shapes and how to fit them is important, specially in late game.

Overall, this is a quick playing easy to learn game, but I was very gladly surprise to see a good decision space. As I mentioned earlier, I hope there will be additional content for this game to expand this even further and add variety.

Theme and Art

Movie Name

I absolutely love the theme here. It is cheesy silly Christmas comedy in a nutshell. Personally, I always randomize the leads and try to come up with the stories from there. I honestly wish the scenes were a bit more open, mad-libs style, to take that even further. I mentioned that to the designer, and he did say something like this was coming, not only for the scenes but for the character themselves. And I’m here for all the silly stories to come!

The art style is a bit too simple for me, with the icons being a bit on the generic side, but the elements on the sheet are done in a cohesive and very charming way. The art on the six characters is lovely and fun, though.

Conclusion

Scoring

Ever since the designer contacted me I can’t stop playing this game. It takes the theme and really runs with it. If you are a theme first gamer looking for a quick and satisfying time, you are not going to be disappointed. It is not, and nor does it try to be complex, the same way made-for-tv movies are not meant to be blockbusters. It is charming and dainty with a small town charm to it.

I noticed I repeated some words on this preview: charming, lovely, cheesy. This game not only is themed like a made for tv movie, it’s designed like one. That should tell you all you need to know if want to back this or not.

Preview

Let’s Preview More: SkyCraft

1-99 Players

Publisher: NukaZombee

After a few very bleak releases, NukaZombee comes out with a whimsical journey through a land of orcs, alchemy and air balloons. But is this journey going to soar but is the orc’s curse is just too much?

EDIT: A few corrections due to a rules misunderstanding.

How to Play

To setup, put the enemy on the first spot on its path, your character in the middle and gems on the spots on the player sheet and map. Each turn is broken into three steps: move, actions and enemy movement.

To move, the player rolls two dice, one sets the destination and the other for the move amount. If the player acquired any constellations they can use them to change one or both of the values to get to specific spots.

On the actions, first the player can move one of the gems between the classes to get different bonuses, then getting ingredients or mapping stars. Then, depending on where the player is, they can get more ingredients or heal the villagers . Finally, the player can craft items and brew/sell potions. After that, the orcs advance one space, two if the player went off of the edge of the map.

The player wins if they are able to get the healing skill to max and do one more healing, and lose if the orcs reach the final spot, the King.

Rules and Components

Take this section with a grain of salt, since this is an early preview copy and lots can and will change. As of know, the rules have a great and vibrant layout and use a lot of visuals to show each element of the game. However, as of now, they feel incomplete and a few spots are unclear. Again, early preview copy. The game is perfectly playable, even if a mistake or two are there.

As I mentioned, the visuals are clear, vibrant and rich. There are two sheets, one for the map and one for the player. The player sheet works great, rules are embedded on each spot and they work really well. The map, while beautiful, lacks a bit of usability, specially a spot to clearly see which villages are there.

Gameplay

SkyCraft is not rules heavy, but it’s surprisingly thinky and requires a lot of planning to be successful. Movement is the main challenge, just getting to the right place and getting the right ingredients or skills at the right time. There are four skills, and you can only move laterally and one gem per turn. Having flexibility with the movement will probably mean that you are not healing or foraging as well.

Healing is a bit odd. You have one die, plus one for each gem on the healer class, and you have to roll within a range, not less or more. Whenever you succeed you advance on the skill, if not you move back. The odd part is while you do move towards having more gems as your skills increases, it also requires more dice and a harder roll. It’s not always advantageous to skill up.

Even with these hurdles, as of know the game is fairly forgiving in terms of the challenge of completing the goal before the orc gets to the final spot, specially when there is a potion that moves back the orcs a whopping 20 spots.

Theme and Art

I absolutely love the art for this game! The characters, both the one available on the preview and the ones announced, are goofy and have a lot of personality. The map is also interesting, with even spots that share a type being unique.

The theme for the most part comes through as well, with the character just flying around the land and, in my mind, tossing healing potions right to villagers head. There are a few spots that I feel it could be better.

One, it bothers me to no end that we are stealing from the villagers we are trying to save. It could be donations or something else, but stealing just feels wrong. Also, the orcs as of now feel mostly just like a timer. They are not a looming scary presence that can cause havoc, they are just walking around up until the next step.

Conclusion

Despite my criticisms, I feel like SkyCraft is a blast to play. It’s a game where you take very little to get into, but then slowly start to realize that if you don’t plan right, you will not do well. It’s a game about understanding the odds and planning your turns ahead of time, and when you are able to pull it off you it’s exciting.

Unsurprisingly, there are a few balance issues, but even with those the game feels rewarding and complete. And, on top of it, knowing that there will be extra characters I’m super excited to see what they are going to bring to the skies.

NukaZombee has a knack for making longer roll and writes feel like a breeze, and I feel engaged the whole playthrough. If a thinky but whimsical adventure is up your alley, you will find a great game here!