

Roll and Write Games
Jan 24, 2024
In this episode, the hosts explore the roll and write genre of board games, discussing various games like Welcome To and Castles of Burgundy. They delve into the characteristics and core mechanics of roll and write games, including random input, permanent markings, and decision-making. The trade-offs and tracks in roll and write games are also explored, along with the advantages and suitability of the genre. The hosts express their love for roll and write games and invite feedback and participation from listeners.
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Roll-and-Write Definition
- Key elements of roll-and-write games: random input (dice or cards) and permanent markings on a disposable sheet.
- Castles of Burgundy isn't a roll-and-write because its components and market shift constantly.
Timing in Roll-and-Writes
- Roll-and-writes often feature timing elements tied to game end conditions, creating risk assessment in actions.
- Examples include Welcome To, where filling house rows ends the game, and Next Station: London, with round-based card flips.
Spatial Puzzles
- Spatial puzzles, like map-making or path-drawing, are common in modern roll-and-writes.
- This adds a Tetris-like element, seen in games like Cartographers, Railroad Ink, and Trails of Tucana.