The goal of this series is to create a resource for game designers segmented by game mechanisms. Mechanics First Board Game Design. This particular article is about Roll and Write Board Game Design.
What is it? – Criteria of a Roll and Write game:
- Components consist of dice(or some way to provide randomness), a writing utensil, and medium to write on.
- Gameplay includes rolling dice and choosing something to write based on the results of the dice.
- Popular mechanisms to use within include push your luck and dice mitigation.
Why design it a Roll and Write Board Game? (Pros/Cons)
- PRO – They’re trendy (2017-present)
- PRO – Low cost to produce and prototype!
- PRO – Easy to find playtesters. Just print it out!
- PRO – Potential for a large player count. Examples of 1-99 players exist.
- PRO – Often simultaneous play.
- PRO – Easy to teach and learn.
- PRO – Easy to pitch an existing game as a Roll and Write.
- PRO – Possible to implement on digital.
- CON – Themes can often feel themeless.
- CON – Components do not last forever.
- CON – Market competition is increasing.
Publishers with 2+ titles ranked lower than 3000 on BGG:
- Gamewright – Sushi Roll, Quixx, Rolling America
- Deep Water Games – Welcome To series
- Stronghold Games – That’s Pretty Clever, Steam Rollers, La Granja: Dice game
- CMON – Railroad Ink (two versions)
- Ravensburger – Castles of Burgundy dice game and Saint Malo
- Eagle-Gryphon Games – Roll Through the Ages series, Fleet Dice
- Roll and Write Family on BGG
Unique Roll and Write Game Trends:
- 1+ Player. Includes solo play and no limit to the number of players.
- Punny Titles
- Pre-lamination on components
- Digital implementations
Roll and Write Game Design Resources:
- Pencil Park Design and Development by Daniel Solis
- Go Forth and Game – The Roll and Write Revolution – with Odin Phong and Benny Sperling
Game Genre Articles:
- Board Game Step Laddeer by Meeple Mountain.
- Game Informer – Digital Board Game Spotlight – Three Rad Roll and Write Games.
Old Game Design Contets to draw inspiration from:
Link to fan groups (FB / PnP site etc)
Links to sites to prototype it (Gamecrafter, Vista print, etc)
How? – Examples, finding the fun, an example myself
Let’s design a roll and write game together!
Without previous experience, it’s good to do little design experiments. This helps me find the fun parts quicker and also understand why something should or should not be part of the game.
Rolling dice is physical activity that just fun… but you don’t see people sitting in excel pushing F9 (recalculate) on the equation =RANDBETWEEN(1,6) for fun do you? Why not? Because you don’t care about the result.
You should care about the result of the dice.
Let’s say you get a reward when the result is 3, so the more results you achieve, the more rewards you get… having fun yet? I’m not, but I pressed F9 (recalculate) about 10 times just now. I would have gotten four rewards woohoo! I might still be pressing F9 if that reward was even $0.01 per reward. But I stopped because I think we’re missing a key ingredient…
Key Ingredient #1: Non-obvious player choice.
Okay, we need to come up with a sometimes non-obvious choice for the player. To create a system like this, let’s change the rules a bit. The goal for the player is now to write a 1, 2, 3, 4, 5, 6 in an ascending series. To write the 1, the player has one roll. They can choose that they will find it or will not find it. If they are correct in their choice, then they write a one. If they are not correct then they lose. If they are able to write the 1, then they move onto the 2. They can choose if they will or will not find the result of 2 in two die rolls. And so on. Let’s see how we do!
Okay, this was harder than expected. I succeeded after about 15 tries. My strategy was to stick to probabilities and choose no for the first three numbers, then yes for the final three numbers. I changed my strategy on the number three as the randomness kept failing me. When I changed, then I started passing beyond 3. Was this fun? Not yet, but we’re close, and yet something is missing.
It felt good to succeed, but bad to endure the failed attempts.
The above system has potential, but I think it would turn off a lot of players due to the harsh nature of the RNG. Let’s add some flexibility and forgiveness to the system. Let’s allow players to bank a future number they see at the cost of one more / less roll at their current number. So for example… we’re rolling for a 3 and we said we would not find a 3. We roll a 4 though… so we bank it, which means we must roll one more time at the level 3 as the cost for banking the future 4. Let’s see how it goes! Okay, I banked a 4 when trying to write a 3. I quickly got to write in my 5. I failed to write a 6 two times in a row and then succeeded.
I felt that my choices were leading toward my success and I was more excited when I found success.
Okay, but how do we ramp up these feelings? Time for the final two ingredients: Scarcity and Press your Luck. Let’s limit your resources and give you the option to bank partial credit along the way. If you fail, now you do not score partial credit. You need to determine how much you want to risk a few more points. Let’s say you only get to make 10 total attempts. Now the max you can score is 60. How well can you do?
To up the tension, limit resources and build in a luck pressing system.
Experiment results will help solidify your hypothesis. Here is what I have found as some key ingredients to a fun roll and write game:
- Present players with a non-obvious choice more often than not. Present players with a challenging goal to prevent the game from feeling predictable or even solvable.
- Allow them the flexibility to make decisions and explore the game mechanics.
- Restrict resources to build tension (rolls or other) and present players with a system to press their luck.
Notice some of the things that we did not talk about player interaction or player agency above. There is often player agency baked into a player writing on their own medium. Keep in mind this is an experiment I created on the fly to help inform a hypothesis. My goal is to design a Roll and Write game this month and come back with my results and see if the hypothesis holds true.