Roll and writes have been a part of the board game scene for close to 80 years since the creation of Yahtzee. Although, in more recent times, they’ve evolved and grown into one of the most popular types of games. Usually thanks to their ease of play and quick set-up times. Although some roll and writes are completely original games, many of the most popular big (and small) box board games have roll and write counterparts. Roar and Write falls into the latter category.
Animal Kingdoms is the abstract strategy card game that preceded Roar and Write. The card game asks players to take on the role of a house leader and battle to gain control of the five kingdoms. Roar and Write, while based in the same universe, instead sees players attempting to appease each of the five council members to become the new Monarch and rule over all.
Rulebook Reading
The rulebook for Roar and Write is a brochure size pamphlet, with 8 pages to go through. It's easy to follow and gets you into the game quickly. There do seem to be issues with Kingdom scoring examples not lining up with the sheets, which can be a bit confusing on your first play. However, it is still clear and concise in other areas with a scoring summary and solo mode included.
Setup Experience
As with many roll and writes, setup takes very little time for Roar and Write. Players get to choose which council members they wish to use in-game. Each has multiple variations, some more suited for difficult games or experienced players. Once you have placed these in the centre of the table, simply grab a pencil (or pen), hand a sheet to each player, and you’re ready to begin.
Playing the Game
I thoroughly enjoy the push your luck element that drives the Roar and Write experience. Over the five ages, there will be three sets of dice rolls. Players may use some, all, or none of the dice from each roll to attempt to appease one of the council members. To do so, players are looking to score certain patterns or collect sets. Five of a kind, pairs, or even sets that add to six. Players don’t have to choose who they want to appease until the end of the round. This often means you can aim targets at the start, only narrowing your choice after the second or third roll.
Although the push your luck element is a large part of the experience, Roar and Write has managed to entwine a couple of brain scratching additions to the gameplay that further enhance it. Firstly, after each roll, players may use one of the numbers they did not add to their offerings and instead place it into one of the kingdoms at the top of their sheet. The kingdoms also have their own set of rules to follow, which vary from specific lowest to highest order or simply collecting seven numbers. Completing a kingdom scores you a generous amount of bonus points at the end of the game. It can be quite a tricky choice. Should you use a number in your set, or leave it to use in a kingdom that may score you bonus points at the end? Secondly, players each have unique personal goals on their sheets that will also score them bonus points at the end of the game. This is always related to numbers you collect in your offerings. It asks you to gain a pair of two numbers, and a single number as well. The more of each you have in your offerings, the more bonus points you’ll earn.
These two elements combined elevate the gameplay just that little bit further. They take it from fun but easy roll and write to an experience, with so many things to try and piece together it can almost get a little overwhelming.
Push Your Luck and Appease the Kingdoms
Although it may take a couple of plays to really grasp the full picture, Roar and Write is certainly one of the better roll and writes that I have played in recent times. Once it clicks, the puzzle is a satisfying one to try and perfect each play. The fact that the personal goals are slightly varied on every sheet helps the replayability factor. If you’re looking for a quick, exciting roll and write puzzle to play with up to 100 players, Roar and Write might just be the game for you.