Roll For It

Designed by: Chris Leder

Roll For It is a very simple game of rolling dice and claiming cards.

A bunch of cards are laid face-up on the table, and each one shows how many dice (and what numbers) are needed to claim it: it might be relatively simple (two dice) or rather tricky (six dice) and on your turn, you roll your dice once, and assign them however you like to the cards: dice assigned to a card stay there until the card is claimed by somebody. If you complete the card either immediately, or on a subsequent turn, you take it and everyone gets their assigned dice back. Each card has a points value, and the game is played until someone hits a victory point margin (usually 30 or 40 points)

Sam says

Hard to say whether this is too simple, or simple genius. The first time we played the immediate effect was underwhelm: roll dice, with less control or decision-making than Yahtzee. But the benefit of the highly restricted turns - there's no re-rolling - is that the game moves rapidly, and from a slightly pedestrian opening, accelerates into a place where everyone is yelling like desperate casino-dwelling gamblers, hoping and praying the number they need will come up. That's not to say Roll For It is a bona fide hit - it's extremely one note. But that note is a boisterous and resonant one.

The guru's verdict

  • Take That!

    Take That!

    There's no targeting or arbitrary nastiness at all, just the potential downside of someone nabbing the card you'd invested a lot of dice in....

  • Fidget Factor!

    Fidget Factor!

    Very low. Turns are simple and fast.

  • Brain Burn!

    Brain Burn!

    Not so much a burning as a warm glow.

  • Again Again!

    Again Again!

    The cards come out randomly and the dice obviously roll with a mind of their own. It's not a game that changes at all, other than in the beat-by-beat moments. They're enough to make Roll For It fun, but possibly not one to play over and over in the same sitting.