Roll for Adventure
When fantasy questing gets a bit dicey
Designer: Matthew Dunstan, Brett J. Gilbert | Artist: Franz Vohwinkel
The Old Kingdom is in trouble. The Master of Shadows is coming to plunge the land into darkness, with his monstrous horde rushing ahead of him. The only thing that can stop this Sauron-esque big bad is a fabled magic item, which must be powered by a set of powerful, Infinity Stone-a-like gems, hidden away in looming fortresses, searing deserts and gnarly forests. That, and a hell of a lot of dice rolling.
Roll for Adventure hardly breaks the fantasy-quest mould. Indeed, as visualised by German publisher Kosmos, it’s a bit of a throwback theme-wise, with so-so ‘70s kids’ storybook-style art and a disappointing lack of diversity in its depiction of the 10 playable heroes. (There’s an even gender split, but can we please stop treating medieval fantasy as a whitesonly genre?) Fortunately, once you get past that, there’s much to enjoy in its quick-play, light-strategy-butchallenging co-operative mechanics.