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Wakasm Dot Com | Solo Boardgames and Video Game Reviews

Wakasm Dot Com | Solo Boardgames and Video Game Reviews

Wakasm Plays and Reviews Boardgames and Videogames

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Board Game

The Crew: The Quest for Planet Nine

October 15, 2024 by

What I like about The Crew: The Quest for Planet Nine

Unique Cooperative Trick-Taking Gameplay: I’ve always been a fan of trick taking, it’s a classic mechanic that has long existed in games like Hearts or Spades or even games like Hell (as I was taught it growing up), but I never for the life of me would have considered a cooperative take to work as well as it does.

You are 2-5 players, ahem, astronauts, tasked with with specific missions, 50 of them in fact, which revolve around each player needing to take tricks based on certain criteria. Sometimes you get to choose from a pool of suits and numbers and all you have to do is ensure you get that trick before the game is over. Other times, the requirements get very specific or complex, taking multiple tricks, needing to accomplish them in a specific order, not being able to even choose what goals you have… etc. If any player doesn’t fulfill their specific mission criteria, you fail the mission as a team.

The cooperative nature of this game is a breath of fresh air. Instead of competing against each other, or worse, the semi-cooperative team effort of living up to your partners expectations of bidding or playing the right cards for games like Hearts and Spades, you are on the same team. This aspect, mixed with things you are forced to accomplish, like taking tricks in specific orders or adopting roles with limited abilities… seem to remove a lot of the stress out of your typical trick-taking games because you all just feel in the same boat…erm… ship, space ship. P

There is almost always a solution to the puzzle at hand, very rarely after analysis is it deemed “impossible” for the team to have succeeded… yet, in play, the solutions are not always obvious, and if you mess up a particular mission, while you are letting your team down by not picking up the correct order you should have played a card or maybe misjudged a specific mission goal… the games are fast enough that you never feel horrible about it. You just pick up and try again. (This does lead to an over-inflated amount of plays though, as you can see below).

Progressive Mission Structure: While not a campaign game per say, the mission structure does follow a certain progression that builds upon itself. You can open the box, play any mission, and you’d be just fine. But if you play in order, especially with the same group of players, you’ll ultimately get better as a group, discovering communication metas and playstyles, that will give you the edge as you start to tackle the hardest missions. The campaign-like progression makes each game feel different, which will keep you engaged over multiple play sessions.

Communication Restrictions Add Intrigue: While other games have had this as a feature, the limited communication rule—players can only give hints in specific ways—adds a unique puzzle aspect that actually works well. It’s harder to gamify around (unlike games like Hanabi for instance) and it encourages players to read each other’s actions, fostering a sense of synergy and collaboration that deepens over time. You have to trust you are doing something for a specific reason or giving a hint for a specific reason, even if those reasons are unclear.

Accessible and Easy to Learn: A lot of games do have this quality, so it’s not quite unique in that regard, but the fact that it copies not from other modern board games, but from classic trick-taking card games makes a teach that much easier. Sure, the more complicated missions will test even an advanced player… there should be no issues onboarding a new player for the first few missions.

Compact and Portable: While the box is a bit bigger than it needs to be, this is just cards and some chits. A few tuckboxes is all you need to make this the perfect travel game if you want it to be.

What I Do Not like about The Crew: The Quest for Planet Nine

Difficulty Spikes: Some missions have difficulty spikes that can feel frustrating. The randomness of card deals can sometimes make a mission extremely tough or feel impossible to beat, which can feel unfair, especially if you’re progressing through the campaign. That said, the longest mission took us 11 attempts, which isn’t that bad considering that games are really fast (often 10 minutes on average). There were also certainly missions where we THOUGHT would be impossible at first glance, that we tackled on our first attempt.

Player Count Dependence: The experience can vary significantly depending on the number of players. While it works with 3-5 players, the balance is often best with four players. With fewer players, some of the missions feel too easy or don’t provide the same level of challenge and teamwork. You can play with 2, but I wouldn’t recommend it from my one experience trying that out..

Replayability Diminishes After Completion: This isn’t that big of a deal for me and also not 100% true depending on your play groups. I’m of the mindset that endless replayability is a bit overrated, it’s great when it’s there, but perfectly fine when it’s not. I love legacy games, for instance. You do lose the excitement of the harder missions as your progress culminates to the last mission… but if you found yourself playing with a brand new group of players, you could easily redo the whole thing and not feel bad about it because a lot of the meta of the game revolves around the individual group synergy vs a campaign with narration spoilers.

The Theme is Kind of Pasted On: This one isn’t too negative either (although will reflect in my score). I’m not sure thematically what could be done TO make it any better, but the theme is certainly not core to the game. It may help make abstracting out the overall goals a bit easier but this could have been a game with zero imagery and would work 100% the same.

The Crew Play Log

With my main group, here is the breakdown of all the games we played, including how many attempts each mission took and the special rules associated with it.

MissionAttemptsTotal AttemptsTasksSpecial Rules
1111
2232
31421,2
4373
5180Assign: One player takes no tricks
65133>,>>
72153Ω
811631,2,3
91170A ‘1’ must win a trick
102194
1142341, Assign: One player cannot communicate. Commander does NOT confer with other players before assigning.
125284Ω, After first trick each player blindly takes one card from the right
131290Each rocket must win one trick
143324>, >>, >>>
1513341, 2, 3, 4
162350No 9’s can win tricks
171362No 9’s can win tricks
181375
1923951
202412
2174851,2
221495>, >>, >>>, >>>>
2385751,2,3,4,5
242596
251606>, >>
2666601’s must win two tricks
272683
2816961, Ω
292710No one can lead by two tricks
301726>, >>, >>>
3117361,2,3
322757
331760Assign: Win 1 trick, no rockets
342780Commander wins 1st and last tricks, no one can lead by 2 tricks
353817>,>>,>>>
3618271,2
371834
384878
3911988>,>>,>>>
40410281,2,3
4161081Assign: Only win first and last
4241129
4311139
4411140Rockets must win in ascending order
4511159>,>>,>>>
4651200Player to left of Red 9 must win all red cards. Reveal who has the red 9 before starting
47112110
4851263Ω
49212810>, >>, >>>

Last Updated: 10/16/24

Fliptown

April 26, 2024 by

What I like about Fliptown

Innovative “Flip and Write” Mechanism: While there are other games lately that have a flip and write mechanic (Welcome To… comes to mind), the mix of Poker and the Western theme, introduces an engaging twist with its flip-and-write mechanics, making it stand out in the genre. The fact that cards serve so many functions without becoming complex is amazing. Is a card worth it to gamble towards a Poker hand? Do the suits help support where you want to go? Do the suits help your opponents or Cowbots? The game feels very open for you to do what you want while still somehow making the cards and their values matter.

Open Sandbox with Diverse Strategic Options: The game offers a broad range of strategic paths, from pursuing lucrative gold mining (diamonds)to engaging in high-stakes robberies (spades). This variety allows for different approaches and tactics which feels very open and free. The entire town of Fliptown (Clubs) has all kinds of synergies with the other potential areas and game from game you can focus or all-in on just a few of those aspects to try and get ahead.

Combos and Choices that Matter: The game lasts only 15 hands which means you are only going to circle 15 things by the end of the game. However, when a lot of these things result in potential combos to other areas of the board, by the end of the game, you will feel like you are doing so much more with the limited amount of hands you are given. Quite often I am suprised with how much I can get done before the end of the game and squeak out a win against a Cowboy.

The choices you face in the game feel meaningful too. Many have very specific mindsets. Some paths are very direct and guarantee results while others start to edge towards a gamblers paradise with different degrees of luck and payoff. You can also pivot between strategies pretty frequently (and sometimes you are forced to) which means that you have a lot of agency to those choices.

Interesting AI Opponents aka Cowbots: The Cowbots are really streamlined, simple, and offer a decent challenge. You can’t always counter them the way you want because they are triggered randomly based on certain criteria. Too many times I had a plan A, to be forced to move onto a plan B, plan C, just to circle back around to my plan A, based on both what the Cowbot needed and what cards I was given. The Cowbots also force you down different avenues to winning the game.

Very Affordable Print-And-Play and Box Option: I personally don’t love print-and-plays that require a lot of setup, but all you need to play this one is some paper, pens, and a deck of cards which makes me enjoy this one more than some others.

The final score vs Annie Oakley the Cowbot. Ignore the pink x’s, that’s just my way to help count up the Cowbots score.

What I Dislike about Fliptown

Strategy vs. Luck Balance: There a little bit more luck involved at times depending on which strategy you go down. You can prepare for the Badlands, with a rifle, and still end up drawing an Ace to lose your robbery attempt which can be a big setback based on how much wanted level you have or what your overall strategy is. It’s not too bad, but I am sure there will be at least one person or game where a person gets hosed and the game is a bit soured for them.

Complexity for New Players: This is also very minor, but the first time you play, the Sandbox nature and the number of choices available each turn, while a boon for strategy, can (might) be overwhelming for a new player. The game overall is not a heavy game so this is a pretty unique quality to have for a print-and-play style of game that feels like it should be very casual friendly.

Hard to get good Poker hands in five-card draw: While the Poker Mechanic is very thematic, unless you play the Hold-em variant, you often won’t be hitting great hands often, which makes the points and money you get from this aspect of the game feel very normalized. Although, if you play enough, and get a good hand, that will feel good when it happens, it’s almost too strong when this happens. Especially in the solo mode.

Fliptown Solo Completionist Matrix

Last Updated: 6/18/25

Download The Fliptown Matrix

If you want your own copy of this image, you can download it here. [Right Click -> Save As]

(Please note, I’m not a great graphic designer, this was meant for personal use and I did not design it well for 8×11 paper printing, so this is resized for that.)

My Solo Plays of Fliptown

  • ▶️Fliptown: The Lone Gun – Ch 5 ‘Dust and Despair’ 🐔 Hard Mode Challenge | Solo Board Game Fun!

    ▶️Fliptown: The Lone Gun – Ch 5 ‘Dust and Despair’ 🐔 Hard Mode Challenge | Solo Board Game Fun!

    December 22, 2024
  • ▶️Fliptown: The Lone Gun – Ch 4 ‘A Grave Decision’ 🪦 Hard Mode Challenge | Solo Board Game Fun!

    ▶️Fliptown: The Lone Gun – Ch 4 ‘A Grave Decision’ 🪦 Hard Mode Challenge | Solo Board Game Fun!

    November 20, 2024
  • ▶️Fliptown: The Lone Gun – Ch 3 ‘A Golden Opportunity’ ⛏️ Hard Mode Challenge | Solo Board Game Fun!

    ▶️Fliptown: The Lone Gun – Ch 3 ‘A Golden Opportunity’ ⛏️ Hard Mode Challenge | Solo Board Game Fun!

    October 31, 2024
  • ▶️Fliptown: The Lone Gun – Ch 2 ‘Gun For Hire’ 🔥 Hard Mode Challenge! 🔫 | Solo Board Game Adventure

    ▶️Fliptown: The Lone Gun – Ch 2 ‘Gun For Hire’ 🔥 Hard Mode Challenge! 🔫 | Solo Board Game Adventure

    October 18, 2024
  • ▶️Fliptown The Lone Gun – Chapter 1 – A Stranger Comes To Town 🏜️

    ▶️Fliptown The Lone Gun – Chapter 1 – A Stranger Comes To Town 🏜️

    October 9, 2024
  • ▶️Fliptown – Ep 6 – The Trailblazer vs Annie Oakley Cowbot🐎Mosey Down The Trail

    ▶️Fliptown – Ep 6 – The Trailblazer vs Annie Oakley Cowbot🐎Mosey Down The Trail

    April 12, 2024
  • ▶️Fliptown – Ep 5 – The Preacher vs Doc Holiday Cowbot✝️In The Light We walk Mr. Sheriff

    ▶️Fliptown – Ep 5 – The Preacher vs Doc Holiday Cowbot✝️In The Light We walk Mr. Sheriff

    March 12, 2024

Stardew Valley The Board Game

March 9, 2024 by

What I like about Stardew Valley The Board Game

Faithful Adaptation: One of the game’s strongest points is its faithful adaptation of the beloved video game. Stardew Valley The Board Game captures the essence of farm management, community engagement, and exploration of the video game and so much of it’s charm. It’s evident that a lot of effort went into making the game feel true to the “Stardew Valley” experience, including seasonal changes, various farming activities, and interaction with town folks. It’s not perfect but it does a really great job.

Cooperative (And Solo) Gameplay: The cooperative aspect of the game is a big plus. It encourages teamwork and strategy for players to work together to achieve common goals, such as completing Grandpa’s Goals and restoring the Community Center. It’s not surprising because I am not really sure how you would make this into a competitive game. Maybe a 1vMany game where one plays as Jojomart?

Quality and Design: The physical components of the game are of high quality, with detailed illustrations and sturdy materials. The artwork is charming and aligns well with the game’s aesthetic, enhancing the overall experience way more than it should. There is a tin-version of this game that I’d like to try just to compare how much I enjoy the game because of it’s art vs it’s actual gameplay.

Decently Challenging: You wouldn’t think a game with Stardew Valley on the label would be hard, but there is some decent challenge here. I prefer my board games to be challenging and this was surprising on my first play.

What I Don’t like about Stardew Valley The Board Game

Complexity and Learning Curve: While long-term the game is not a super heavy game… it feels heavy the first time you play because it’s hard to figure out how to start. For new players, especially those not familiar with the video game, the board game can feel overwhelming due to all the things that are available to you and without fully understanding the friend and Community Center gameplay loop. Plus there isn’t a ton of time to get everything done which makes the game much harder in a multiplayer setting than a solo one. It doesn’t feel as Casual as you’d think it would be until you play the game a bit.

Game Length: Some may find the game’s length a drawback. A full game can take several hours to complete. I was surprised how long my first play took, even solo.

Luck Factor: While there is some strategy to the game, Luck plays a significant role in the game. Randomness regarding the drawing of event cards and seasonal changes, can sometimes feel punishing or unbalanced or getting bad dice rolls over and over, especially when trying to open Geodes. While there are lots of cards, powers, and Items to counteract this, you have to randomly find the right cards to overcome your weaknesses as well.

Dangerous Space

February 13, 2024 by

What I like about Dangerous Space

Dangerous Space delivers a compelling, but extremely abstract, dungeon crawl experience set in futuristic starships. Dangerous Space adds a few things to the Dungeon Pages formula that I think improve the game in some ways. The game’s puzzle-optimizing challenges, combined with a hero tech tree, keep the experience fresh and exciting, encouraging strategic planning and quick thinking. The concept of receiving a new adventure sheet every Friday throughout the year significantly enhances its replayability and keeps the game dynamic.

The new methods to attack and defend give the player a bit more agency and more of a puzzle to consider. Upgrades feel a bit more complex since their improvements are tired to the extra actions. In addition, the introduction of mandatory missions improves the formula entirely since you aren’t just “escaping the dungeon” each time.

The threat system, which seems to replace the random “Wandering Monsters” mechanic are much more predictable, although, some are even harder then the original mechanic and require a bit of planning to deal with.

Overall game retains it’s simplicity factor while somehow maintaining a slight creep up in complexity (especially in learning the rules the first time). While slightly less zen-like than the original Dungeon Pages, it’s still a very streamlined and simple puzzle to play and great for any board game collection.

What even is Dangerous Space about?

I really enjoyed Dungeon Pages. If you don’t know what Dungeon Pages is… well… go check that out first. If you are too lazy to do that… well.. then I guess I’ll summarize a bit to catch you up!

Dangerous Space (and older sibling Dungeon Pages) are two print-and-play tactical roll-and-write games that are published on pnparcade… whose thematic intentions are to combine dungeon crawling with a sodoku-like puzzle. With just a pencil (or pen!) (or crayon!) (or a tablet!), some dice, and a single sheet of paper, as a solo player, you navigate through dangerous corridors and rooms, managing dice rolls to advance your character, dodge enemy attacks, and confront deep space terrors in an abstract maze of rooms and enemies.

Both games share similar DNA. The goal revolves around the mechanic of making a path of sequential digits (pulled from your dice rolls) to connect a path from point A to point B while avoiding all kinds of Hazards. This can be trickier than it sounds! While Dungeon Pages has a bunch of tiny puzzles to interact with, Dangerous Space connects them all into one large spaceship that makes for a slightly meatier experience and keeps the game flow moving.

The goal is simple. Make a path of digits from your dice rolls connecting the entrance of each dungeon to the exit before dying. Repeat this until the final dungeon where the only additional requirement is also defeat the final boss awaiting you.

The core loop is in Dangerous space has been simplified into 3 steps but remains mostly the same as Dungeon Pages:

  • Roll your dice (white dice are “good” dice and black dice are “evil” dice)
  • Check to see if active threats attack by comparing your roll value on evil dice to their threat trigger.
  • Mark your dice rolls to move or attack, which are now separate actions you can take with the dice
  • Stay alive, make it out fast enough, hit all the checkpoints and this time there is always a mission you have to complete as well!

This simple loop is enough game to tie the theme well enough to the actions you are doing. While you, in practice, are only rolling some dice and placing numbers on a grid… somehow the game still evokes the science fiction spacefaring notes that the single-page game is aiming for. Your character feels like they are exploring, growing, and ultimately powering up to complete their mission. Since the map is now one big interconnected area, the exploration feels a bit more tactical and meaningful. Threats now have positional alerts (that replace the doubles mechanic of Dungeon Pages) that you can strategically deal with, especially now that defense is another skill you can build up for your hero.

The addition of missions makes the game feel more complete as well. In Dungeon Pages, you were just trying to escape the dungeon (which required killing a boss), but in Dangerous Space, you now not only have to explore everything and connect all the checkpoints, but there is usually a secondary win condition such as rescuing all the crewmates or finding quest items before you are allowed to even attempt escaping. The game adds a timer as well which forces you to think more optimally. You can’t waste as much time but you also aren’t forced to explore every single square on the map now.

The new rules take a little bit to internalize and I think anyone starting with Dangerous Space will find it a bit harder to grasp compared to the easier ruleset of Dungeon Pages. Neither game is complex but Dangerous Space has a little more going for it that requires some extra thinking and considerations.

Overall, the game is both a step up and a step down in different ways from the original.

What I do not like about Dangerous Space

The slightly more complex ruleset can feel a little harder to master. Some of the naming conventions and logic to them can be hard to master without a few plays. I’ve seen quite a few “new players” to the system feel lost from just reading the rulebook alone. (If you want to learn more how to play, I have some videos up that can help!)

I am not sure how I feel about the checkpoint system being a mandatory requirement, especially when there are also mandatory missions. I actually misplayed this my first game until I re-read the rules and I feel like the checkpoint system (like the better XP system before it) should be more of a push your luck sort of thing, because you are guaranteed every game all of the upgrades (or you lose). In Dungeon Pages, the xp system meant that upgrades were not guaranteed and could lead to dicier situations.

I think I prefer the fantasy theme slightly more but that is just personal preference.

I don’t think the timer adds much to the game, or at least, so far in my plays, it hasn’t really added much.

While Dangerous Space offers an innovative take on the solo board game genre, its print-and-play format might not appeal to everyone, especially for those who prefer physical components without the need for printing. Additionally, the game might benefit from more varied artwork, a campaign of some sort, and even story expansions to explore new themes or introduce some sort multiplayer options (although as a solo player, I’m happy if they do not do this).

Dangerous Space Playthrough Videos

  • ▶️Dangerous Space – Ep 5 – Dee Volkova tries to commandeer the Mothers Woe Ship 👽

    ▶️Dangerous Space – Ep 5 – Dee Volkova tries to commandeer the Mothers Woe Ship 👽

    March 30, 2024
  • ▶️Dangerous Space – Ep 4 – Signal Commandeers the ESS Oathbound 👨‍🚀

    ▶️Dangerous Space – Ep 4 – Signal Commandeers the ESS Oathbound 👨‍🚀

    March 17, 2024
  • ▶️Dangerous Space – Ep 3 – Tia Bakshi in ESS Oathbound vs 👾 Boss Adapting Brawler

    ▶️Dangerous Space – Ep 3 – Tia Bakshi in ESS Oathbound vs 👾 Boss Adapting Brawler

    March 1, 2024

Dangerous Space All Characters Completionist Matrix

Dangerous Space Core Heroes & Weeks 1-8

Donzi

/// REAL NAME /// LOCKSMITH

Oolat Kev

/// REAL NAME /// KEV

Tia Bakshi

/// REAL NAME /// HUGS

SIGNAL

/// REAL NAME /// Koseph Weaver

BUZZSAW

/// REAL NAME /// Karly Griefer

SNOOP

/// REAL NAME /// Oliver Tensin

ESS OATHBOUND

The ship has been drilling for months. Why has no-one staked it?

Core Mission
Retrieve The Data
☐ Waiting
Core Mission
Rescue
☐ Waiting
Core Mission
Boss (Adapting Brawler)
☐ Waiting
Core Mission
Commandeer
☐ Waiting
Core Mission
Retrieve The Data
☐ Waiting
Core Mission
Rescue
SUCCESS
[1 try]
Core Mission
Boss (Adapting Brawler)
☐ Waiting
Core Mission
Commandeer
☐ Waiting
Core Mission
Retrieve The Data
☐ Waiting
Core Mission
Rescue
☐ Waiting
Core Mission
Boss (Adapting Brawler)
SUCCESS
[1 try]
Core Mission
Commandeer
☐ Waiting
Core Mission
Retrieve The Data
☐ Waiting
Core Mission
Rescue
☐ Waiting
Core Mission
Boss (Adapting Brawler)
☐ Waiting
Core Mission
Commandeer
SUCCESS
[1 try]

MOON MASTIFF

Should be an easy drop, so why does something seem OFF with this hauler?

Week 1
Retrieve The Data
SUCCESS
[2 tries]
Week 2
Rescue
☐ Waiting
Week 3
Boss (Sharp Titan)
☐ Waiting
Week 4
Commandeer
☐ Waiting

WORC CRUISER

Another corporate screw-up. Oh well, more credits to be churned.

Week 5
Commandeer
☐ Waiting
Week 6
Retrieve The Data
☐ Waiting
Week 7
Boss (Strategic Bot)
☐ Waiting
Week 8
Rescue
☐ Waiting

MOTHERS WOE

Blockade runners are said to be packed with high-end gear, which explains all the interest.

Dangerous Space Core Heroes & Weeks 9-12

Dee Volkova

/// REAL NAME /// CHOPPER

ESS OATHBOUND

The ship has been drilling for months. Why has no-one staked it?

MOON MASTIFF

Should be an easy drop, so why does something seem OFF with this hauler?

WORC CRUISER

Another corporate screw-up. Oh well, more credits to be churned.

MOTHERS WOE

Blockade runners are said to be packed with high-end gear, which explains all the interest.

Week 9
Commandeer
SUCCESS
[1 try]
Week 10
Retrieve The Data
☐ Waiting
Week 11
Boss (Agitated Wolven)
☐ Waiting
Week 12
Rescue
☐ Waiting

Click Here To See a Challenge Matrix Banner

Dungeon Pages

February 22, 2023 by

What I like about Dungeon Pages

It is rare to play a any game inside any medium that manages to somehow evoke an epic anything, in this case a dungeon crawl, and scale it down into a short twenty minute experience. Dungeon Pages succeeds in this with a few dice, a pencil, and some Sudoku-like mechanics that has you experiencing the progression of a fully fledged dungeon crawl, with unique character classes, abilties powers, loot, experience, monsters, bosses, traps, items, potions, coins, and more!

The goal is simple. Make a path of digits from your dice rolls connecting the entrance of each dungeon to the exit before dying. Repeat this until the final dungeon where the only additional requirement is also defeat the final boss awaiting you.

The core loop is represented by five core things you do in the game.

  • Roll your dice (white dice are “good” dice and black dice are “bad” dice) – fun names!
  • Check if wandering monsters attack (doubles on black dice automatically reduce your HP by 1)
  • Mark your dice rolls, defeat monsters, collect loot,
  • Escape the Dungeon
  • Collect your experience and level Up!

While that sounds easy enough, the challenge lies in Dungeon Page’s hook and is it’s main creative core mechanic of the game: Sequential Values. While making it from the entrance of each dungeon to the exit is the goal, the only way to gain experience and grow your character is to do so in a very specific way. Your hero has to connect dice values from your rolls in a path in such a way that the numbers are always connected sequentially, as in, they can either be plus 1, minus 1, or equal to the values adjacent to them. Only then can you gain experience and unlock your special weapons, relics, and abilities.

An example of a successful sequential path (in pink) for a dungeon in Dungeon Pages!
An example of a successful sequential path (in pink) for a dungeon in Dungeon Pages!

This sequential dice system seems like it is an obvious rehashed example of something you’ve seen in other roll and writes before but somehow feels new and exciting. It is part dungeon timer, part spatial puzzle, and somehow all of the items, weapons, and relics you get seem to open up this system wide open as your enemies get harder and maps get more intricate. A weapon might give you more range allowing you to space your dice rolls out further or a relic might help you manipulate your dice to get that value you badly need.

The price and pure variability for what you pay for is pretty amazingly…uh… good, but also, kind of evil? For 6 dollars, you get 6 characters and 6 dungeons… and amazingly, every dungeon page you get comes with unique character and dungeon with their own unique powers, weapons, and relics paired along with a unique monsters and bosses. Did I say mention unique? The entertainment doesn’t stop there though as you can just cut these pages in half and boom, mix and match for 36 different options.

Want more variability? Pay for the year-long adventure set (it’s kind of like a season pass) and get a new character and dungeon combination every week (yes, that’s 52 of each!) and well, you can do the math on how many ways to play that adds up to.

What I do not like about Dungeon Pages

At it’s core the game is a roll and write and dice aspect still carries bad luck that can certainly be on against you, especially in the first dungeon or two. My very first game I lost in about 60 seconds after my first three rolls were all 5’s and 6s and the particular dungeon I chose was, in hindsight, a bad choice due to how much damage potential there was.

While I am excited for all of it’s many variations and combos the season pass will offer, I am worried that there may be cases where certain heroes might not be able to succeed in certain dungeons or that after a while everyone will feel the same since as far as I have seen, there haven’t been too many new mechanics added post the core set. Hopefully the creative juices will keep the game from getting stale.

I generally do not mind print and play games, especially if they are roll and write games, but I did feel the need to print and laminate all the characters and dungeons and with the upcoming season pass, this might burn me out. I know some people live by the print once and done motto when it comes to roll and writes but that just isn’t my style as I tend to laminate all my “tear sheet” type games.

Another print and play aspect (that certainly could be a print and play skill issue) is that I really wanted to organize these in a binder, but the positioning of the heroes and dungeons and how they cut made all my laminated pages curl and kind of awkward. I understand why it’s done this way but I almost wish they were either all full pages or exactly half of a page. I am hoping that this specific to the laminating sheets that I had (I used 5mm) but I haven’t had this issue for any other games, even smaller ones where I’ve cut them out after laminating.

My lamination skills need work and I don’t love the look of the holes that the hole puncher made (since I am storing them in a binder). I should have cut the pages first, but I wasn’t considering it when first printing them!

The rules are written in some cases a little bit too ambiguous and for such a small footprint game I did find myself having some rules questions. Luckily at the time of writing this their discord is pretty active but i do wish they also checked boardgamegeek a bit too for rules clarifications. They have said they will be updating the rules as they go so hopefully this improves over time.

Not the game’s fault but I am still bitter that I missed the Kickstarter for this. I would have known about it sooner and saved money!

Dungeon Pages Playthrough Videos

  • ▶️Dungeon Pages Overland Adventures📝 Patch the Regal Sentinel 🐦🗡️ | Solo Playthrough 🎲

    ▶️Dungeon Pages Overland Adventures📝 Patch the Regal Sentinel 🐦🗡️ | Solo Playthrough 🎲

    November 13, 2024
  • ▶️Dungeon Pages Overland Adventures Ep 1 📝 Thaden vs Merciless Hunter | Solo Playthrough 🎲

    ▶️Dungeon Pages Overland Adventures Ep 1 📝 Thaden vs Merciless Hunter | Solo Playthrough 🎲

    October 28, 2024
  • ▶️Dungeon Pages – Ep 5 – (Daily) Flynn the White Glove Knight in The Iron Peaks – Solo BoardGaming

    ▶️Dungeon Pages – Ep 5 – (Daily) Flynn the White Glove Knight in The Iron Peaks – Solo BoardGaming

    March 8, 2023

Dungeon Pages All Characters Completionist Matrix

Dungeon Pages Core Heroes

Mira

Haunted Ranger

Amador

Light Cleric

Sygrid

Northern Hunter

Zafinn

Wandering Wizard

Gloria

Avenging Warrior

Flynn

White Glove Knight

Reachport

The island village bordering the undersea kingdom of Byss

SUCCESS!
50 XP | 2 Attempts
Session Report

Thorn Valley

Can anyone break the grip of Gregor Throne over the people of the Valley?

SUCCESS!
59 XP | 3 Attempts
Session Report

Cliffdrop City

The best shops in the Crescent, just don’t look down!

SUCCESS!
49 XP | 1 Attempts
Session Report

Highmount Village

Known as the birthplace of Colyp Treepond

SUCCESS!
21 XP | 1 Attempts
Session Report

Hellenburg

Was it a suprise that this forsaken hamlet would be host to dark forces?

SUCCESS!
50 XP | 1 Attempt
Session Report

The Iron Peaks

Providing the strongest metal for swords, armor, golems.

SUCCESS!
44 XP | 1 Attempt
Session Report

Havington

The aristocrats of this hamlet are more than happy to pay for the Elders to send help.

Week 1 – Dungeon Pages Year-Long Adventure Set

Hogglebottom

The Countess has lobbied for the town to be renamed, but it just hasn’t stuck yet.

Week 2 – Dungeon Pages Year-Long Adventure Set

Whittleberry

Why are werewolves on the move and will the Ghostberry Festival have to be canceled?

Week 3 – Dungeon Pages Year-Long Adventure Set

Bordertown

Last human outpost before the troll-controlled lands, and the best spot for roast ‘wiggle’.

Week 4 – Dungeon Pages Year-Long Adventure Set

Shan Tomb

Only handful of folk know of it’s existence, and their number is dwindling.

Week 5 – Dungeon Pages Year-Long Adventure Set

Abyssal Plane

The landscape is at once strikingly familiar but also terrifyingly unknowable.

Week 6 – Dungeon Pages Year-Long Adventure Set

Capital City

Lavish and decadent, the city of Fheymoor has something for every visitor.

Week 7 – Dungeon Pages Year-Long Adventure Set

Dungeon Pages Year-Long Adventure Set Bonus Heroes 1-6

Amador

Steam Cleric
Bonus #1 – Year Long Adventure Set

Sygrid

Vengeful Hunter
Bonus #2 – Year Long Adventure Set

Gloria

Virtuous Warrior
Bonus #3 – Year Long Adventure Set

Drok

Outcast Troll
Bonus #4 – Year Long Adventure Set

Zafinn

Mischievous Wizard
Bonus #5 – Year Long Adventure Set

Mira

Brush Ranger
Bonus #6 – Year Long Adventure Set

Reachport

The island village bordering the undersea kingdom of Byss

Thorn Valley

Can anyone break the grip of Gregor Throne over the people of the Valley?

Cliffdrop City

The best shops in the Crescent, just don’t look down!

Highmount Village

Known as the birthplace of Colyp Treepond

Hellenburg

Was it a suprise that this forsaken hamlet would be host to dark forces?

The Iron Peaks

Providing the strongest metal for swords, armor, golems.

Havington

The aristocrats of this hamlet are more than happy to pay for the Elders to send help.

Week 1 – Dungeon Pages Year-Long Adventure Set

SUCCESS!
49 XP | 1 Attempt
Session Report

Hogglebottom

The Countess has lobbied for the town to be renamed, but it just hasn’t stuck yet.

Week 2 – Dungeon Pages Year-Long Adventure Set

SUCCESS!
58 XP | 1 Attempt
Session Report

Whittleberry

Why are werewolves on the move and will the Ghostberry Festival have to be canceled?

Week 3 – Dungeon Pages Year-Long Adventure Set

SUCCESS!
61 XP | 2 Attempt
Session Report

Bordertown

Last human outpost before the troll-controlled lands, and the best spot for roast ‘wiggle’.

Week 4 – Dungeon Pages Year-Long Adventure Set

SUCCESS!
64 XP | 1 Attempt
Session Report

Shan Tomb

Only handful of folk know of it’s existence, and their number is dwindling.

Week 5 – Dungeon Pages Year-Long Adventure Set

SUCCESS!
61 XP | 1 Attempt
Session Report

Abyssal Plane

The landscape is at once strikingly familiar but also terrifyingly unknowable.

Week 6 – Dungeon Pages Year-Long Adventure Set

FAILED!
44 XP | 1 Attempt
Session Report

Capital City

Lavish and decadent, the city of Fheymoor has something for every visitor.

Week 7 – Dungeon Pages Year-Long Adventure Set

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