Tabletop Gaming

DRAWN TO ADVENTURE

Designer: Keith Piggott | Publisher: Final Frontier Games

- CHARLIE PETTIT

It’s not often a roll and write limits the number of players as Drawn to Adventure does, but the reason why becomes immediatel­y clear. Rather than offering you a familiar stack of game pages and a few Argos pencils to be distribute­d to the masses, Drawn to

Adventure offers up to four dry erase flip book sand some marker pens, so once complete, you erase, and start again. Roll and write fans can put down their laminators and rejoice.

Thankfully, the game keeps the celebratio­n going, in frankly delightful addition to the genre. With bright and colourful artwork, this dice drafting roll and write has you exploring over three maps, trying to complete quests using the abilities you have. You build up your success, gain rewards, use those rewards to build up more abilities, and try to level up your character for future success.

It pokes at the enjoyment you get from RPGs, and the generalise­d delight of rolling dice and seeing

what you’re going to create next. Each player picks two dice from the pool, and will use these for a number of different options – mana, close combat, luck, wisdom and more. Whilst you’re working out what you’re going to do with those, it’s also worth checking out the side quests, which are optional but offer you way more opportunit­ies for point building loot and maybe even a level up.

It doesn’t add anything new to the genre (though I wish the dry wipe maps would become standard), and it’s certainly not as complex as some newer entries into the genre (I’m merrily looking at you, Paper Dungeons), but is a really fulfilling game to play. Plus, whilst it doesn’t offer a solo mode, playing post-covid means many of us have the skills to quickly homebrew a solo version, allowing for even more fun.

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