Table feel
Rolling World has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to others' strategies and turns. There is a limited emphasis on cooperation.
Rolling World, based on the 2014 release Rolling Japan, is a light "multiplayer solitaire" dice game. Each player has a map of the world that's divided into regions, which are then bunched together into six differently colored areas. On a turn, a player draws two regular six-side...
Players
1-99
Time
?-?
Age
?+
Weight
1
Rating
6.54
Should this hit the table?
Rolling World has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to others' strategies and turns. There is a limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Rolling World has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to others' strategies and turns. There is a limited emphasis on cooperation.
Rolling World has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.
Rolling World has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.
Overview
Rolling World, based on the 2014 release Rolling Japan, is a light "multiplayer solitaire" dice game. Each player has a map of the world that's divided into regions, which are then bunched together into six differently colored areas. On a turn, a player draws two regular six-sided dice from a bag and rolls them; the bag starts with seven dice, six matching the colors of the areas on the map along with a wild gray die. All players now write down each number rolled on any state of the matching color, i.e., if the blue die shows 4 and the yellow a 2, write a 4 in one blue state and a 2 in one yellow state. If the gray die is rolled, you can place this number in a state of your choice; additionally, three times per game you can choose to use a non-gray die as any color. However, neighboring states can't have numbers with a difference larger than 1; if you can't place a number without breaking this rule, then you must place an X in a state of the appropriate color. (If all the states in an area are filled, you can ignore the die or use one of your three color changes to place the number elsewhere.) After six dice have been rolled, mark one round as being complete, then return the dice to the bag and start the next round. After a number of rounds the game ends, and whoever has the fewest Xs on their map wins.
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