In Drawn to Adventure, you and up to three other adventurers will embark on an epic journey across the Five Realms, where you can use your skills and abilities to slay monsters and complete quests. You will have the chance to earn many rewards, such as mana to activate special powers; experience to level up your character; and—of course—glorious treasure!
Drawn to Adventure is a campaign-driven, roll-&-write game. Each player uses a dry-erase flip-book that contains six different hex-grid maps. Campaigns are played over three of the six maps. After the third map is finished, the player with the most treasure wins. So grab your mighty pen and come along; fame and fortune await those who are truly Drawn to Adventure!
—description from the publisher
- Interesting decisions for some players
- Asymmetric characters
- Option to bank symbols
- Good artwork
- Flexibility with potions
- Sense of urgency from objectives
- Decisions were not interesting for one reviewer
- Game felt like wandering around with too much mitigation
- Long game across three maps
- Gradual build-up led to loss of interest
- Map movement and maintenance felt like it shouldn't be in a roll and write
- Resource management felt out of place
- Players completed upgrades too early, removing decision elements
- Map length felt long, potentially better with two maps
- Adventure
- Five Realms
- Hadrian's Wall
- Flick to Dice
- Dust
Mechanics (from transcript analysis)
- asymmetric characters — Features double-sided, asymmetric characters that players can choose.
- Banking Symbols — Players have the option to bank a drafted symbol to use on a subsequent turn.
- Character upgrades — Stars are used to upgrade characters, allowing for more stars to be turned into treasures.
- Dice Drafting — A dice drafting mechanic where dice are rolled and drafted in a snake order each round.
- map movement — A map movement style of game where players spread out over the board to find point-scoring treasures.
- Quest Solving — Players spend drafted dice icons to complete quests in adjacent hexes, gaining bonuses.
- Resource Management — Involves gaining resources and crossing them out, which one reviewer felt did not work well in this roll and write.
- Side quests — Side quests can be obtained by visiting village spaces, requiring completion at a certain level space for extra bonuses.
Video topics + discussion points
Quotes (from this video)
- By roland wright standards I didn't really enjoy this game
- it's sort of a board game that's been turned into a roll and right
- I think of it as a pen and paper it's a flipping right as well
- I love the artwork
- I feel like it is quick enough and interesting enough
References (from this video)
- It was fine. Okay.
Mechanics (from transcript analysis)
- Roll and Write — A small little roll and write style game.
Video topics + discussion points
Quotes (from this video)
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