Game Info
Year
2017
Players
1
Age
12+
Playtime
70 min
Collection
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Description from the designer:
Build and manage your own dinosaur park in this strategic roll and write game for 1 or more players.
Roll dice, draw pens and try not to let any dinosaurs escape!
Each turn players share an expanding dice pool to work through three phases: add dinosaurs and buildings to the park, draw paths connecting attractions to the entrance, and control dinosaurs attempting to escape.
The game ends whenever a player runs out of space in their park, or has had too many dinosaurs escape.
The player with the most fame from dinosaurs/attractions and the fewest penalties from breakouts is the winner!
Welcome To DinoWorld is the official game of GenCant 2017!
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Welcome to Dino World Review
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 2 ·
mix 1 ·
neu 1 ·
neg 0
Showing 1–4 of 4
Video bkBbzGWEm8Q
Meeple University Review at 0:15 sentiment: neutral
video_pk 64730 · mention_pk 158228
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
- Solo mode available
- Supports any number of players
- Danger mode highlights unique features
- Varied objectives enable different optimal park designs
- Central dice mechanic creates interactive decision space
Cons
- Risk of destruction exists, adding potential tension or frustration
- Complexity is not quantified in the transcript (weight is null), so players may need to infer setup difficulty
Thematic elements
- building dinosaur pens, generators, facilities, and park paths; competing objectives
- dinosaur theme parks and zoos
- rolling write
Comparison games
none
Mechanics (from transcript analysis)
- Compound Scoring — Dinosaurs housed score a fixed amount; facilities score variably based on stated objectives; players race to complete their objectives for points.
- modes and solo play — The game has a light mode and a danger mode; solo play exists against a defined adversary using a set of cards; expands to more players with expansions.
- neighboring objectives — Each pair of neighboring players shares three objectives; the first to complete one claims the card and scores points, creating competition and differing optimal park designs.
- risk management — Threat level rises as dinosaurs are added; security can be increased (free one step, or two steps by spending a die); end-of-round checks can trigger malfunctions if security lags behind threat.
- risk management (security vs threats) — Threat level rises as dinosaurs are added; security can be increased (free one step, or two steps by spending a die); end-of-round checks can trigger malfunctions if security lags behind threat.
- rolling dice pool — Each round, three dice are rolled and all players use them to perform actions; the dice can be pooled to boost a single feature at a cost.
- round actions (pen/generator/facility/path) — Actions include building a dinosaur pen, powering it with generators, building a facility, or building a path; each action type may be executed only once per round.
- score mechanics — Dinosaurs housed score a fixed amount; facilities score variably based on stated objectives; players race to complete their objectives for points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- we're going to show you what to expect from welcome to dinoworld
- the game plays any number of players competitively with a solo mode in 40 to 70 minutes and is of medium complexity
- in danger mode that the game's most unique features shine through
- this introduces a level of tension and the threat of destruction
- the game can also be played solo against the Nor Tom a player using a set of cards to define how the automobiles up its park
- we hope you enjoyed this video
References (from this video)
No references stored for this video.
Video mLTOwifbjqA
No Pun Included Review at 3:43 sentiment: mixed
video_pk 37133 · mention_pk 111492
Click to watch at 3:43 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- Brave, innovative, and somewhat mad concept that tries something new
- Two modes of play add variation and heightened tension
- Dino doodles and approachable art make drawing more accessible
- Electricity-sharing system helps balance larger layouts
- Dynamic visitor objectives create interaction and strategic pressure
Cons
- High stress level and potential for anxiety during play
- Tight space and road/pen placement create logistical headaches
- Complex constraints around roads, electricity, and pen placement
- Weak or uneven arc; late-game payoff depends on others' performance
- Not a relaxing experience for everyone; may not appeal to all players
Thematic elements
- dinosaurs, park management, creativity
- A playful dinosaur-themed park-building activity using drawing and layout constraints.
- humorous, DIY-artistic, tongue-in-cheek
Comparison games
- Concordia
- Welcome To
- Rollin Right
Mechanics (from transcript analysis)
- Compound Scoring — Facilities come in different shapes (triangles, circles) with varying scoring depending on adjacency and connections.
- Dice rolling — Roll dice to determine which elements you may draw; conversion to pen shapes is constrained by die results.
- dice_roll_and_draw — Roll dice to determine which elements you may draw; conversion to pen shapes is constrained by die results.
- electricity_resource_management — Each pen requires electricity; placing electricity stations and linking pens affects scoring and feasibility.
- facility_types_and_scoring — Facilities come in different shapes (triangles, circles) with varying scoring depending on adjacency and connections.
- Network/route building — Roads must be planned to connect pens and facilities; placement can block other actions and influence scoring.
- pen_placement_on_grid — Draw dinosaur pens on a shared grid, respecting size and adjacency constraints, with limited space.
- Resource management — Each pen requires electricity; placing electricity stations and linking pens affects scoring and feasibility.
- roads_and_connectivity — Roads must be planned to connect pens and facilities; placement can block other actions and influence scoring.
- Square Grid — Draw dinosaur pens on a shared grid, respecting size and adjacency constraints, with limited space.
- two_modes_of_play — Normal mode and a danger mode increase stakes and alter endgame dynamics.
- visitor_objectives_and_rogues — Each round presents visitor objectives that create a race to fulfill goals, adding social tension.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this little box is so spicy that if you placed it next to a regular pint of milk it would make it curdle
- it's the stress it's stressful
- it's not quite a rollin right but more of a gyro game
- this is immediately such a bonkers idea
- it's just different
- I don't want to play it anymore
- two modes of play
- I admire dinoworld for being a left field wrong right that's not quite a rollin right but more of a gyro game
References (from this video)
No references stored for this video.
Video cOD9uqRB2eo
Chairman of the Board Top List at 8:42 sentiment: positive
video_pk 10910 · mention_pk 32126
Click to watch at 8:42 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Solid, accessible roll-and-write with a satisfying puzzle
- Power station mechanic adds depth
Cons
- Drawing and differentiation of dinosaurs can feel fiddly
Thematic elements
- Roll-and-write with park-building
- Jurassic Park-inspired dinosaur enclosures
- Light, puzzle-like drafting
Comparison games
none
Mechanics (from transcript analysis)
- roll-and-write — Draw enclosure cards and place dinosaurs into enclosures; power stations power multiple cages
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this game is the definition of elegance in the game and there's zero bloat
- the engine building part I thought was pretty damn fantastic
- a filler that works; it's smooth and it's fun
- one of the best two-player games out there
- embrace the carnage
- the final product is better than the sum of its parts
References (from this video)
No references stored for this video.
Video qDW92bXKY-w
Actualol Discussion at 19:59 sentiment: positive
video_pk 6935 · mention_pk 96851
Click to watch at 19:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- two-tiered play adds depth
- fun, family-friendly entry with a twist
- clever mechanism to move pieces between levels
Cons
- heavy dexterity element may be tiring in long sessions
- first impressions can be visually busy
Thematic elements
- flicking/rolling dice to complete patterns and goals
- Dinoworld with two levels
- two-story dexterity with stacking and holes in floors
Comparison games
- Ice Cool
Mechanics (from transcript analysis)
- Flip/Roll and Write — roll dice to generate colors and then fill sheets or patterns
- roll-and-write/dexterity hybrid — roll dice to generate colors and then fill sheets or patterns
- two-story board interaction — pieces move between two levels via an assistive device
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's a pro Chabal strategy game that feels very different to anything I've played
- the Berlin map on the other side is a great bonus
- it's a cooperative word building game where you can't see your own letters
- it's a murder deduction game
- it's very simple in terms of rules but it has twists
- I can't wait to play this one again properly when it comes out
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4