By Sean Epperson and Brander “Badger” Roullett
Published by 12 Things Games
The first thing I love about this dice chucking filler game is the size: it’s in one of those tins that fit in the palm of your hand. Right now, I have my copy in my purse just in case there’s a sudden urge to throw some dice around in the quest for the crown. And I might just have the urge to pull it out and play, because it’s fun.
Dice of Crowns, published in 2016, might have flown under your radar but don’t pass this one up if you have a crowd that likes light dice push your luck games with some take that (actually, a lot of “stabby, stabby,” as we started saying as we played) with some strategy decisions.
Review By: James Freeman
AVAST YE! (See how i worked that in right away) The Winds of Fate are blowing, and fortune favors the bold. There is treasure out there waiting to be plundered, and coffers to be filled. It just takes a Captain with the will and strength to grab it. The seas are full of dangerous monsters and rival Pirate Captains, but this moment is yours not theirs. Your sails are full, your ships are ready, and your sword is sharp. Time to sail the seas, and make your name!
The Kingdom of Aldramere is in the midst of a long, brutal, and magical war that is threatening to tear the fabric of the world apart. Each side is too proud to concede, but they have agreed to settle the conflict though a battle of champions. The High Council of Aldramere has summoned its most powerful wizards to the ruins of Orleal on the Misty Moorlands to compete for the right to represent their kingdom in the battle.
Once the rulers of Sorcado, Mages have fallen from power. Challengers arrive from every corner of the land. Knighted Paladins, land-hungry Lords... all seek to dethrone the Mages. But Mages don't go down easily. It's time to fight back!
The arena is packed. The fans are ready. The wrestlers make their way to the ring. This has been building up for a long time. Who is the best? One will get their hand raised in victory, the other will leave with their head hung low in defeat. Two competitors enter...one leaves victorious. This is the world of SRG.
Europe. Summer 1997. You and your most creative friends have discovered two problems with a common solution: mad cows in England and unexploded bombs in France. You’ve decided to bring these two powder kegs together just to see what happens – and you wouldn’t say “no” to a little money on the side, so round up your herd, march them through France, and set them loose behind the Cordon Rouge. If you’re lucky, you’ll come home rich before Greenpeace gets hold of you.
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