We review Drawn to Adventure, a roll and write adventure game published by Final Frontier Games. In Drawn to Adventure, players are drafting dice and taking their hero out on quests.
If roll and write games have a problem, besides that there’s more of them than Monopoly reskins, it’s that they often lack theme or fall short of the game experience they’re trying to emulate. But they often provide a similar or similar-lite experience in a shorter time frame and smaller footprint.
Drawn to Adventure is a competitive adventure game where you try to complete quests and defeat bosses to become the best hero across the land. And by best, I mean richest.
To start a round, the first player rolls all the dice in the quest pool and then can choose to select the bonus first player die or any of the other quest dice. If that bonus die is not selected, it’s removed from the dice pool. Players continue drafting dice until the last player picks, and then the draft order reverses. This serpentine draft order will be familiar to Sagrada (and fantasy sports) fans.
After all the dice are drafted the players start assigning and scribbling in their quest journals until they’re done spending actions. The symbols on the dice can be used to complete quests, store them in your reserves, or move any number of spaces in the direction shown on the windrose in your adventurer’s book. You can only move through zones that have already been completed.
Each space adjacent to where you’re standing is called an Active Quest and the challenge is represented by one or more symbols that need to be assigned to it. Some Quests need a choice of two symbols, others need two at the same time, or multiples that can be spent over multiple turns.
When you conquer
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