Rory’s Story Cubes: A Game Review

Note: This board game review is done by Spilled Spagehtti Janitor in our now defunct group rsc01blog Tuesdays with Bison.

Rory’s Story Cubes is one of Dr. Toy’s Winner for 10 Best Games, if the sticker on the box cover can be believed. What year? I don’t know. It doesn’t say in the box. I don’t even know who Dr. Toy is and his or her significance in the board game world (I am casual, sorry), so I don’t really care of Google it.

Design & Artwork

Compared to most games, it is pretty small… like a small pocket dictionary. It’s compact size makes it really portable to be carried around. It is even designed in such a way that it can be a travel game if desired.

It also contains nine dice which show various pictures of… stuff. Considering that the game is supposed to be something to spark the imagination – and I can’t draw for shit, I supposed I cannot really complain much about the art. However, it took me quite a while to figure out that this…

rsc03

… is supposed to be fire. And not this…

rsc04

…which is what I saw as some kind of flying dragon.

Buuuuut, they did say something about sparking imagination. It helps me to sleep at night that I am not a complete buffoon, so I’ll take it as either/or. Seriously, that thing  is like an inkblot test.

Gameplay

The game can be played in several ways. It doesn’t really matter because the number of players can vary from 1 to infinity. Well, nine for everyone to have a chance with their own die, but it’s not like it can be done infinitely if the story is just too juicy to end after nine rolls. You can set up themes or topics begin with “Once upon a time…” and have player/s roll the dice to continue the story. Or whatever. The rules look pretty optional and you can play it however you like.

…Then you stop when the story has become to lurid because of drunkness come to a plausible conclusion.

The randomness of possible die combinations (The box say 10M+), on top of the obvious difference in people’s imaginations and ideas, make this a highly replayable game.

For example:

rsc02The busy working bee spilled spaghetti janitor is still waiting for a text message from @dandydandydan regarding @dandydandydan’s schedule availability for Rebecca’s Room locked room game for MM. The spilled spaghetti janitor needs to have it reserved and pay for it already, or else they may run out of slots. Then again, it might be because @dandydandydan is not yet sure?

 Note: That story above was intended to be a reminder to @dandydandydan about something we planned on doing. At the time this is published, a schedule has been made. It would have been fun though, if it hadn't.

…something like that. Rory’s Story Cubes does have expansions focusing on specific themes. I don’t have it. I still don’t know if it’s a good or bad thing because while it is nice to have something theme-specific, it feels kind of leading.

Overall

For a wanna-be writer, I really like this game. It is helpful when it comes to mental gymnastics to help out with things like writer’s block. However, and this is just a personal bias, I prefer playing this with people who are more of a bit more creative and imaginative. Sometimes, you will encounter a playmate who can be quite literal about the dice roll.

As a game… it’s not really much of a game. How can you can it a game when it says right in the box that “there are no wrong answers”? A game still implies that you get the satisfaction of winning or the agony of losing. I guess its only reward is that you get a cool story. It does fulfill its promise of a tool for ice breaker, problem solving, creative inspiration, speaking and listening skills, mental workout, and literacy development.

Whatever. It serves its purpose.

 

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