This guest review was written by David Thompson, dedicated family man and co-designer of Armageddon.
Dragonwood* is a light family adventure game with a fantasy theme from Gamewright Games, designed by Darren Kisgen.
In the game, players collect a variety of adventurers – warriors, elves, wizards and more – in order to gather magical treasures and capture fantastical creatures.
The game is for 2 – 4 players and plays equally well with any player count. Games take anywhere from 15 to 25 minutes. Though the box lists this as a game for ages 8+, my five year old loves it (with the occasional probability challenge, more on that below).
While the theme would be considered thin by experienced gamers, my girls gobble it up, carefully poring over the name and art of each creature. The component quality is good, and the art is of very high quality – good value for the sub £20 price tag.
It is also easily portable, so great for holidays and trips. But as the game has just 108 cards and six dice, you may want to decant it into a smaller box when travelling (we can only hope more cards are released for the game later to help fill the box up!).
Teaching
Dragonwood is a very simple game to teach. On your turn you have two choices: take a card or try to ‘capture’ an enhancement (magical item) or creature. Capturing enhancement gives you bonuses later in the game. Capturing creatures earns you victory points.
The game is first and foremost about set collection. There are five different colours of adventurers, each numbered 1 – 12. Through the course of the game, you can use combinations of cards of the same colour to ‘scream’ at an enhancement or creature; cards of the same number to ‘stomp’ an enhancement or creature, and cards in a sequence to ‘strike’ an enhancement or creature. Each enhancement and creature has a different minimum value for their scream, strike, and stomp defences.
During the course of the game, there will always be a landscape of five Dragonwood cards. This landscape includes the enhancement and creature cards that players attempt to capture. Players must declare which card they are trying to capture before any attempt. When you use cards on your turn to try to capture an enhancement or creature, you roll one die per card used.
The dice rolling aspect of the game might be the trickiest part for younger players. Although the dice are six-sided, the faces are not the typical 1-6 distribution. Instead, they use a 1, 2, 2, 3, 3, 4 range.
This is great for reducing randomness. However, my 5 year old, and even my 7 year old to a lesser extent, occasionally had difficulty with the probabilities for determining how many cards they needed to use (and thus dice to roll) for some capture attempts.
For example, when the Unicorn enhancement comes up (a favourite in my family!), my girls were so eager to attempt a capture attempt that they were willing to make extremely low chance rolls. While this doesn’t break the game, it can slow it down a bit and result in frustration. As long as an adult is nearby to occasionally offer a coaching tip, this isn’t really much of an issue.
One final element of the game is the event cards. Event cards are also in the Dragonwood deck. There are very few of these cards, but when revealed they have an immediate effect on all players. Typically the effect is something like all players drawing new cards or discarding cards in their hand.
When, at the beginning of the game, the deck of Dragonwood cards is shuffled it includes all of the events, enhancements and creatures. But you shuffle the two most powerful creatures – a blue and orange dragon – into the bottom of the deck. When those dragons are captured, the game ends – and the player with the most victory points from captured creatures wins.
The four sides
These are me, my wife, and my two daughters.
- The dad (serious gamer, prefers Euros and light wargames with the occasional Ameritrash thrown in for good measure): Once kids have learned the core rules of the game (within one play, even for young children), the only obstacle to them being competitive with an adult is their understanding of probabilities, as mentioned above. Once they are comfortable making those basic decisions, children can compete with adults with no problem, especially due to the randomness introduced by the dice. While there isn’t nearly enough skill and strategic options in the game to keep a group of experienced gamers interested, parents will find themselves entertained and engaged throughout.
- The mum (casual gamer, prefers party games and gateway games with no direct competition): Dragonwood is one of my favourite games in the girls’ collection. This is because I can actually play with the girls competitively without having to teach or coach the game. I like that it’s a quick game; we can usually get a game in within 15 minutes. It’s also stealthily educational, as the girls love reading the card names and abilities as well as counting up the results of their dice rolls and the bonuses from their enhancements.
- The older daughter (7, more interested in theme, shorter attention span): I love the characters in the game. I especially like some of the enhancements like the Unicorn! My favourite adventurers are the blue and orange coloured girls. Rolling the dice and trying to capture the enhancements is my favourite part of the game.
- The younger daughter (5, more competitive, better at building strategies): “My favourite part of the game is getting the most points.” (That’s a quote, seriously). I like collecting a lot of cards. I collect as many as I can (the hand limit is 9), capturing enhancements that help me, and then going for the most powerful creatures.
Key Observations
This game provides a great blend of options for tactics due to the set collection nature and the variety of range in enhancement and creature defences.
If there is one minor drawback, it is that I think many kids might tend towards collecting cards of the same colour disproportionately over collecting in a sequence or of the same number, which could lead to some suboptimal attempts to “scream” for capture attempts when other attempt types would be easier. However, this is a very minor point that doesn’t significantly detract from the game or basic strategies.
There are some minor probability challenges with challenge attempts as described above, but these challenges are minor and likely won’t affect players of age 7 or 8 and above. The Dragonwood deck offers enough variety in enhancements, creatures, and events that each game will feel different, with good replay value.
Conclusion
Dragonwood is one of the rare breed of family games that strikes the sweet spot where adults and kids can both genuinely enjoy the game without extensive assistance from an adult.
This is the rare game – along with a few others like Animal Upon Animal and Outfoxed – that our entire family can agree on and happily play.
The girls love the theme of the game, the set collection, the art, and the dice rolling. For parents, there is enough strategy to stay engaged throughout. The key element, though, is that the game design allows parents and children alike to play competitively and enjoy the game together.
* I would like to thank Coiledspring Games for providing a copy of the game for review.
Great game. One of the most requested by my girls.