Jump to:
- 1 What Roll and Write Actually Means
- 2 Where Roll and Write Came From
- 3 Why Roll and Write Works
- 4 Simultaneous play removes downtime
- 5 The format is accessible before it is complex
- 6 Every game tells a different story
- 7 They travel anywhere
- 8 The Different Forms Roll and Write Takes
- 9 Games Worth Playing
- 10 Family and gateway games
- 11 New to the hobby category
- 12 Recent releases (2024 and 2025)
- 13 Experienced players
- 14 Cooperative roll and write
- 15 The Solitaire Question
- 16 Common Mistakes
- 17 Is Roll and Write for You?
What are Roll and Write Games and Why They Are So Addictive
There is something satisfying about rolling a handful of dice, scanning the results, and working out where to place them on your sheet. The choice is entirely yours. The same roll could go in three different places and each would produce a different outcome. Getting that decision right, or watching it unravel in the later rounds, is the core of roll and write gaming.
Roll and write games have had a genuine boom over the past decade. What started as a niche format, Yahtzee and its modest descendants, has expanded into one of the most prolific and varied categories in the hobby. At our table these games have become reliable session openers and closers, and several have made it into the regular rotation alongside heavier titles. They are fast to explain, fast to play, and produce more interesting decisions than their format suggests.
This post covers what roll and write games are, where the category came from, the different forms it takes now, and the games I recommend at every level of experience, including family options and recent releases from 2024 and 2025.
What Roll and Write Actually Means
A roll and write game is one where players roll dice or draw cards, assess the results, and then mark those results on an individual sheet or board. The marking is usually permanent. Once you write a number in a column or draw a route segment or cross off a box, that decision is made. The session is a series of those decisions, each narrowing the possibilities for the ones that follow.
The key quality that makes the format work is simultaneous play. Every player responds to the same dice roll or card flip at the same time, using the results for their own sheet independently. There is almost no downtime. You are always involved, always deciding, and the only person you are waiting for is occasionally the slowest in the group.
That simultaneity makes roll and write games highly practical. A seven-player game runs at the same pace as a three-player game because everyone acts at the same time. A game described as thirty to forty-five minutes actually takes thirty to forty-five minutes because there is no turn order stretching the clock. For groups where session length matters, this reliability is worth a great deal.
Roll and write vs flip and write: Roll and write games use dice as the randomising mechanism. Flip and write games use cards. Welcome To… and Trails of Tucana are flip and writes. Ganz Schon Clever and Qwixx are roll and writes. The practical experience is very similar and most people use the terms interchangeably. This post covers both.
Where Roll and Write Came From
Yahtzee, created in 1956, is the ancestor of the whole category. Players roll five dice and score for specific combinations on a shared scoring grid. The decision of which combination to claim with each roll, knowing that future rounds will need other scoring cells, is the first expression of what roll and write would become. Yahtzee is still worth playing and still produces surprisingly tense decisions despite its age.
Qwixx (2012), designed by Steffen Benndorf, was one of the games that signalled the category’s modern expansion. Players cross off numbers in four coloured rows on a shared score sheet, with the rule that numbers must be crossed from left to right. Every player participates in every roll, choosing whether to cross off a number on someone else’s turn. The shared stakes kept energy high and the game played in about fifteen minutes. It won the Spiel des Jahres special award for party game in 2013.
Ganz Schon Clever (That’s Pretty Clever!) arrived in 2018 and pushed the category into new territory. Designed by Wolfgang Warsch, it uses six dice and a scoring sheet with five different colour sections, each with its own scoring logic. When you pick a die, all dice of lesser value go to the silver platter for other players to use. The interaction between sections, where scoring in one can trigger bonuses in another, made it far more complex than the format’s entry barrier suggested. It was nominated for the Kennerspiel des Jahres in 2018.
Welcome To… (2018) showed that cards could replace dice without losing anything. Players flip three pairs of cards and choose one pairing, using the house number to fill in their neighbourhood sheet. No dice, no components beyond cards and pencils, and the game could accommodate any number of players simultaneously. It became widely played across hobby and non-hobby groups.
The category has not slowed since. Railroad Ink, Cartographers, Hadrian’s Wall, Cascadia: Rolling Hills and Rolling Rivers, and many others have each found new angles within the same basic format. The 2024 releases Marabunta and French Quarter were both strongly praised. The category now contains titles across every complexity and playtime range.
Why Roll and Write Works
Simultaneous play removes downtime
This bears repeating because it is genuinely important for how a session feels. Every player is doing something every turn. The experience of sitting and watching someone else take their turn does not exist in most roll and write games. That sustained involvement keeps energy steady and makes the category particularly good for groups where attention spans vary.
The format is accessible before it is complex
A roll and write sheet looks like a lot of information but the decisions each turn are usually narrow. You have a limited number of options per roll and limited spaces to place results. New players engage quickly because they are not choosing from a broad strategic landscape but from two or three concrete options. The complexity builds as the sheet fills and earlier decisions constrain later ones.
Every game tells a different story
Because each player marks their own sheet independently from the same inputs, every player ends up with a different set of decisions and a different score. The same roll might be worth taking for one player and useless to another. Looking at what everyone else did with the same results and working out whether a different choice would have been better is a natural post-game conversation that almost every roll and write produces.
They travel anywhere
A roll and write game typically needs a small box, some dice or a card deck, pencils, and score sheets. That is a bag you can carry on a train, to a pub, to a family gathering, to a camping trip. The format’s physical simplicity removes almost every barrier to getting the game to the table. For that reason, roll and write games get played more often than most other titles in a collection.
The Different Forms Roll and Write Takes
Classic dice selection: Players choose which dice to use from a rolled set, marking the results on their sheet. Yahtzee and Qwixx both use this structure. Ganz Schon Clever adds the constraint that unchosen lower dice go to other players.
Route and map drawing: Players draw routes or connections on a personal map sheet. Railroad Ink has players drawing road and rail routes from dice showing path shapes. Trails of Tucana has players connecting terrain sites. The spatial quality of building a map gives these games a distinctive feel. Also crosses into: Tile Placement, Pattern Building.
Flip and write: Cards replace dice as the randomising mechanism. Welcome To…, Trails of Tucana, and Cartographers all use cards. The structure is otherwise identical to roll and write. Also crosses into: Card Games.
Simultaneous multiplayer with competition: Players use the same results simultaneously but score independently and can compete for bonuses. Qwixx includes a competitive row-locking mechanic. Ganz Schon Clever gives lower dice to other players. The competition is structural rather than direct. Also crosses into: Dice Games.
Legacy and campaign roll and write: The sheet changes permanently across sessions. My City: Roll and Build, the roll and write version of My City, adds stickers and permanent modifications across a campaign. Also crosses into: Legacy and Campaign Games.
Cooperative roll and write: Players share a sheet and work together towards a common goal. Pandemic: The Cure applies cooperative Pandemic mechanics in a dice rolling format. The Crew: Mission Deep Sea has a cooperative roll and write variant. Also crosses into: Cooperative Games.
Solo roll and write: Many roll and write games work extremely well solo because the format is inherently independent. Ganz Schon Clever, Welcome To…, and Cartographers all have strong solo modes. Friday the solo deck builder has a roll-and-write structure in spirit if not in format.
Games Worth Playing
Family and gateway games
Qwixx (2012): Qwixx is the roll and write I recommend most often to families and groups that have never played the category. You cross off numbers in four coloured rows, always left to right. Every player participates in every roll, either on the active player’s turn or on their own. Games run in around fifteen minutes. The rules explain in five minutes. The competition to lock rows before opponents complete them produces real tension for a game this simple. Available from most UK toy shops and game retailers. Also crosses into: Dice Games.
Welcome To… (2018): Welcome To… is one of the most practically accessible games in the hobby. Players flip three card pairs each turn and choose one action, placing the house number in the appropriate row of their neighbourhood and taking the associated action. The architect in a 1950s suburb theme is charming, the rules are manageable for most ages, and because it uses cards rather than dice, it plays silently and at any player count without additional components. Also crosses into: Card Games.
Kingdomino Duel (2019): Kingdomino Duel applies the popular Kingdomino tile-placement game to a two-player roll and write format. Players take turns rolling and allocating dice to claim territory sections on their personal kingdom sheet. The scoring system rewards connected terrain regions as in the original game. It packs the Kingdomino experience into a small bag and plays in around twenty minutes. Also crosses into: Tile Placement, Set Collection.
New to the hobby category
Ganz Schon Clever / That’s Pretty Clever! (2018): Ganz Schon Clever was the game that convinced me the category could be genuinely complex without adding rules overhead. You roll six dice and choose one, marking it in one of five colour sections on your scoring sheet. The dice you do not choose that are lower in value go to the silver platter for other players. Each section has its own internal scoring logic and completing parts of one section can trigger bonuses in others. The combos that develop are more intricate than they first appear. It plays in about thirty minutes and has a strong solo mode. Also crosses into: Dice Games.
Cartographers: A Roll Player Tale (2019): Cartographers is the flip and write game that brought the category to a wider audience through its map-drawing structure. Each round, a landscape card is revealed showing a shape and terrain type, and players draw that shape onto their personal map sheet. Scoring happens four times per game based on the queen’s edicts, which reward different map configurations. The ambush mechanic, where a monster card forces players to draw a ruin into an opponent’s map, adds a direct interaction element that most flip and writes avoid. Also crosses into: Tile Placement, Pattern Building.
Railroad Ink (2018): Railroad Ink has players rolling dice showing different path shapes and drawing road and rail routes on their personal grid sheet. Connecting exits on opposite sides of the grid is the primary objective, with bonuses for specific network configurations. The base game is excellent and the Challenge editions add optional extra dice with new route types and special features. One of the most consistently good route-drawing games in the category. Also crosses into: Route Building, Pattern Building.
Recent releases (2024 and 2025)
Marabunta (2024): Marabunta was one of the most praised roll and write releases of 2024 and it is genuinely different from most games in the category. It is a two-player game where players split a dice pool between them and then compete to mark their ant colonies on a shared board, blocking each other out of regions. The shared board removes the solitaire quality that some players find limiting in roll and writes. It plays in around thirty minutes and the competitive interaction is direct and immediate. Also crosses into: Area Control, Tile Placement.
French Quarter (2024): French Quarter was widely praised as one of the best roll and write releases of 2024, which is not surprising given that it comes from the design team behind Three Sisters and Fleet: The Dice Game. Players draft dice each round to move around a map of the New Orleans French Quarter, advancing along five street tracks that each provide different bonuses. The chain bonus structure, where good decisions compound across a short run of rounds, rewards efficient play in a way that feels satisfying to execute. Also crosses into: Dice Games.
Cascadia: Rolling Hills and Rolling Rivers (2024): The roll and write versions of the acclaimed Cascadia tile placement game were released in 2024. Both Rolling Hills and Rolling Rivers bring the ecosystem building and animal scoring of the original game to a personal score sheet format. Dice rolls determine which terrain and animal combinations are available each turn and players mark their choices on individual maps. Both versions are well-produced and standalone, requiring no knowledge of the original game. Also crosses into: Tile Placement, Set Collection, Pattern Building.
Experienced players
Hadrian’s Wall (2021): Hadrian’s Wall is the most ambitious roll and write game I own and one that experienced players in the category point to regularly. Players build a Roman fort along Hadrian’s Wall over six rounds, managing workers, constructing fortifications, recruiting soldiers, and keeping civilian populations happy. The sheet is dense and the decisions compound significantly across a session. First plays take ninety minutes; experienced groups run it in around sixty. The depth is real and the solo mode is one of the best in the genre. Also crosses into: Worker Placement, Engine Building.
Three Sisters (2022): Three Sisters takes its name from the companion planting technique of growing corn, beans, and squash together. Players build a garden over eight rounds, with early planting decisions bearing fruit in later scoring. The combo system is more developed than most roll and writes, with sections of the sheet activating bonuses that chain into each other in ways that take several plays to fully understand. From the same design team as French Quarter and Fleet: The Dice Game. Also crosses into: Engine Building.
Ganz Schon Clever 2 / That’s Even More Clever (2019): The sequel to Ganz Schon Clever adds new scoring sections and a new interaction between the colour areas. If you have played the original extensively and want something that stretches the same mental muscles further, the sequel is a natural progression. Both games are available and the original is the recommended starting point.
Cooperative roll and write
The cooperative roll and write category is smaller than the competitive one but has produced some genuinely distinctive experiences.
Pandemic: The Cure (2014): Pandemic: The Cure adapts the cooperative board game into a dice-rolling format. Players roll character-specific dice to take actions, treating disease, finding cures, and managing outbreak spread. It plays faster than the board game and works well as a gateway into cooperative gaming through a familiar framework. Also crosses into: Cooperative Games, Dice Games.
The Crew: Mission Deep Sea Cooperative Roll and Write variant: Several collaborative roll and write variants of The Crew have been published. They maintain the cooperative trick-taking puzzle of the original in a format that plays with any number of players and can be extended easily. Also crosses into: Cooperative Games, Trick Taking, Card Games.
The Solitaire Question
Roll and write games get more criticism than most categories for feeling like solitaire experiences. Players make their decisions independently and the direct influence one player has over another is often minimal or absent. In Ganz Schon Clever, the lower unchosen dice creating an interaction is real but modest. In Welcome To…, there is none at all.
This criticism is fair for some games but overstated as a general category observation. Qwixx has real competitive tension around row locking. Cartographers’ ambush mechanic introduces a direct interaction element. Marabunta places players in direct territorial competition on a shared board. The category’s range is now wide enough that the solitaire criticism does not apply equally to all of it.
For groups who do not mind independent parallel play and value the simultaneous activity, the lack of interaction is not a problem at all. For groups who find that quality limiting, the solution is to look for games within the category that specifically address it, rather than writing off the whole format.
Common Mistakes
- Treating every cell on the sheet as equally important. Most roll and write sheets have high-value and low-value positions. Learning to identify which cells to prioritise in the early rounds, when options are still open, is one of the most important skills in the category.
- Not considering the bonus chains. In games like Ganz Schon Clever, crossing off a cell in one section can trigger bonuses in others. New players often mark results without fully tracing what the bonus cascade will produce. Learning to follow the chain before committing a result is worth the extra few seconds.
- Panicking when a roll is bad. Every roll and write session includes bad rolls. The skill is in minimising the cost of a bad result rather than always maximising a good one. Players who panic and fill in the first available space often close off better options unnecessarily.
- Ignoring the scoring conditions early. Most roll and write games have specific end-game scoring conditions that reward particular patterns or completions. Not understanding those conditions from the first round and working backwards from them leads to misaligned decisions that only become apparent when scoring reveals how much was left behind.
- Not giving the category a second play. Roll and write games often feel confusing on the first attempt because the sheets are dense and the implications of early decisions are not yet clear. The second play of most games in this category is significantly better than the first. The format rewards persistence.
Is Roll and Write for You?
Roll and write games work for a very wide range of players and groups. The format is accessible, fast, and requires almost nothing to set up. For groups that include players at very different experience levels, the simultaneous play structure means everyone is engaged and nobody is waiting regardless of experience.
They are less suited to players who strongly dislike any element of luck or who prefer games where skill is the dominant factor. Dice rolls impose constraints and some results are simply worse than others. The skill is in managing those constraints rather than avoiding them. If luck in any form is frustrating rather than interesting, roll and write games will eventually produce a session that feels unfair.
If you are not sure where to start, Qwixx for a family or social group, Welcome To… for any size group including large ones, and Ganz Schon Clever for a player ready to dig deeper. All three are widely available from UK retailers including Zatu Games, Amazon, and most independent game shops.