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Dread Draw is a competitive fortune-telling game designed by Ryan Miller and published by Upper Deck in 2017 where players take turns playing cards to summon monsters, dealing damage to their opponents, until only one player is left standing. At the end of the game the players attempt to tell the winner’s fortune.

A photograph of the Dread Draw box.
The Dread Draw box

How do you play?

First, randomly determine who will be the starting player. That player shuffles the deck and deals everyone a life deck of ten cards. Players then take turns trying to summon a card, either by drawing one from the main deck or playing one from their reserves. If the card they are attempting to summon has a higher strength than that of their previous card, they successfully summon it. If it doesn’t, that player is eliminated from the round and discards all summoned cards. Play then passes to the player with the lowest strength among their summoned cards. If there is a tie, it passes clockwise to the next lowest player. Play continues until only one player is left in the round, then that player’s monsters deal damage to all the other players. When a player takes damage, they draw that many cards from their life deck, then select one card to keep in their reserves and discard the rest. Players are defeated when they would take damage but have no cards in their life deck. If a player takes damage and has some cards but not equal or greater than the damage taken, they are still in the game. After damage is handled the next round begins. At the end of the game, if the winning player has any cards left in their life deck, they shuffle their life deck and draw cards from it to read their fortune.

A photograph of an example setup for a three-player game. The main deck is in the center of the table. Underneath it are two ten-card life decks, with a third to the right of the main deck.
Example setup for a three-player game
A photograph of a three-player game in action. The player furthest to the left has played Knowledge, a card with 5 strength, 1 damage, and the rules text "Summon: You may discard the top card of the deck. If it's level 6 or greater, you may summon it." The middle player has played Silence, a card with 9 strength and 3 damage. The player to the right has played The Guardian, with 4 strength and 3 damage, and Betrayal, with 6 strength and 3 damage. In the middle of the table is the main deck, and to its left is the discard pile. The discard pile contains the card Earth, with 2 strength and 3 damage.
A three-player game in action

Components

The game comes with 100 cards, a six-page rule book, and three foam blocks. My copy was a first printing so it also came with an extra promo card. The foam blocks are included because this box is way bigger than it needs to be. The most logical explanation seems to be that there were originally intended to be expansions at some point, but this is only speculation, and no expansions have ever been released. As it is, it just seems like a lot of wasteful packaging. The rule book has roughly the same dimensions as the box, but it could have easily been smaller, especially given how short it is.

A photograph of the game's components while the game is still in the box. From left to right there is a foam block, a one hundred card deck, and two more foam blocks. Each foam block is roughly the same size as the card deck. There is a thin rule book in a small gap above the components.
The game’s components, in the box
A photograph of the game's components taken out of the box. The foam blocks are in the top left, the card deck is in the bottom left, and the rule book is to the right.
The game’s components out of the box

Problems

There are so many issues with this game. The most pressing is that damage feels very unbalanced compared to your starting life total. In my playtests it wasn’t uncommon for a player to deal between six and eight damage in round one. It was also rare, but all too possible, to deal ten or more damage in round one, completely wiping out all other life decks. Games can be over so quickly it doesn’t really feel like you got to do much of anything.

Some things are completely left out of the rules. For instance, what does it mean to banish a card? Is there a difference between taking damage and losing life? I was able to find answers from the designer in the forums on BoardGameGeek, but you shouldn’t have to become an internet detective just to figure out how to play.

There’s no listed upper limit to the number of players, the box just says “2+.” It’s important to think about scaling and at what player counts your game plays best at. Obviously this game can’t scale infinitely; there are only 100 cards & you have to set aside at least 10 for each player while still having enough cards left over for players to draw from. It’s possible that, if the speculation that expansions were planned is true, that the game was meant to be able to vastly scale up, in which case not putting an upper limit on the box itself might seem like a good idea. However, the upper limit for the base game should still be listed in the rule book even if expansions are planned, and potential expansions were never confirmed in the first place.

As a seasoned tarot reader, the fortune-telling aspect was the most interesting selling point to me, but it feels like an afterthought. For starters, there’s no guidebook to offer possible interpretations of cards or card combinations. This might be fine for more intuitive users, but some people might want help interpreting the cards. Plus, the game’s starting life total is so low that often the winner won’t have any cards left in their life deck to read. This could be mitigated by changing the rule that says you can keep playing if you empty your life deck, but it would have the side effect of making this already short game even shorter.

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Verdict

There is a certain addicting quality to Dread Draw, though not necessarily because it’s fun. The game feels hollow. You play one game and are left so unsatisfied that you can’t help but try again, looking for something you will never find. It could make for an acceptable filler game if you’ve got nothing better to play. This game had a lot of potential but it fell flat. It gets two out of five cthulhus from me. 2 out of 5 stars (2 / 5)

If you’d still like to give it a try, you can check it out at the link below. Remember that we are an Amazon affiliate and if you buy anything from the links provided, we will get some $ back.

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1 Comment

1 Comment

  1. Jennifer Weigel

    December 18, 2021 at 9:46 pm

    Great to see more game reviews and thank you for being so thorough. It seems like this game may be trying to be a lot of things at once and I suspect you are right in that maybe there were going to be expansions. I’ve never played it so I don’t know. It’s too bad they didn’t play up the fortune telling aspect more, that is kind of unique.

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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Quest Master @ PAX: A Dungeon-Builder First Look

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Next in my journey of all the cool games I saw at PAX, Quest Master! Quest Master is a love letter to retro dungeon crawlers and level designers. Taking inspiration from both Mario Maker and the Legend of Zelda franchise, Quest Master promises the ability to play and design dungeons with a variety of enemies, traps, and puzzles. 

Check out the Quest Master game announcement here:

I was given a private 30-minute demo, where I got to try out some of the core features in a pre-beta version of Quest Master. This demo was led by one of the developers, Julian Creutz who shared some insight into the game design and user experience. My interview with Julian about Quest Master can be found here.

Quest Master has two main modes, playing dungeons and building them. I got to try out both, though I had a more comprehensive experience playing dungeons. While playing dungeons, the game mechanics were intuitive and simple. However, I was continuously surprised by the complexities offered by the puzzle and logic systems. For example, you can collect a boomerang which is incredibly easy to use. To solve one of the puzzles, I had to throw the boomerang through a torch (which I thought was just decorative) to catch the boomerang on fire and enable it to activate a gem. While the individual mechanics were basic, they combined into a sophisticated puzzle-solving experience.

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Immediately, I was eager to look under the hood and see how the dungeon building mode enables the puzzle solving as previously described. Once again, I was impressed with the sophistication of a system with such simple mechanics. The controls for building weren’t intuitive for me, though I also don’t use a controller for much of my gaming (like I was during the demo). Additionally, I could see how it would be really easy to get accustomed to as you build.

As it was a short demo, I wasn’t able to try any of the multiplayer features (i.e. co-op, online map sharing) so I can’t speak to the success of their implementation. As this is supposed to be a large part of the game, I’m wary of wholeheartedly suggesting Quest Master for those interested in the multiplayer experience. However, I was impressed with Quest Master’s modern take on retro dungeon crawlers like the Legend of Zelda games. The graphics and controls feel like much needed quality of life updates for a system taking inspiration from older classics. 

I recommend wishlisting Quest Master if you are a fan of old Legend of Zelda games or are looking for a fresh take on the dungeon builder genre. If Quest Master interests you, don’t forget to check out my conversation with Julian too!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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