|Game: Diced Tomatoes||Players: 2- 5|
|Time: 30+||Age: 12+|
|Difficulty: medium||Replay Value: high 4/5|
Dice Tomatoes is for 2-5 playing best at 3. For gameplay and game length It plays around 20 or more minutes and is great for new players or teaching the dice rolling mechanic along with a couple of additional mechanics
As straightforward as a dice game is There is a lot in the details that should go into it. In addition, there’s a lot of room for error. When a designer jumps into this style of game, it’s extremely important to organize consistency with wording and grammar for a rulebook. A great game can’t be played if the rules don’t teach us correctly.
With that said, I found the rulebook pretty difficult to communicate into a playable game but after clarifying a lot of the confusion I was having I was able to run a game correctly. And what did I think? I think the game is actually really fun and does a great job creating a big difference in the dice game category. I do however find it difficult to remember who helped who for the gratitude points. If I played my dice on player B. 2 or 3 rounds down the road I might not remember. Then we’re are sitting here like “wait did I help you with that vine?”
likes and don’t likes
I like that each die takes a roll in the tomato vine. Whether you are creating a vine via sequential order or by locking in same number rolls. It creates a specific strategy with dice rolling as in, should I build my vine or try to lock my opponents into a hard vine to build. I think the color scheme is great. I love the contrast of bright red with black.
There is a great system for helping opponents finish their tomato vine (whether you’ve hindered them or not) which is in the form of gratitude and is an absolute necessity to really get that security from dangerous situations. The depth is pretty interesting. There is a lot of room for influencing the game and getting an edge. Particular decisions can be the difference between winning or losing.