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Showing posts with label Hatchlings Games. Show all posts
Showing posts with label Hatchlings Games. Show all posts

Friday, 17 July 2026

Cthulhoid Choices: Ripples

Call of Cthulhu is the preeminent roleplaying game of Lovecraftian investigative horror and has been for over four decades now. The roleplaying game gives the chance for the players and their Investigators to explore a world in which the latter are exposed, initially often indirectly, but as the story or investigation progresses, increasingly directly, to alien forces beyond their comprehension. So, beyond that what they encounter is often interpreted as indescribable, yet supernatural monsters or gods wielding magic, but in reality is something more, a confrontation with the true nature of the universe and the realisation as to the terrible insignificance of mankind with it and an understanding that despite, there are those that would embrace and worship the powers that be for their own ends. Such a realisation and such an understanding often leave those so foolish as to investigate the unknown clutching at, or even, losing their sanity, and condemned to a life knowing truths to which they wish they were never exposed. This blueprint has set the way in which other games—roleplaying games, board games, card games, and more—have presented Lovecraftian investigative horror, but as many as there that do follow that blueprint, there are others have explored the Mythos in different ways.

Cthulhoid Choices is a strand of reviews that examine other roleplaying games of Lovecraftian investigative horror and of Cosmic, but not necessarily Horror. Previous reviews which can be considered part of this strand include Cthulhu Hack, Realms of Crawling Chaos, and the Apocthulhu Roleplaying Game.

—oOo—

Something terrible happened to the town of Shingleford in 1962. The enigmatic, if friendly, Peddler came to town and sold the people what they wanted. Trinkets. Trinkets which unknowingly twisted their resentments into Curses and as they became exhilarated by the eldritch power granted by their Trinkets, their owners cast Curses on others and spread the influence of the Peddler. Fortunately, due to the efforts of a troop of River Scouts led by Hilda Buckle, under the eye of the Watcher, these Curses and the influence of the Peddler were stopped in 1962. Unfortunately, it was not without loss, for it led to the deaths of several of the River Scouts. Sixty years later, the Peddler returns, spreading Curses once again, poisoning the river and the lands on either side of its banks. It is another group of teenagers, who discover the old River Scouts clubhouse, abandoned after the events of 1962, who turn it into a den and are then visited by the ghost of a young girl who told them of how she helped lift the Curse in 1962. Other ghosts asked them to read the River Scout Pledge and provide protection for the Clawfoot and Shingleford once again, presenting them with Sashes that will help them defeat the Curses.

This is the set-up for Cryptid Creeks, a roleplaying game of eldritch investigative horror, that takes its inspiration from films such as The Goonies and Stand by Me, television series like Gravity Falls and Stranger Things, and graphic novels such as The Lumberjanes. Although a roleplaying game of eldritch investigative horror, and thus adjacent to it, Cryptid Creeks is not a roleplaying game of Lovecraftian investigative horror and does not involve the Cthulhu Mythos. Published by Hatchlings Games following a successful Kickstarter campaign, it is described as ‘Cosy Horror’, meaning that it is suitable for a family audience, much like its earlier roleplaying game, Inspirales. Cryptid Creeks is also ‘Carved from Brindlewood’, which means that it is a Powered by the Apocalypse system roleplaying game, but one using the lighter, more investigative-focused variant of Brindlewood Bay. Ripples: Cryptid Creeks Curse Collection is the first supplement for Cryptid Creeks.

Ripples: Cryptid Creeks Curse Collection is primarily a collection of eight Curses, mysteries and situations, that the River Scouts can investigate, determine a cause, and ultimately resolve. Three of those are set in the present, but of the rest, Ripples takes the River Scouts—the characters and their players—somewhere interesting, and that is the past. These five Curses are the ‘Ripples’ of the title and they take place over the course of the summer of 1962. They explore what happened that fateful summer when the Peddler was stopped for the first time and the River Scouts were disbanded. They are triggered by certain situations and also tell the stories of the River Scouts who lost their lives in the effort to defeat the Peddler and whose sashes the Player Characters in the modern day were given and wear as River Scouts. They are essentially flashbacks in which the players roleplay not their usual characters, but the River Scouts of 1962.

Each Ripple is introduced by a Seed, of which three are given for each Ripple. The playthrough of a Ripple requires some changes to the play of Cryptid Creeks to take into account the fact that events of each Ripple have not yet taken place and thus not yet had an effect on present of the modern day. Thus, there is no River Phase or associated Riverbank Stops and Playbook Moves tied to the River Scouts’ Clubhouse Collection and the Sash of Ages are unavailable. Instead of the River Phase, the ‘Bond Move’ allows a one-to-one moment with another Scout to gain a Clue or Advantage on a subsequent roll. Similarly, the ‘Guidebook Move’ replaces the ‘Hilda Move’ to gain advice on the current situation. The most radical change is the inevitability of character death, since the players are roleplaying the original River Scouts who in the future will become the Clubhouse Ghosts. However, such deaths take place offscreen and River Scouts cannot recall exactly how they died, but once they do, the dead characters become Ghosts, not just for the rest of the Ripple, but all subsequent Ripples. This sets up a challenge in that Ghosts cannot communicate with the living, only themselves, and can only impart information gained from an investigation via a haunting.

Of the five Ripples, ‘The Cryptid Creek’ must be run first and ‘The Curse of ’62’ must be run last, but the others can be played in any order. ‘The Cryptid Creek’ handily takes the Navigator and her players through the process of going back into the past and into what is the very first encounter with the Watcher and the Curse he suffered at the hands of the Peddler. ‘The Curse of the Old Hackitt House’ explores a haunted house and how its owner became a figure of both fear and fun; ‘The Curse of the Lich Root’ examines how and why the flora around Shingleford changed and warped following the events of the town gardening competition in 1962; and in ‘The Curse of Heartwood Locket’, the River Scouts make a new friend as they find out why the forest became strange and seemed to strike back at the loggers working it in 1962. Lastly, ‘The Curse of ’62’ confronts the River Scout with the terrible events that led to the deaths of the remaining Clubhouse Ghosts and the temptation of Hilda Buckle aged twelve, which will set in motion of the events and involvement of the new River Scouts in the modern day.

The five Ripples are not the only Curses explored in the supplement. The other three are all set in the modern day. Children run wild in ‘The Wildren’s Curse’ and the River Scout must find out if faeries are involved or there is another cause; the people of Shingleford are beset by waking dreams in ‘The Curse of False Awakenings’ and the River Scouts must find a way to shift between the realities of ‘The Night’, ‘The Library’, and the ‘Waking World’ to locate the cause and deal with it; and lastly, ‘The Curse of the Rogue Playthings’ has the River Scouts chasing after an beloved, but beloved toy, now awakened, that is breaking into houses and toy shops to steal other toys. Of the three, ‘The Curse of False Awakenings’ is the most challenging to run and play, yet feels like a more traditional weird mystery. The other two provide inventive ways in which different aspects of childhood can be explored. Lastly, ‘Ripples’ closes with short, but entertaining piece of fiction.

Physically, Ripples is tidily organised. It is light on artwork, but what is there is good. What stands out is the layout, which is not only well done, but includes pages colour-coded to each Ripple or Curse. For example, ‘The Curse of the Old Hackitt House’ involves a haunted house, so its pages are dark grey, but ‘The Curse of the Lich Root’ involves plants and so has light green pages. It is a small detail that adds a difference between the various Curses and Ripples.

The Ripples are a fantastic idea, enabling the Navigator and her players to journey back into the past and explore the events that set up the here and now. They work better played before—as a prequel—the events of Cryptid Creeks or doing the campaign itself with the flashbacks worked into the main story. This is not to say that they cannot be played after a Cryptid Creeks campaign has been finished, but the ramifications of the original River Scouts’ actions and deaths will be not as great if run as a sequel. Any Navigator wanting to run Cryptid Creeks should definitely look at Ripples: Cryptid Creeks Curse Collection as a possible addition to her campaign because it will add depth, back story, and just for one last summer, bring the Clubhouse Ghosts to life.

Saturday, 29 November 2025

Cthulhoid Choices: Cryptid Creeks

Call of Cthulhu is the preeminent roleplaying game of Lovecraftian investigative horror and has been for over four decades now. The roleplaying game gives the chance for the players and their Investigators to explore a world in which the latter are exposed, initially often indirectly, but as the story or investigation progresses, increasingly directly, to alien forces beyond their comprehension. So, beyond that what they encounter is often interpreted as indescribable, yet supernatural monsters or gods wielding magic, but in reality is something more, a confrontation with the true nature of the universe and the realisation as to the terrible insignificance of mankind with it and an understanding that despite, there are those that would embrace and worship the powers that be for their own ends. Such a realisation and such an understanding often leave those so foolish as to investigate the unknown clutching at, or even, losing their sanity, and condemned to a life knowing truths to which they wish they were never exposed. This blueprint has set the way in which other games—roleplaying games, board games, card games, and more—have presented Lovecraftian investigative horror, but as many as there that do follow that blueprint, there are others have explored the Mythos in different ways.

Cthulhoid Choices is a strand of reviews that examine other roleplaying games of Lovecraftian investigative horror and of Cosmic, but not necessarily Horror. Previous reviews which can be considered part of this strand include Cthulhu HackRealms of Crawling Chaos, and the Apocthulhu Roleplaying Game.

—oOo—

Shingleford is in danger from manipulation and catastrophe. It is not the first time that this happened to the town which stands on the mouth of the Clawfoot estuary. It happened in the autumn of 1962 and was stopped, but can it be stopped this time? The enigmatic, if friendly, figure of the Peddler has come to town, selling the townsfolk what they want in the form of little Trinkets he takes from his travelling case. When the owners of these Trinkets sleep, the Trinkets take their deepest resentments and twist them into Curses, and in this way, their owners become Cursekeepers, exhilarated by the eldritch power granted by their Trinkets and now capable of casting their Curses on others, whether that is an individual, their family or other group, or an establishment. These curses will grow and threaten to overwhelm the community. If these Curses and the influence of the Peddler were stopped in 1962, how can they be stopped today? Simply through the efforts of the River Scouts, the stories of Hilda Buckle, and the careful eye of The Watcher. The Watcher is an intelligent animal or cryptid, a spirit of the river who will inform the River Scouts of new Curses and keep a watch over them. Hilda Buckle is an old woman who lives in a shack on Bulrush Island further upriver and who has a reputation for telling fanciful stories, fanciful stories that begin to look very much the events that are occurring in Shingleford and up and down the river. The River Scouts are local teenagers who discovered the old River Scouts clubhouse, abandoned after the events of 1962, and upon turning it into a den, were visited by the ghost of a young girl who told them of how she helped lift the Curse in 1962. Other ghosts asked them to read the River Scout Pledge and provide protection for the Clawfoot and Shingleford once again, presenting them with Sashes that will help them defeat the Curses.

This is the set-up for Cryptid Creeks, a roleplaying game of eldritch investigative horror, that takes its inspiration from films such as The Goonies and Stand by Me, television series like Gravity Falls and Stranger Things, and graphic novels such as The Lumberjanes. Although a roleplaying game of eldritch investigative horror, and thus adjacent to it, Cryptid Creeks is not a roleplaying game of Lovecraftian investigative horror and does not involve the Cthulhu Mythos. Which means it offers a similar style of play, but without the familiarity with or issues of anything Lovecraftian. Further, in keeping with its inspirations and with the age of its protagonists, it is designed to be played, if not necessarily run, by a teenage audience. This does not mean that it cannot be enjoyed by more mature playing group, but it is in keeping with the publisher’s other roleplaying game, Inspirales, aimed at a similar age group. Published by Hatchlings Games following a successful Kickstarter campaign, it is described as ‘Cosy Horror’, meaning that it is suitable for a family audience. Cryptid Creeks is also ‘Carved from Brindlewood’, which means that it is a Powered by the Apocalypse system roleplaying game, but one using the lighter, more investigative-focused variant of Brindlewood Bay.

A River Scout in Cryptid Creeks is defined by five attributes—Athletic, Smart, Cool, Smooth, and Attuned—which range in value from ‘-3’ to ‘+3’, and are used to modify dice rolls. He will be defined by a Playbook, which defines the base value for the attributes, a gift from the Watcher, provides Moves or actions particular to each Playbook, gives Setback and Perks, and offers ways in which the River Scout can improve himself. The six Playbooks are Athlete, Medic, Musician, Bookworm, Sailor, and Misfit. For the most part, they conform to high school type roles, though with a couple options which fit the setting of Cryptid Creeks. These are the Sailor, who will help the River Scouts get up and down the Clawfoot, and the Misfit, who is a little bit special because he is the Watcher’s champion and can work with the Eeries, the chaotic, tiny cryptids which watch over Shingleford for Curses and deliver messages to and for the Watcher. Each Playbook also suggests touchstones, or characters from films and television, that fall within the Playbook.

To create a River Scout, a player selects a Playbook and assigns one point to his attributes. He also picks one ability as well as the Watcher’s Gift. The process is simple and straightforward.

Every Scout has access to six Basic Moves in addition to the Moves of his Playbook. The Scout Move is carried out when a River Scout wants to do something risky or face a fear; the Eldritch Move is rolled when facing or dealing with the supernatural; the Snoop Move is for searching for Clues or conducting research; the Crew Move is for clearing Misfortunes and for strengthening bonds between the River Scouts; the Hilda Move is used when a River Scout wants to do something based on a story that Hilda has told him; and lastly the Answer a Question Move is made when the players feel that their River Scouts have gathered enough clues to discuss and then attempt a hypothesis about the nature of a Curse. As Cryptid Creeks is an investigative roleplaying game, the Snoop Move is a strong focus of the game, there is a certain delight in the Hilda Move which enables a player to add detail to the setting through play.

Mechanically, Cryptid Creeks is quite straightforward. To have his River Scout undertake an action, a player rolls two six-sided dice. On a roll of six or less, the result is a miss with a reaction; a roll of seven to nine is a hit with a complication; a roll of ten or eleven a straight hit; and a roll of twelve or more a triumph with a benefit. A player can also roll with Advantage, meaning he rolls three dice and uses the two highest, or Disadvantage, meaning that he rolls three dice and uses the two lowest. Advantage may come from a Move, the situation, or a useful item from the Clubhouse Collection. Disadvantage can come from the situation or a Misfortune.

In addition, each River Scout has access to a Sash, given to him by the ghosts in the Clubhouse. These can be used—and the roleplaying game advises that the players use them when a Curse is near its peak and the situation is much tougher—after a roll has been made to increase the success rating rolled. Narratively, a Sash has two effects, one that is out of game and one that is in game. The out of game effect is that it enables a player and his River Scout to view one dangerous path, represented by the poor roll, but as advised by the ghost who gave it to the River Scout, chose a path with better outcome that pushes them towards defeating the Peddler. The in-game effect depends upon whether the player chooses to lift his River Scout’s Sash as ‘The Sash of Ages’ or ‘The Sash of Endings’. When ‘The Sash of Ages’ is lifted, it invokes a nostalgic memory of a time before the character joined the River Scouts, whilst when ‘The Sash of Endings’ is lifted, the River Scout suffers from dark visions. For example, a ‘Sash of Ages’ for the Sailor Playbook is ‘A flashback showing your earliest memory in a boat’, whilst a ‘Sash of Endings’ might be ‘Ends in Ruins’ in which, ‘The townsfolk desperately search through the charred remains of the dinghy, even as the mast collapses.’ Each Playbook lists several of both types of Sashes which are crossed off as they are lifted. When a player crosses off the last Sash, his River Scout must retire.

Given its ‘Cozy Horror’ genre and the age of the River Scouts, it is no surprise that Cryptid Creeks has no combat system. Technically, it does not even have a damage system. Instead, a River Scout can suffer Misfortunes that can be physical, psychological, or supernatural, such as an allergic reaction, sprained ankle, being confused or horrified, or feeling a buzzing in the brain or being drawn to the Peddler. These can come about because of a player’s roll, of a River Scout’s action, and so on. A Misfortune means that River Scout’s player rolls with Disadvantage, and worse, when a River Scout suffers his fourth Misfortune, his player must mark off a Sash without the benefit of Lifting it. Narratively, Misfortunes and their mechanical effect can be negated by the Crew Move, played whilst travelling or at the Clubhouse.

Cryptid Creeks is played in four phases—the ‘Beginning of Episode’ Phase, ‘Investigation’ Phase, the ‘River’ Phase, and ‘End of Episode’ Phase. The ‘Beginning of Episode’ Phase includes a recap, a clubhouse montage, and the Navigator—as the Game Master is known—introduces a new Curse. In the ‘Investigation’ Phase, the River Scouts search for clues and gather information, which takes up the majority of play. The ‘River’ Phase is triggered whenever the River Scouts travel up and down the Clawfoot and enables the Navigator and players to expand the setting by adding and detailing new locations, the Navigator to showcase the setting and its eldritch elements, and the River Scout to share more emotionally touching scenes. In the ‘End of Episode’ Phase, the River Scouts claim the rewards for breaking a Curse, play out any scenes linked to Sashes lifted during the session, gain Experience Points for answering ‘End of Episode’ Questions, and in the appropriately named ‘Smores & Dreams’, the players can discuss that they liked about the episode and want to see more of.

For the Navigator, there is good advice on running the four different Phases, how to handle clues, locations, and side characters, and how to interpret the various Moves. There is also a breakdown of what a Curse looks like and the principles of being a good Navigator. These include rooting for the River Scouts, following their lead as they explore and expand the setting of Clawfoot and search for Clues, shift the spotlight between River Scouts, balance the cosy versus the eldritch, bring the world to life, embrace the otherworldly nature of Clawfoot, and keep collaboration with the players in mind. Although there is advice on how to run Cryptid Creeks as a one-shot, it is made clear that the roleplaying game is not intended to be run in a ‘monster-of-the-week’ format, but rather as a series consisting of several episodes. What this means is that although the River Scouts will initially be facing one Curse, the likelihood is that they will be facing two or three as the campaign progresses. A Curse consists of a main threat and several ‘tendrils’, associated dangers such as eldritch horrors and difficult Side Characters that typically want to stop the River Scouts. A Curse also has its own Sash, which can be Lifted like the River Scouts’ own, but without needing to tick their own off.

Beyond this, Cryptid Creeks provides the Navigator with tools and advice to create her own Curses, from concept and themes to presenting the Curse and clues to it and more. Almost half of Cryptid Creeks is devoted to the eight-part campaign or series, ‘The Peddler’s Revenge’ in which the River Scouts discover the threat to Shingleford and Clawfoot, investigate the Curses being laid upon the region, and ultimately uncover the secrets behind the Peddler. The campaign is supported by descriptions of various places in Shingleford and along the Clawfoot, but best of all, there is a pilot episode that the Navigator can use to kick-start her campaign. It provides a step-by-step guide that helps the Navigator teach the rules of Cryptid Creeks and explain what the roleplaying game is about to her players and then again, step-by-step, shows the Navigator how to show her players how to play and the flow of the game. Up until this point, Cryptid Creeks looked to be a good roleplaying game to run for a group of younger players who were new or relatively new to roleplaying games, ideally by a Game Master with some experience under her belt. Yet, the ‘Pilot Episode’ really shifts Cryptid Creeks away from this. It is very well done and really helps the neophyte Navigator—whether new to being a Game Master or new to Powered by the Apocalypse—grasp how Cryptid Creeks is run. The advice and step-by-step introduction of the ‘Pilot Episode’ make what was already a good starting roleplaying game for the players, into being a good one for the Navigator too.

Physically, Cryptid Creeks is brightly, breezily presented with engaging cartoonish artwork. The depiction of the Peddler in particular, looks like a version of David Tennant’s Doctor Who, but with tentacles coming out of his Mod suit! The roleplaying game is also well written and far from a difficult read.

Cryptid Creeks is not an introductory roleplaying game, but it definitely can be used to introduce players to the hobby and it can be a Navigator’s first roleplaying game as a Game Master. The advice to that end is very well done and this is combined with the accessibility of both the Powered by the Apocalypse mechanics and the setting of Clawfoot with its cosy familiarity and the unsettling nature of the threat that the River Scouts and their home face. If looking for a ‘Cosy Horror’ roleplaying game or a Game Master’s first roleplaying game, Cryptid Creeks is a good choice. If looking for both, Cryptid Creeks is the perfect choice.

Saturday, 10 August 2024

Solitaire: Dragon Dowser

The world of Praelar dying. It was driven to the point of collapse by climate change and then exacerbated by colossal poisonous tornados called ‘spore storms’. It was then that dragons appeared. They came from a world parallel to us to save us. They drew Dragon Essence extracted from their unhatched eggs and used it to power machines long-buried under the spore fields that cleared the poisons from the air and the water, and even began to abate the spores storms. Yet humanity took advantage of them. The Mecharch leaders took the power of the dragon yolk and reprogrammed the machines as devices of war before sending them out to slay dragons and take their eggs. As one dragon after dragon died, the Mecharch leaders gained power and many eggs were lost or abandoned, or broken. There are those who see this as an injustice and have rallied around to rescue the remaining eggs and not only save them, but raise the hatchlings. Their hope is that the newborn dragons would heal Praelar and restore the communities to what they once were.

This is the background for Dragon Dowser: A Journalling Game for One Player, in which the player will use his dowsing crystal to overcome the elements, uncover ancient secrets, battle long-buried machinery, and in the process, save the last of the dragon eggs. It is published by Hatchlings Games, best known for Inspirisles, the Deaf-aware, sign-language as magic, Arthurian roleplaying game. In comparison, Dragon Dowser is more anime-inspired, though not heavily so and leaves much of its setting to be interpreted, created, and written down by the player. It is a solo journalling game in which the aim is to locate abandoned dragon eggs and return to a Sanctuary. However, this requires the expenditure of resources. If the Dowser succeeds before all of his resources are expended, the hatchling can be reared to adulthood and together change the world. It requires a standard deck of playing cards, a six-sided die, a set of tokens, and a journal for the Dowser to record his story. As an alternative to the deck of playing cards, the game has its own deck of cards. These have their art and text, so that the player does not have to refer to the book for the card descriptions.

The game requires some set-up before play begins. The first is choose one of four Dowsings. These correspond to the Ace cards of the four card suits and determine the story’s element, season, and theme, which all together suggests where the dragon egg might be. For example, the Hearts dowsing is associated with water, spring, and community, and the egg is lost to the currents of a river and washed away downstream from the chasing soldiers. The player chooses one of the four and draws twenty-three cards from the deck. Together with the selected Dowsing, these are placed face down in a six by four grid. Two Sanctuary cards are placed either side. The player’s die is put on one of these Sanctuary. Together, this forms the play area.

On a turn, the player moves from one card in the play area to another. A card can give the dowser more Resources or force him to expend them. Cards also have a Description and a Prompt. For example, the ‘3 of Hearts’ has the Card details, “I should trust my instincts… and my crystal more!”; the Description, “A stranger you meet at a crossroads says there are a clutch of dragon eggs to the north. You follow the path to straight into an ambush.”; and the Prompt of, “Describe the fight. How do you survive the ambush?”. Lastly, its Effect of -4 deducts Resources from the dowser’s pool. It is possible for the dowser to move in any direction, including returning to a card that has already been flipped over. Doing so will trigger the effect upon the Dowser’s Resources, but not the Description and the Prompt. The likelihood is that this will cost the Dowser in times of Resources, so it is better to keep moving forward and continue the search. At each stage the player describes what happens to his Dowser, taking inspiration from the Description and the Prompt. Both are written to be open-ended rather than proscriptive, allowing the player to engage his imagination.

If the Dowser finds the Dowsing he drew at the start of the game, he has found the egg. It is then his objective to return the egg to one of the Sanctuary cards. In doing so, he has succeeded and the game is over. There are still years of nurturing and training of the hatchling to come, but those are outside the scope of Dragon Dowser: A Journalling Game for One Player (though there is potential in a sequel to the game here). If the Dowser runs out of Resources before then, the play comes to an end, the Dowser has not succeeded, but he has not died. This does not mean that the Dowser cannot try again, whether from a rearrangement of the current spread of cards or from a completely fresh spread. It is also possible to discover other Dowsing cards or Aces in the grid of cards. This a definite moment of sadness for the Dowser as he has discovered the site of broken eggs. At this moment, he has the opportunity to offer a eulogy or a ritual to the lost hatchling.

The rules to Dragon Dowser are simple and easy to learn and play. This makes it suitable for younger players and this is helped by an extended example of a Dowsing that shows how the game is played in just a quick read through. The fact that the Dowser cannot die—just try again—also makes it suitable for younger players.

Physically, Dragon Dowser is well presented. It is a small, landscape format book with some excellent artwork, much of it replicated from the game’s cards. The writing is clean and simple, making the game easy to pick up and play. With only half of the deck being used at any one time, there is plenty of replay value in the game.

Dragon Dowser: A Journalling Game for One Player is both a solo journalling game and a map game, both of which require some Resource management. Proper handling of the latter will keep Dowser exploring, but the random nature of turning over cards and exploring means that the Dowser and his player is going to be constantly challenged, constantly weighing which up card to move to next. There is a high degree of luck in that the Dowser’s objective card—the Ace or Dowsing card—might be flipped over early in the game or much later. (One way to offset that might be to place it in the lower half of the cards drawn to form the grid.) Overall, Dragon Dowser: A Journalling Game for One Player is a charming journalling game that leaves a lot of room in how the player interprets the game’s prompts and how he tells his Dowser’s story.