Home > Categories > Games & Puzzles > Board Games > Dinosaur Island: Rawr 'n Write review
A roll-and-write version of the critically-acclaimed game Dinosaur Island!
In Dinosaur Island: Rawr 'n Write, your goal is to build the best dang dinosaur theme park you can! You do this by collecting DNA to make Dinosaurs, hiring Specialists to use their unique abilities, and building Attractions and special Buildings to enhance your visitor experience.
However, Dinosaurs are dangerous, and if you don't put some effort into keeping your park secure, you might just "lose track" of some of your visitors...
All of your progress (and missteps!) will be marked on your Park sheets, where you draw the layout of your park, store and spend resources, and record your progress. At the end of the game, you each score your performance, and whoever has the highest score wins!
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I am a big fan of roll and write games, and I have a fifteen year old who love Jurassic Park etc. so this seemed like a good combination for the two of us. There are three rounds, and in each round are three sections - two where you roll the dice and gain resources and then hire specialists or build attractions, and then you can gain bonuses and take people on a tour of your park. You'll need to add some dino enclosures to your park but be careful as they add threats to the park and if not contained, they will break out and wreck havoc (there's a death counter...). The game comes with cute dino shaped erasers, which was a nice little touch to the game (though I have laminated the game sheets for longevity).
This game is really easy to replay, as whilst your base specialists and buildings are all the same, there are cards which come into play which give different buildings and specialists which then give different bonuses. I like the look of the dice, they are an almost see through amber colour, which fits the theme very well. There's a good amount of planning that needs to go into what dice you select, what you draw where, what you spend your coins on. It's always fun playing with the kids when choosing dice, as you each get to pick two dice and there will be one left over. The dice that is left, everyone gains what is on it and if there are any red dots on it, also gain threat. The kids always negotiate as to which dice should be the last, so we all get as little threat as possible.
Really pleased we added this to the collection and one that keeps getting pulled off the shelf.
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