

You never knew what you were going to draw. I loved receiving an attack bonus after engaging in the story such as describing a “fantastic view” or explain how I was going to maneuver through a “forgotten labyrinth.” The Kostco cards were always an adventure in their own. Fighting a villain called the Big Weird Eyeball or doing battle in the Tiny Lavatory made the story fun. The humor and charm of the game really drew us in. We also had some pretty fantastic rolls at the end of the game when victory was anything but assured. We were fortunate to grab some timely Kostco cards that carried us through the latter part of the journey. Most challenges in the game will require you to leverage your characters abilities and force the group as a whole to consider when to assist and when not to. We love dice games and the big, chunky d20 dice made for a good time. Sharing our character back stories was a baptism into a world we were certainly unfamiliar and a little uncomfortable with. The character sheets really set the tone for the game with some silly questions and the opportunity to even draw a self-portrait. The Adventure Zone has made it their mission to force people like us to open up, engage and even wander into the realm of creative storytelling in the best way possible. We’re typically caught up in our solitare games and less-talky, more think-y type fare. I say that because I feel we are exactly who the creators are targeting. We don’t own any D&D games, nor are we typically drawn to roll playing. I think it’s best to acknowledge that my wife and I aren’t traditional RPG players.
