This is a proper table-eater, well over an hour once you’re deep into a session, dice bags out, character boards spread wide, health chips stacked and counted. Chip Theory’s whole thing is neoprene dice bags and thick poker-chip components instead of standees and cardboard, and it delivers on that promise, this is a satisfying object to actually handle even before you start playing.
Where the game itself earns real credit is character building. You’re not picking a class off a shelf, you’re assembling abilities and gear across sessions in a way that reminded a few reviewers I’ve read of Too Many Bones, another Chip Theory design, and I think that comparison holds, there’s genuine freedom in how a character develops here rather than a fixed archetype you’re just leveling up. The fatigue system, letting you push yourself harder at a real cost, adds a layer of risk management most dungeon crawlers skip entirely. The Dized app tutorial is a genuinely good onboarding tool too, close to the guided first-scenario style Jaws of the Lion used to teach a rules-heavy game without dumping the whole manual on you at once.
The complaint that kept coming up for me at the table, and that I’ve seen echoed by other owners, is the font size. The story and instruction text is small and dense enough that reading it aloud to the group means squinting or passing the card around, which slows a game that’s already running long. It’s an odd thing to be the sticking point on a game this well produced everywhere else, but it genuinely affected how often we wanted to play. Two-player works, solo works too if you’re running two characters, but the setup and teardown time on this is real, easily fifteen minutes each way once you’re using the full inventory system. Three stars, more for the print legibility than the design underneath it, which is better than the number suggests.
