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Calliope Games A Dice-Rolling game of luck and tactics for 2-4 players. It is expandable to up to 8 players, Aged 8+, by adding both available sets (Red and Purple) together.
Designed by Chris Leder. Art Direction by Dawne Weisman of WizKids fame. Product Development by Ray Wehrs.

As already noted, there are currently available 2 Sets of ROLL FOR IT! RED and PURPLE. There is no requirement to own both editions as either box is a complete game in itself. Multi-player games can be played between 2-4 players but if you want to expand the number of players you need to add the two sets together. Adding two of the same sets would work but it could be confusing, especially with a then full compliment of 8 players, as each player has their own set of six 6-sided dice of the same identification colour (Purple, Yellow, Blue and Red); and the dice colours in all RED boxes are the same translucent Dice and in all PURPLE boxed sets the 24 dice (Green, Blue, White and Red) are all pearl in design. The fact that there would be 30 Red backed and 30 Purple backed cards in a dual box set makes no difference to the game at all. 

There are 30 cards in each box, in colours Blue, Yellow, Green and Purple. These are set as follows: 
6 x Blue cards, different cards in each set, all with a score value of 2 points per card.
12 x Yellow cards, different cards in each set, all with a score value of 5 points per card.
8 x Green cards, different cards in each set, all with a score value of 10 points per card.
4 x Purple cards, different cards in each set, all with a score value of 15 points per card.


The game is simplicity itself and that's what makes it so easy for anyone to learn and so quick to play. You can play it anywhere that you have a large enough flat space, a regular sized coffee table, table on a train, kitchen table etc, on which to be able to lay out 3 or 4 face-up cards in a Row and where each player can roll up to six dice. The Row of cards are there for everyone to try and claim, the first player who has dice that match those on the card wins it. For additional ease all 2s are Blue, all 5s are Yellow, all 10s are Green and all 15s are Purple. As you win cards place them atop of each other so the score values can all be seen and mentally keep a running tally in your head. The game ends when one player has scored 40 or over points, but as it is a game played in Turns with players taking their turn in clockwise order, the game rules are that it stops when one player's score equals or tops 40, there are no equal turns. We always play what we consider to be slightly fairer so that the game ends on the Round that one or more players score 40 or 40+ after all players have had a turn in the round - if two or more players hit 40 or 40+ in the same round then the player who went the farthest past 40 wins.; if it's still a tie then the player who won the most Blue cards wins (these are the lesser value cards and thus it is not as easy to score 40 if you are collecting many of these in your hand) - this, as I say, is how we play it, but we strongly suggest you play it according to the rules and only try our way if after a few games you find players are unhappy that they aren't having equal turns. Funnily enough it is core gamers who notice this and dislike it. Families who only play "kids" or "simple" games just get on with it and play again, not even worrying if the same player starts again (the rules are that each player rolls 2 dice and the highest roll goes first and play continues clockwise).


This is a very enjoyable 20 - 30 minute family game. Lay out the Row of cards (3 or 4 depending on the number of players) and select one player to be start player; going first is no direct advantage. Each player takes turns and the game continues with these turns being played out clockwise from the start player. On their turn the players roll all the dice in their colour that are available to them. At the beginning of the game this is their starting six dice. From the results of the dice they rolled they can place one or more of them next to the cards in the Row, one die can only be associated to one card at a time and it must be made clear which card that is. You have to place the dice next to the card, you cannot put the dice on the card as other players may also be trying to win that card. The first player to place the correctly matching dice with those shown on the card wins the card. New cards are placed from the deck whenever a card is removed from the Row.

This all sounds incredibly easy and in some ways it is, but if you read carefully what I have already written, I have said that you get to Roll all the dice "available" to you - this means of course that if you have placed a die or dice on a card or cards then those dice cannot be included in your next roll. If you spread your dice out across too many cards you could put yourself in a situation where you do not have enough dice to roll to win even one of the cards you are contesting. You may never just take a die or dice from a card to add to your Roll, as once placed on (next to) a card the dice have to remain there. If you find yourself needing to roll additional dice to those available you have two choices. One is to wait until another player wins a card on which you have dice, in which case they get the card and everyone with dice on it get them back. Or you can pick up every die you have laid, but you may not leave any dice on the cards.

There is nothing you can do or plan between turns as by the time it gets around to you again it is almost a certainty that someone will have played dice to make you rethink any plans you may have had; then your die roll determines what actions you can take. There are several ways to play but from experience I would say to not spread your dice out too wide. Try to win the 10s and 15s when they are on display but if another player has a much better chance of winning them than you (example: you have 2 sixes on a card requiring six 6s and an opponent has 5 sixes on the same card) you are better off cutting and running, that is, trying to build up a winning series on another card safe in the knowledge that your opponent will soon finish the 6s card and you will get your dice back.

At around $15.00 US or £13.00 - £15.00 UK it doesn't seem like a lot of game for the money, that is if you are someone who thinks of material components vs cost when looking for value. If, like me, you think that a game's major value is its playability then $15.00 is beyond great value. The first time we opened the box to play we were playing within a couple of minutes. When that game ended we played again, and then a third time, all within an hour. Cost vs Playability makes that $5.00 a game, or $1.00 for 4 minutes, and that is only within an hour of opening the box. laying with box boxes, 5 or more players (we played with 6 the first time we used two sets) is as much fun but does take a little longer to play. Naturally the luck of the dice also plays its part when it comes to how long games take.

ROLL FOR IT ! is the perfect name for the game as it is catchy, rolls off the tongue and explains the game in just those three words; ROLL FOR IT !


© Chris Baylis 2011-2015