Roll Player: Finding a New Familiar and Swarm of Fiends

Jun 10, 2025 | Sessions | 0 comments

Explore new strategies with the arrival of fiends among the dice and familiars to add to a character’s journey in Roll Player.

At last, I added together all of the currently available content for Roll Player! It’s been quite some time since I picked up the last expansion, yet I was still glad to work through some plays to get a grasp of the main strategies. With very different aspects that can divide opinions, I cautiously approached… Probably a good idea with a badger familiar, anyway. Ha ha!

Game Overview

Game Name: Roll Player
Publication Year:
 2016
Designer:
 
Artists:
 JJ Ariosa & Luis Francisco
Publisher: 
Solo Mode: Included in the Base Game

The goal is to build a character with a variety of dice and cards, making the most of the options. However, the new content adds on strategic layers to look for additional ways to have a successful sort of adventure. With plenty of variety and options, each character ends up with a tale to tell!

Playing with All of the Expansions and More Dice to Use in Roll Player
R

First Play

July 26, 2020

Complexity

3

Latest Play

June 18, 2025

Expansions

2

Setup Time

5 Minutes

Lifetime Plays

28

Play Time

35 Minutes

:

High Score

44

1

Game Area

26" x 20"

;

Low Score

0

Fiends and Familiars

This is an expansion that isn’t universally enjoyed, and I can understand why. Fiends add penalties for choosing the most valuable dice, and these random features can be punishing.

Familiars look amazing, because who doesn’t want to have an animal companion?! But adding another row to complete with another ability to think about can be a lot.

Additionally, the first few turns involve choosing 2 dice, but only activating a single row ability. Not exactly the same.

However, there are also more cards to add plenty of variety to every other part of the game… So I was still excited!

Incorporating the Last Expansion with Fiends and Familiars for Roll Player

The Lion and Badger

Whoa! Initially, I really disliked the new content. Like, to the point that I was so upset over the random fiends who felt like they locked me out of the highest dice. Slow down!

It was true that my previous strategies weren’t going to work with this new content, but that didn’t prevent me from doing well. There was just a major shift in my mindset.

Managing fiends could be frustrating, but since familiars typically wanted low-level dice, these worked together.

Although my character’s score was extremely low, I still saw some neat ways this expansion opened up the game.

Pairing Up a Character with a Blood Badger and Clever Choices in Roll Player

Monstrous Fiends

The minions and final monster battle still kept me focused, and I loved nothing more than defeating a minion to learn about the monster’s location, obstacle, or attack. So cool!

Fiends are exactly that… Absolutely annoying! I had to take into consideration what it would mean to claim valuable dice at a price. Sometimes, the fiend wasn’t so bad.

With a familiar who specialized in fiend banishment and the conjurer class, I actually enjoyed the new challenge!

But my understanding of the core strategies had to shift a lot, and I know not everyone wants that in an expansion.

Managing the New Fiends and Other Decisions in Roll Player

Barking Up a Skill Tree

I felt a lot more comfortable as I took another character on an adventure. This time, I ended up with a lot of skill cards, which is a strategy I rarely try out. But this was excellent!

The puzzle came together for me a little bit, and I also got quite lucky with the dice rolls… During several rounds, the “low” dice rolls were actually great. Take that, fiends!

Perhaps this expansion isn’t as highly recommended as the first one, yet I loved how I had to think through much more.

Play time didn’t feel longer, but I had to take my time in some instances. Really fun experience with all the content!

A Very Skill-Focused Sort of Character in Roll Player

Going Into a New Expansion with Caution

This is one of the few expansions that almost comes with a warning about how divisive it can be, but that’s valuable information. As I played, I kept a question in the back of my mind: What makes it create such strong reactions? That’s not to question anyone’s opinion, yet it’s not that common to have very little middle ground with an expansion.

From what I’ve seen, I think it combines more complicated choices with a shift in the base game. For those who have played for a long time, the older strategies can be very hard to adjust to the fiends. Even the multiple dice choices during the first few rounds are a major change, as that means more attribute abilities won’t be used during each play.

Of all of the expansions I’ve played recently, this is one that definitely feels like it changes the base game by a significant amount. And I think that could be a piece of the puzzle: Expansions often are associated with adding to a game, rather than changing it in major ways. Or I might just be rambling because I had to deal with too many fiends… Ha ha!

Session Overview

Play Number: 19 & 20
Main Expansion 1: Roll Player: Fiends & Familiars
Main Expansion 2: Roll Player: Monsters & Minions
Solo Mode: Included in the Base Game
Outcome: 27 & 36 (2 Losses)

Ruinous, indeed! I need to work on putting together the puzzle a little bit more with this latest expansion. Such a great time, though! There was some more tension with the choices, especially since the penalty for choosing the highest dice in solo never felt too punishing. Seems like a good balance of strategic choices, and it’s still on my table!

A Very Different Set of Strategies to Enjoy Exploring with the Fiends and Familiars in Roll Player

%

20 Plays

Affordability

Price & Value

10

Functionality

Challenges & Mechanics

10

Originality

Design & Theme

8

Quality

Components & Rules

9

Reusability

Achievement & Enjoyment

9

Variability

Distinctness & Randomness

9

+ Pros (Positives)

  • Each character feels quite different right from the start of setup with the random elements, through the final battle.
  • There is a huge amount of variety in the components, particularly the market cards, which offer many strategies.
  • Figuring out how to approach each turn takes a bit of thinking that rarely feels overwhelming or too complex.
  • Scoring feels balanced with the opportunity to explore all sorts of strategies with challenging final scoring tiers.
  • Uncovering monster cards after battling minions is an exciting mechanic that helps drive certain decisions.
  • All of the artwork is colorful while fitting in the fantasy world, adding a great deal of immersion to the stories.

– Cons (Negatives)

  • Fiends can be extremely frustrating to deal with in some instances, especially when following certain strategies.
  • New mechanics create additional decisions and points to pause to think, which can feel like a major shift.
  • A decent amount of luck comes into play at times, particularly with initial dice rolls and waiting for a certain card.
  • Although minor, it would have been nice to have less character boards with more modularity and unique portraits.

More Roll Player

Explore related posts about Roll Player!

Victory Conditions

Score 40+ Points

  • Overall Goal Progress 67% 67%

Goals and Milestones

R

Score at least 35 points.

R

Score at least 40 points.

Q

Score at least 45 points.

Continue the Conversation

What is your favorite way to play Roll Player? How do you feel about the expansions? I thought I might get overtaken by a dislike for the fiends, yet I was surprised by how the different strategies opened up! My standard way to play isn’t going to work every time, which makes the game even more interesting… Which is why I still have it set up on my solo table!

0 Comments

Submit a Comment

Your email address will not be published. Required fields are marked *

I accept the Privacy Policy

This site uses Akismet to reduce spam. Learn how your comment data is processed.