Corinth Is a Fun, Quick Roll-and-Write Game that Improves on an Older Board Game
Corinth is a roll-and-write game that updates a regular tabletop game from 2006 called Yspahan, re-themes it, and turns it into a simpler, smoother experience that can be played inside of a half an hour. The original game was fun but deeply flawed, and the new design here addresses that flaw by eliminating an entire part of the original game, while still presenting players with the same kind of decision tree that made the first game enjoyable.
Roll-and-write games are pretty much what they sound like: You roll a set of dice and then mark something off on your personal scoresheet based on some choice of the dice you rolled. Yahtzee and Kismet are probably the two best-known roll-and-write games, while 2018’s Welcome To… is the best I’ve ever played, although that game uses a giant deck of cards in lieu of dice, and part of the fun of roll-and-writes is constantly rolling.
Corinth’s twist, borrowed from its parent game, is the way the dice—a minimum of nine each roll—are parsed once rolled. There’s a small board, the only game part beyond the dice and the scorepad, with six spaces on it. You separate all the dice you rolled by value, place all dice of the highest value in the top row, and then place the remainder by filling up from the bottom—which means the second-highest slot is empty unless you rolled all six values. (For example, if you rolled some combination of 1, 3, 4, and 5, the 5s would go in the top row, the 1s in the lowest row, the 3s in the second-lowest, and the 4s in the third-lowest.) You can also add up to three yellow dice on your turn to roll that are only available to you.
Once the dice are rolled and placed, the active player (the roller) gets to choose all the dice in one row and either use their row function or their face value. The players go around the table and select from the remaining rows; in a two-player game, the roller gets to select a second row. The actions you take correspond to three of the areas on your personal scoresheet.
The left side of your sheet has four merchants to whom you can deliver goods for points—if you fill up any one space, with two to five goods, you score a fixed number of points at game end—and the middle four rows of the board correspond to those merchants. If you take three dice from the blue row, you can cross off any three goods depicted in the blue shops on your scoresheet. (Any extra dice you can’t use are ignored.) If you’re the first person to fill in all the goods spaces in all of the shops for the green, blue, or purple rows, you get a second bonus.
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