Tabletop Game Review: Roll Camera!: The Filmmaking Board Game

Get ready to make a cinematic masterpiece by rolling dice and placing them in Roll Camera!. Players work for a struggling film production company. The company’s on the verge of bankruptcy and one successful film can turn around the company’s fortunes. It’s up to you to make the best movie you possibly can before time—and money—run out. We’ll get into Roll Camera! in just a bit, but let’s cover some of Roll Camera!’s details.

The Fiddly Bits

Designer: Malachi Ray Rempen
Publisher: Keen Bean Studio
Date Released: 2021
Number of Players: 1-6
Age Range: 10 and up
Setup Time: 5-10 minutes
Play Time: 45-90 minutes

Game Mechanisms

Cooperative Game
Dice Placement
Events
Open Drafting
Pattern Building
Set Collection
Solo/Solitaire Game
Variable Player Powers

Game Setup

Roll Camera! doesn’t have the best rulebook; it’s a little cluttered. I’ll mention this again in the review section. Fortunately, the game board is easy to navigate, and the company (Keen Bean Studio) produced How-to-play and Turn-by-Turn Walkthrough videos. These videos help a lot. I’ll do my best to convey the information contained within the rulebook.

1) Place the main game board in the middle of the table.

2) Choose or randomly assign one player board to each player. You may use either side. Give each player the Player Aid card that corresponds to their player board.

3) Shuffle the top and bottom script cards separately, then randomly select five of each to form two Script decks. Place each deck face-up in the corresponding spots on the board. Return the remaining Script cards to the box; they will not be needed.

4) Shuffle the Problem deck and then place it in its space above the board (the space marked with a red triangle and exclamation point).

5) Shuffle the Idea deck and then place it in its space below the board (the space marked with a yellow lightbulb).

6) Shuffle the Scene deck and then place it on the topmost Storyboard space on the board with the “sketch” side up. Draw two Scenes from the top of this deck and place them in the two empty Storyboard slots below the Scene deck.

7) Deal each player three Idea cards. Even though Roll Camera! is a cooperative game, keep these cards hidden. You will always have three Idea cards in your hand.

8) Mix up the Set Piece titles and place them face-up in two even stacks on their designated grey spaces on the main board, above the Set.

9) Adjust the Budget and Schedule dials according to the difficulty setting and number of players. The Difficulty settings are printed on the reverse side of the dials.

10) Place the pink Quality marker on the START space on the Quality track.

11) Place the “Blocked” tokens next to the Problem deck within reach. 12) Choose someone to be the starting player, giving them the six Crew dice and the Budget/Schedule dials.

Game Flow

Player turns in Roll Camera! consists of five simple steps:

1) Draw a Problem Card
2) Roll the Crew dice
3) Assign the Crew dice and take actions
4) Clear the Crew dice
5) Advance the Schedule and pass the dials

1) Draw a Problem Card

Draw one card from the Problem deck and put it in the slot immediately to the right of the Problem deck.

The Problem Queue has three slots. New Problems are added to the leftmost slot. Any existing Problems are pushed to the right. Problems never move back to the left, even if others are resolved to create a gap in the left or middle space.

If the Problem queue is filled with three problems, you don’t need to draw another one at the start of the next turn. However, you also cannot take actions, play Idea cards or gain bonuses that require drawing a Problem card if the queue is full.

2) Roll the Crew dice

Roll the Crew dice, which determine what cast and crew you’ll have available this turn.

Usually, you’ll roll all six Crew dice, but it is possible that some Crew dice have been “locked in” onto a Set Piece during a previous player’s turn. If so, you’ll roll fewer dice. At any point, you may choose to re-roll and reassign dice that were locked in on a previous turn.

Each Crew die has six faces: Camera, Light, Sound, Actors, Art Department, and Visual Effects (or VFX, whose symbols are white to denote that it’s considered a “Wild” die face).

3) Assign the Crew dice and take actions

Take as many actions as you have dice to assign for available spaces. You can use the blue action spaces on the main board, on Set Pieces (tiles), and on your player board. You cannot use the actions on another player’s board, nor can you use an action again if its space(s) are already filled with dice.

Actions will require specific dice. Refer to the following pictures, keeping in mind that the VFX die face is wild and can be used as any die face.

You don’t have to use all the Crew dice on your turn if you can’t or don’t want to; however, the next player will still re-roll any unused dice on their turn.

Locking In Dice)
You may also choose to “Lock in” any of the dice you place if you aren’t able to complete an action’s requirements. Another player could then complete those requirements on a future turn.

If you do this, the next player will roll fewer dice.

4) Clear the Crew dice

Once you’ve taken all the actions you want, clear the dice, leaving any locked-in dice on their spaces, and hand the dice to the next player.

5) Advance the Schedule and pass the dials

Turn the Schedule dial to lower your remaining time by one and hand the dials to the player to your left. Your turn is over; it’s now the next player’s turn, and they begin with Step 1).

Ending the Game

Play continues as above until players finish five scenes in the Editing Rooms and the movie is in one of the white sections on the Quality track. It is possible to create a “So Bad, It’s Good” movie. The game can also end if you run out of time on the dial. If this happens, you don’t get to finish your movie. Sad times.

Review

I’ll begin by reiterating that Roll Camera!’s rulebook is—at best—confusing. Thank goodness there are multiple videos explaining how to play the game. I recommend watching the rules video at least before attempting to play the game or even reading the rules as written.

The cluttered rulebook runs counter to Roll Camera!’s game board. One could almost figure out how to play by the symbols on the board.  That’s the mark of great graphic design. I’m shocked this didn’t carry over to the rulebook. I get it. Writing a rulebook is my least favorite part of designing and developing a board game, but Roll Camera!’s rulebook is borderline unreadable.

That’s a lot of text for a few images. Yikes!

There are a lot of individual mechanisms contained within Roll Camera!’s gameplay, but they all work together toward a cohesive whole. Player boards (with their unique abilities) make sense for player roles. Production design can improve the movie’s quality by expending an art department die face, the editor can move scenes around after they’re shot to meet requirements set by the script, and the producer can cut corners, generating money and an extra problem. Since the player abilities are tied neatly within Roll Camera!’s theme, it makes the abilities intuitive.

The requirements for placing dice are similar to those used in numerous dice placement games (like Alien Frontiers). That’s a strength. Similar symbols added with me learning how to play Roll Camera!. The Set Pieces made for an interesting puzzle the group must solve. Do we build a Set Piece with more blue, but specific blue spaces (like only actors can be placed on a space), or do we go for limited spaces with which to place dice, but when we do place dice on those spaces, you gain a bonus (like more money or more time)? These may seem like small choices, but these small choices add up to plenty of variables.

Roll Camera! even includes bad die roll mitigation. A player may choose the “Get Intern” action, setting a die to any die face but gaining a problem. Ah! The dangers of hiring interns. Roll Camera! uses its theme with most—if not every—design decision.

The most interesting action a player can choose during a turn may be “Production Meeting.” Players (including the active player) donate one idea card each to the active player. The active player will then choose which idea card to play, which one to save for later (you can replace another saved idea card if needed), and which idea card to discard. This is an interesting way to keep players engaged even when it’s not their turn as the active player. I may have to steal this game mechanism for a future game. Lol. Technically, the active player could play more than one idea card in a single turn. Saved idea cards can be played by placing dice on the spaces above their save space. The concept that you can play one die at a penalty versus playing an idea card for no penalty if you place two dice is brilliant.

Idea and problem cards uphold the theme. I don’t know how many times I chuckled when an editing-specific problem occurred while I played as the Editor or a directing-specific problem happened during the Director’s turn. Roll Camera! does what it sets out to do. It takes the world of cinematography and applies it to a fast-paced dice placement game.

I don’t even mind when my team and I fail, and we make a “So Bad, It’s Good” movie. In fact, those may be the best games of Roll Camera!.

Too Long; Didn’t Read

Dreadful rulebook aside (watch the how-to-play video instead), Roll Camera! takes the world of movies and turns it into a fast-paced dice placement game. Roll Camera! incorporates a lot of mechanisms, but each one works to form a cohesive whole that captures the essence of the game’s theme. Roll Camera! may be one of the few games I don’t mind losing. Heck! I like making a movie that’s “So Bad, It’s Good.”

Getting Started with Dice Placement Games

Your uncle Geekly covered worker placement in a previous starter game segment—those are games where players place pawns on the board to gain certain abilities—and this week we’ll discuss dice placement games which are like worker placement games except that players place dice instead of pawns, or one could say that one’s dice are their pawns.

As usual, good old Geekly has some starter games for someone interested in the gaming genre. Let’s get to some of the better and simpler games of this type and work our way up in complexity.

Kingburg01

Kingsburg

I usually try to go with more recent games in a genre, but Kingsburg is a ten-year-old game or so that deserves a mention. Players chuck dice to determine what they can do each turn. The shared board hold a king space and spaces for advisors to the king. Each one grants a different ability based on the numbers one rolls. If some rolled three 6s, they can choose the king space at 18 or a 6 and a 12. The person with the lowest roll each round picks first, and that may be the most clever way to negate a bad roll. Dice hate me. If it was possible to roll negative 18, I’d do it.

There are three phases—oh, yeah three, it’s the magic number—and each player must face an invading army on the fourth turn. The fourth phase just happens to be winter. Winter is coming.

Even though players must face something at the end of each group of four phases, it’s nice to see that a worker placement game designer isn’t obsessed with food. And Kingsburg does a good job of bad die roll mitigation. You’ll see plenty of other designs use other methods to compensate for a bad roll. Apparently, I’m not the only one dice hate.

DiceCityBoardGame.jpg

Dice City

While Kingsburg has a shared board, Dice City gives each player their own board. On each turn, players roll five six-sided dice of different colors and place those dice on their board according to a chart. The columns show numbers and players must roll that number to place their dice in that row, but the rows are one of their die’s colors. So, if one rolls a three on their yellow die, they must place their yellow die on the second row (the yellow row) and the third space from the left (the column for 3s).

On each of these spaces, which are shaped like the game’s deck of cards, is an action. Players may choose to take the action they rolled (usually to get resources) or they may choose to discard one or more of their die or dice (for that round) to move another die left or right for each die discarded. You know how I said that Kingsburg does a good job with bad die roll mitigation, Dice City’s use of discarding dice allows for even more of that. Yay!

Players can upgrade their boards by purchasing cards with the resources they use and that accomplishes two great things: each player’s board is different and further strategy over luck. Dice City may look like a game that uses a ton of luck, but it’s sneakily deep. That said, it’s a step up, or at least sideways, in complexity to Kingsburg.

Discoveries01

Discoveries

Discoveries is most likely a step up in complexity to the others on this list, but a lot is added with that smidgeon of complexity. In this game, players take on the roles of explorers tasked by Thomas Jefferson to explore the western United States.

Unlike the other games on this list, Discoveries uses unique and thematic dice to represent the players journey. Horseshoes, feet, writing, and Native American die faces replace pips of 1-6. Each player receives five of these dice in their player color. They roll their dice and may take one of two actions each turn: play dice of the same type to any space on the board or get dice back from the game board.

It’s this push-pull of gaining dice from the game board—and how one does it—versus using dice that give Discoveries its depth. I’ll discuss how to get points later, but one doesn’t necessarily grab all their used dice when they take the “rest” action or the one that allows a player to retrieve dice from the board. Many of the dice used to explore go to a communal discard area. A player has the option of taking all the dice from one of the communal discard areas or taking all their personal dice (no matter who has them or where they are). It’s a wrinkle not seen in too many other dice placement games. Players must do a good job timing when they retrieve dice. You can snake someone’s die and use it before they decide to take it back. It takes a game or two to get the timing, but it’s not that difficult to learn and that’s why Discoveries is the last game on this list.

Players earn points by exploring more areas, but to explore an area one must generate enough resources (in rivers or mountains to cross) in a single turn because players cannot bank rivers and mountains from one turn to the next.

The game ends when the deck runs out of cards, and there is a scoring method that’s simple enough to understand but would make this write-up swell even more with words, so I won’t include it here, but another one of my favorite mechanisms is Discoveries use of dual-sided cards. Players may befriend Native American tribes and if a card from that offering is used, a new card is dealt Tribe side up. Players also use cards if they explore and if a card from that offering is used, a new card is dealt Exploration side up. It’s an elegant system that forces each game to play differently than the last.

Discoveries, like the other games on this list, also has bad die roll mitigation, but it may be the cheapest of all of them: trade in one die to turn another die to the face you want. Love it. This is easily the least random result dice game on this list.

Final Thoughts

Like worker placement games, it’s difficult to come up with easy to learn dice placement games with depth. Again, I had to go with slightly more complicated games than usual, but they still have some wide appeal. There’s a little more variety in terms of subject matter too. And no food. Yay!

How many times have dice hated you? You can roll shame one of your dice or let us know your favorite dice placement games in the comments.