Each turn, players cover a number on their player board, then select an action. The covered number determines the effectiveness of their action — and won't become available again until the next round — so players need to think carefully about which number to use. Possible actions include:
—Place a Foundation Tile: Select a foundation tile to place on your fairground. The higher the number you cover, the more tile options you have. Each tile is a 2x2 grid and is made up of construction sites and walkways. Attractions can be placed only on construction sites, whereas guests can move only on walkways, so place your tiles carefully.
—Build an Attraction: Select a polyomino attraction and place it on the construction sites on your fairground. The size of the attraction you can select depends on the number you cover. Larger attractions can collect more tickets (and can be worth more points), but can be difficult for guests to move around.
—Move a Guest: Select a guest token and move it along the walkways on your fairground. The distance a guest can move depends on the number you cover. If a guest moves next to an attraction, place a ticket token on that attraction. If you move enough guests, you can hire a carnival barker; barkers help guests move quickly through your carnival, but take up precious space in your fairground.
After taking your action, see whether you qualify for any of the three "Tricks of the Trade" cards. Each trick has a requirement that must be met before you unlock its unique ability. Once a player unlocks a trick, each of their opponents has one turn to meet the same requirement or lose access to that trick for the rest of the game.
After seven rounds, the game ends. Players earn points from sets of the same size attractions, sets of each size of attraction, carnival barkers, guests that move all the way through your park, and their tickets. The player with the most points wins!
• To swing from one game design trend to another, Inkwell Games is a new publisher owned by Odin Phong and Joey Schouten that is running a Kickstarter (link) for Dice & Ink: A Roll & Write Anthology, which as the name suggests is an anthology of roll-and-write games, specifically a 200-page book of such games with perforated pages so that you can remove them and use them with ease. (A PDF version of the book will also be released for those who want to print out the games themselves.)
Games range from 1-6 players, with playing times in the 15-30 minute range and with the subject matters varying wildly.
In Joe Montgomery's Lost at Sea, you as a solitaire player must survive being stranded on an island of trash, whereas Toni Catino's Little Island Gift Shops puts a happier spin on your time by the water, with 2-4 players diving to find items in the ocean that they can then sell to tourists. Grace Kendall's Celestial Stories is a co-operative storytelling game for 2+ players in which you create constellations, while Bez Shahriari's Flowers Over Towers has 2-4 players competing to cover an abandoned city with new blooms.
In Nat Levan's PenSylvania, players attempt to best "manage the rustic logging village of Sylvania", with the active player using the two highest or three lowest dice rolled on the turn, while everyone else uses the dice not chosen.
Other games in the collection are designed by Jesse Catron, Robin Gibson, Ryan Hoye, Sarah Reed, Will Reed, and Alexander Shen. Inkwell Games has a second collection of roll-and-write games that it plans to Kickstart in 2020.