PBG · 2026 Issue No. 2026.05 Editorial · Curated · Independent Updated weekly

Editorial Pick · $18

Lost Cities: Roll & Write

Solo-and-coop dice version. Pencil-and-paper, no shuffle, fits a backpack.

2-5 30 min Light weight
Affiliate link · we may earn a commission · pick chosen on merit, not commission
Lost Cities: Roll & Write Light weight Lost Cities: Roll & Write

Why Lost Cities: Roll & Write.

Lost Cities: Roll & Write distills the expedition theme into its purest form: rolling dice, selecting numbers, and writing them onto expedition tracks to maximize your score before penalties kick in. Each round, players roll a shared pool of dice and take turns claiming results, writing their chosen numbers into one of five colored expeditions on their personal sheet. The tension emerges from scarcity, there are never enough dice to satisfy everyone, and from the push-your-luck decision of whether to continue an expedition or cut your losses. A complete game flows quickly, with players spending most of their time calculating whether that six is worth the commitment.

What sets this apart from other light roll-and-writes is its focused elegance and surprisingly genuine solo experience. The dice-claiming mechanism creates real negotiation at two players while remaining satisfying alone, where you're simply optimizing against the dice the game deals you. The expeditions feel genuinely risky; you'll experience moments where abandoning a half-started path stings because you invested so much, yet continuing feels foolish. For travel or quick gaming sessions, the pencil-and-paper format means zero component fatigue and a game that literally fits in a coat pocket.

Setup takes ninety seconds once you've played once. The ruleset clicks immediately for anyone familiar with dice games, though new players occasionally second-guess their number placement until turn three. Best at two players, solo play is meditative but lacks the delicious negotiation of head-to-head, though three works acceptably if players maintain reasonable speed. The main caveat: if you despise dice luck entirely, the randomness here will frustrate you. Otherwise, at eighteen dollars, this occupies a rare sweet spot as a genuinely portable game that doesn't sacrifice actual decisions for convenience.

No paid placement. No sponsorship. We chose it on merit. The Amazon link funds the lights - if you'd rather buy direct from a local game store, find one via BoardGameGeek.

Game night kit.

2-5 players, 30 min. Something to eat that will not grease the cards, something sweet for the table, and a gift idea for whoever keeps winning.

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Lost Cities: Roll & Write $18
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