Take your character on trips to far-off places and spots in the chapter stories of Roll Player Adventures.
Here is the wrap-up of Ribby Pixiecrunch’s stories in Roll Player Adventures. I looked forward to the paths that put my character front and center. Everything seemed to matter, heading to a big finish that would make this take on Mr. Toad stand out in records. Ha ha! All I had to do was make it through as worlds smashed into each other.
Spoiler Alert
This shares some broad thoughts from adventure 5 on, plus sidequest 1 and the end. It stays high-level with no fine points. Still, if you have not played yet, a few ideas might come out.
Game Overview
Game Name: Roll Player Adventures
Publication Year: 2021
Designers: Keith Matejka, P. A. Ryan, J. W. Ryan
Artists: Ariosa, Fei, Fedorova, Mammoliti, Petter, Ribeiro
Publisher: Thunderworks Games
Solo Mode: Included in the Base Game
Chapters bring adventures one after another. They drop a character or team into key happenings that shape what comes next. Groups battle for control. Small picks often grow into big outcomes. All of it builds to a huge story close.

Started: December 27, 2021
Sessions: 2
Last played: February 8, 2026
Total plays: 4
Setup time: 10 Minutes
Session count: 25
Play time: 1 Hour
Player count: N/A
Players: 1
Board size: 46″ x 32″
Expansions: N/A
Memorable Stories
Playing more with Ribby Pixiecrunch helped me value the tales better. Things were not simple good guys against bad guys. Every group had its own side to the story.
There was the matter of backing a full group while facing hard calls about single folks.
A person battling for the Dragul could be worth helping, even if the whole group did not fit me. It made for a smart, full kind of play.
I had gripes with start chapters. But I got pulled in and liked watching choices play out.

Forgotten Pride
On the path, Ribby got hold of a fine chunk of land. The title note hinted it would tie into the close.
Great. But no. It ended up meaning little and not what I hoped. Think Toad Hall. Ha ha.
I cared for the unclear rights and wrongs. My picks linked to big parts.
That started to slip as the end neared. Oh, that end. More soon. It left me down.

Tome of Encounters
The chance meetings all worked well. I liked how each map set up spots for finds in its own way.
Some linked to the now chapter. Others pulled from old titles to push the tale ahead.
It felt good to see past picks and folks return. Surprises tied old bits often.
Still, it did not always feel like Ribby. More like any hero whose picks faded out.

The Final Finale
Having done a full run before, it seemed strange I recalled tales but not the close. My recall.
Then it hit. I knew why I skipped it in mind. The unclear choices and picking people over groups just vanished.
Helpers turned foes I had to take down. No option. My team stuck to one group.
It felt like I sat outside the tale. Almost better to quit before the end.

Memories That Stick and Why I Forgot the Finale
The oddest bit was blanking on the close. It went against the main thread. I liked starting with clear good-bad thoughts, then seeing shades. Sharp turn.
Finding I leaned one group made picks seem plain. But no. Some folks’ aims clashed with mine. I went against my group for right calls. Deep think I did not see coming.
The end wiped that. Had to stick with the group. My key helpers missed out or got short notes on their end by my hand. Hurt to lose say. Some stuck in mind.
Playing Ribby felt pointless. His fun Mr. Toad nods changed zip. He ended folks I would spare. Liked most of the run. But that close crushed. Bye, Ribby.
Session Overview
Play Number: 17-24
Main Expansion: Nefras’s Judgment
Solo Mode: Included in the Base Game
Play Details: Adventures 5-10, Sidequest 1, Finale
Outcome: Complete
The two back tales closed in a way easy to forget. Starts seemed key, went nowhere much. Fun steering Ribby as chaotic good Mr. Toad. Ha ha. High spots in the run. But wrap-up keeps me away.
59%
Affordability
Price & Value
3
Functionality
Challenges & Mechanics
8
Originality
Design & Theme
7
Quality
Components & Rules
9
Reusability
Achievement & Enjoyment
4
Variability
Distinctness & Randomness
4
+ Pros (Positives)
- Gathering title cards is fun. Nice pictures and story bits to check anytime.
- Each chapter has a fresh tale that grows the world and links back.
- Chance meetings bring surprises on trips and nods to old titles.
- Good feel of backing a group but not every person in it.
- Lots to read and turn pages, but setup is clear and easy to track.
– Cons (Negatives)
- End ties story in a sad way. Wipes key picks and bonds.
- Back tales add little. More notes and reads for small gain.
- Picks matter most chapters. End runs on rails.
- Dice tasks and card holds can pull from the story flow.
Functionality
Challenges & Mechanics
8
Originality
Design & Theme
7
Quality
Components & Rules
9
Reusability
Achievement & Enjoyment
4
Variability
Distinctness & Randomness
4
+ Pros (Positives)
- Gathering title cards is fun. Nice pictures and story bits to check anytime.
- Each chapter has a fresh tale that grows the world and links back.
- Chance meetings bring surprises on trips and nods to old titles.
- Good feel of backing a group but not every person in it.
- Lots to read and turn pages, but setup is clear and easy to track.
– Cons (Negatives)
- End ties story in a sad way. Wipes key picks and bonds.
- Back tales add little. More notes and reads for small gain.
- Picks matter most chapters. End runs on rails.
- Dice tasks and card holds can pull from the story flow.
Originality
Design & Theme
7
Quality
Components & Rules
9
Reusability
Achievement & Enjoyment
4
Variability
Distinctness & Randomness
4
+ Pros (Positives)
- Gathering title cards is fun. Nice pictures and story bits to check anytime.
- Each chapter has a fresh tale that grows the world and links back.
- Chance meetings bring surprises on trips and nods to old titles.
- Good feel of backing a group but not every person in it.
- Lots to read and turn pages, but setup is clear and easy to track.
– Cons (Negatives)
- End ties story in a sad way. Wipes key picks and bonds.
- Back tales add little. More notes and reads for small gain.
- Picks matter most chapters. End runs on rails.
- Dice tasks and card holds can pull from the story flow.
Quality
Components & Rules
9
Reusability
Achievement & Enjoyment
4
Variability
Distinctness & Randomness
4
+ Pros (Positives)
- Gathering title cards is fun. Nice pictures and story bits to check anytime.
- Each chapter has a fresh tale that grows the world and links back.
- Chance meetings bring surprises on trips and nods to old titles.
- Good feel of backing a group but not every person in it.
- Lots to read and turn pages, but setup is clear and easy to track.
– Cons (Negatives)
- End ties story in a sad way. Wipes key picks and bonds.
- Back tales add little. More notes and reads for small gain.
- Picks matter most chapters. End runs on rails.
- Dice tasks and card holds can pull from the story flow.
Reusability
Achievement & Enjoyment
4
Variability
Distinctness & Randomness
4
+ Pros (Positives)
- Gathering title cards is fun. Nice pictures and story bits to check anytime.
- Each chapter has a fresh tale that grows the world and links back.
- Chance meetings bring surprises on trips and nods to old titles.
- Good feel of backing a group but not every person in it.
- Lots to read and turn pages, but setup is clear and easy to track.
– Cons (Negatives)
- End ties story in a sad way. Wipes key picks and bonds.
- Back tales add little. More notes and reads for small gain.
- Picks matter most chapters. End runs on rails.
- Dice tasks and card holds can pull from the story flow.
Variability
Distinctness & Randomness