Roller Disco Preview
Advert: this prototype was gifted by Huff No More, this has not affected our preview in any way.
Last year I went to HandyCon in Milton Keynes for the first time with my eldest son in tow. It was a fun experience with the emphasis on gaming. While there, I got to try several games from the board game library and ticked off some games I had wanted to play for a while. Of course, catching up with friends in the board game community was also fantastic.
At the event there was a playtest zone where I saw Mike from Huff No More demoing his latest offering, Roller Disco. The game was very much in its prototype stage and was evolving with playtesters’ feedback, as it should. We sat down for a game and we both enjoyed our time with it. I even made a suggestion to eradicate what seemed like a potential first player advantage. Of all the games I learnt, Roller Disco was the one that lived rent free in my head for the entire two hour journey home. Needless to say, I was delighted when a more finished prototype arrived at my door.
As a prototype, artwork, components and aspects of the game are likely to change, just bear that in mind when looking at the images!
More about the game
Mike is quite heavily influenced by his love of small Japanese card games. His first Kickstarted game Sakana Stack, showed this influence quite heavily. Roller Disco does too, although the theme feels much more closer to home. In its simplest form, this card game is about shedding your entire hand. The player who manages to play all their cards first is the winner.
The game revolves quite literally around a central disco ball. Numbered cards are placed around this at the start of the game at random. Then players take turns either ‘Movin’ on up’ or ‘Getting on Down’, embracing the retro roller disco vibe of the game. What this actually means is a player’s will declare whether they will be placing cards of a higher value or a lower value. They then proceed to place as many cards around the disco ball as they want. Cards must be placed of the same colour as previously laid ones and continue higher or lower depending on what was chosen. When a player stops, if they have not got rid of all their cards, they will then pick up the top card of the next space, with cards below it being discarded. Thus creating a free lay for the next player.
Alternatively a wild card can be drawn. These can be placed to skip a card, or to change the direction around the disco ball effectively going back on yourself. Both are incredibly useful when you are trying to get rid of your hand.
Final thoughts on Roller Disco
In terms of strategy, it is not only what cards are in your hand, but how difficult you make traversing around the disco ball for the next player. Of course, working out what card you want when you stop is also to be considered. It is these decisions that give the game an extra bit of bite.
Roller Disco is very accessible and the gameplay really captured my whole family’s attention. It is quick enough to play a few games back-to-back, but with enough agency to make you feel like you are making decisions, and not just playing any old card possible.
I like the retro vibe that oozes from the cards, but I do wish that the disco ball was much more sparkly than it is… let’s see if that changes before or during the Kickstarter. As I helped create a minor rule in set up, I have obviously proposed that the game becomes known as ‘Nick’s Roller Disco’ and I will be bitterly disappointed if that doesn’t happen! I refresh Board Game Geek every day and there is still no change at the time of writing.
Be sure to check out the project on Kickstarter, [Nick’s] Roller Disco is a groovy little game!
