Our Dizzle review, what we have to say about the path building roll and write numbers game. Players want to fill their scorecards with dice collected each round. Each person takes turns selecting dice from the center of the table, and the next die they collect must match the others. At the end of a round, mark all boxes on your scorecard filled with dice. There are many little aspects that might be like other games, but there is nothing quite like this lightweight showdown game.
We took a look across fun, replayability, player interaction, quality and art & style to come up with the overall score for our Dizzle review. See the breakdown by category below.
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– CATEGORY BREAKDOWN –
Fun (7 out of 10)
Dizzle is a solid roll-n-write. There is nothing too ground breaking about it but it is balanced and well thought out across the board. Because this isn’t like anything you have played before and because it has a good mix of player interaction and game play, all these things together make for a fun experience. Things can shift dramatically and no specific path to victory is better than the other, so you are constantly on your toes. This all makes for good fun.
Replayability (5 out of 10)
The lowest marks for this Dizzle review goes to replayability. Once type of game sheet would limit your dramatically on fun and because of this, the game comes with 4 different “levels” of gameplay. This helps keep the game fresh, but at the end of the day it is still only 4 sheets. One starts to gets stale after 2 – 5 games so even with 4 different types, there is still not too much play to be had. Nothing changes, besides the sheet, so that hurts the effort to want to play over and over again. Many paths to victory do help with this though.
Player Interaction (7 out of 10)
Dizzle’s player interaction is very solid, especially for a roll-n-write game. These games are often criticized as “multi-player solitaire” because you have your own sheet and you do your own thing with very light interaction. That is not the case here, this Dizzle review gives higher marks in this area because the dice selection and strategy that goes along with that make for a great player interaction mechanic.
Quality (7 out of 10)
Roll and Writes are very hard to get right because if you are out of balance even one bit, things fall short and games break. By broken, we mean there is one clear path to victory that is exponentially better than any other one. People take this for granted but it is very hard to get right. That could have easily happened here because of having to make such key decisions about what paths to take, but it doesn’t. Game after game, each path had its own pros and cons and kept everyone thinking. The package itself is quality to, a lower price point for a nice package.
Art & Style (6 out of 10)
There is really no art to be had as this is generally a themeless game. There are little elements like bombs, locks, keys and other things like that but overall not much to it. Sheets, however, are clean and efficient. They did use the space that they have very efficiently. The style is consistent as well, it is minimal but it has an inviting and acceptable cartoonish feel that screams this game is for everyone. For what it is, a good job here.
– IN CLOSING –
Dizzle Review | Board Game Halv

The results of this Dizzle review is a positive one. In a sea of so many roll-n-write options, many of which are similar to others, or just forgettable, Dizzle stands out. It has much better player interaction than many other games in its field and it is balanced enough to have many satisfying paths to ultimate glory. It has nodes of classic Yahtzee, Noch Mal, Qwirkle, Qwixx, That's Pretty Clever and not just because it is another roll-n-write. With the paths and space filling it also veers a little into abstract strategy territory having little touches of what seem like Azul or Tiny Towns. A solid choice from the kings of roll-n-writes (among other things), Stonghold Games.
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6.4
See the full explanation of the judging criteria here.