Unreliable Wizard (Review) - a small solo card game

Daniel (@dungeondive) delivers a dissenting review of Unreliable Wizard, a solo-only, 20-minute card game that arrived from crowdfunding wearing a Dice Tower Seal of Approval. A wizard meeple crosses a three-panel hex map, terrains costing hit points to enter and villages restoring them, toward a Demon Lord who blocks five damage of every colour. Combat is the whole game: draw up to four spell cards at one health apiece, combine red, green and blue basics with advanced halves and grey augments according to your grimoire, subtract the enemy’s terrain-adjusted defence, and watch for the frenzy bands where a nearly dead monster hits harder. Defeated enemies unlock companions, grimoire upgrades and advanced spells laid out beneath them. He is clear about what works: the primitive Intellivision-style pixel art, the clean table presence, the tension of arriving at the castle with the right combination in hand. But held against Tin Helm, Mini Rogue, Rogue Dungeon and Adventure of D, games he says he covers more than any comparable channel, it falls flat. Those pack traps, merchants, NPCs and secret passages into the same footprint; Unreliable Wizard offers only fighting. He nearly skipped the video, admits he is probably the outlier, and is not sure he will bother learning the Unstable Spirit Towers expansion.


Daniel wants small-box games to give him more than combat. What is the smallest game you own that still feels like an adventure rather than a puzzle?