<?xml version="1.0" encoding="UTF-8"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
    <title>Age of Meeple - microgames</title>
    <link rel="self" type="application/atom+xml" href="https://ageofmeeple.com/tags/microgames/atom.xml"/>
    <link rel="alternate" type="text/html" href="https://ageofmeeple.com"/>
    <generator uri="https://www.getzola.org/">Zola</generator>
    <updated>2026-04-20T00:00:00+00:00</updated>
    <id>https://ageofmeeple.com/tags/microgames/atom.xml</id>
    <entry xml:lang="en">
        <title>Dragons of Etchinstone - Review</title>
        <published>2026-04-20T00:00:00+00:00</published>
        <updated>2026-04-20T00:00:00+00:00</updated>
        
        <author>
          <name>
            Danilo Spinella
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://ageofmeeple.com/blog/reviews/dragons-of-etchinstone/"/>
        <id>https://ageofmeeple.com/blog/reviews/dragons-of-etchinstone/</id>
        
        <content type="html" xml:base="https://ageofmeeple.com/blog/reviews/dragons-of-etchinstone/">&lt;h2 id=&quot;overview&quot;&gt;Overview&lt;&#x2F;h2&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;cf.geekdo-images.com&#x2F;pxTBHs5SUV0ik-GohEwQqg__imagepage&#x2F;img&#x2F;-_OVw3p94I8oCwcKKqFx4lcJR2E=&#x2F;fit-in&#x2F;900x600&#x2F;filters:no_upscale():strip_icc()&#x2F;pic9316638.jpg#start&quot; alt=&quot;&quot; &#x2F;&gt;
&lt;strong&gt;Dragons of Etchinstone&lt;&#x2F;strong&gt; is a solo game that puts us against an ever-growing
horde of enemies, while our wizard travels treacherous and perilous paths
toward a single goal: facing one of the dragons of Etchinstone, the boss that
we face at the end of every game. The system revolves around four cards in
hand, to be played carefully in order to make the most of the spells at our
disposal.&lt;&#x2F;p&gt;
&lt;p&gt;Published in &lt;strong&gt;2022&lt;&#x2F;strong&gt; and initially available only in &lt;strong&gt;Print &amp;amp; Play&lt;&#x2F;strong&gt; format,
&lt;em&gt;Dragons of Etchinstone&lt;&#x2F;em&gt; received a new edition last year published by &lt;strong&gt;Chip
Theory Games&lt;&#x2F;strong&gt;, backed by a Gamefound campaign. The new edition leaves the
original gameplay completely untouched, but brings a fresh and striking visual
identity that allowed the game to reach a much wider audience. And it is this
edition we are reviewing today.&lt;&#x2F;p&gt;
&lt;blockquote class=&quot;markdown-alert-note&quot;&gt;
	&lt;p&gt;&lt;em&gt;Dragons of Etchinstone&lt;&#x2F;em&gt; belongs to the &lt;strong&gt;microgame&lt;&#x2F;strong&gt; category: games made
entirely of a small number of cards, usually &lt;em&gt;18&lt;&#x2F;em&gt;, and therefore easy to print
at home. Among the most well-known and commercially successful publishers in
this space is &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;buttonshygames.com&#x2F;&quot;&gt;Button Shy Games&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;h2 id=&quot;gameplay&quot;&gt;Gameplay&lt;&#x2F;h2&gt;
&lt;blockquote class=&quot;markdown-alert-note&quot;&gt;
	&lt;p&gt;The rules will not be explained in full in order to keep this review concise.
If you want to learn the rules before diving into the review, you can use the &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.dropbox.com&#x2F;scl&#x2F;fi&#x2F;sp0brcsoh2riwq90kbe77&#x2F;DOE_Rulebook.pdf?rlkey=jqayu5pxp6oz89j1r8b4i4f8x&amp;amp;st=ek5qlumg&amp;amp;dl=0&quot;&gt;rulebook&lt;&#x2F;a&gt;,
the &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=Xwtl-U-hvIE&quot;&gt;official video tutorial&lt;&#x2F;a&gt;, or the &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;app.dized.com&#x2F;game&#x2F;0ac90cae-c222-4f84-bf52-00f9b1e08e51&quot;&gt;interactive tutorial&lt;&#x2F;a&gt; on &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;app.dized.com&#x2F;&quot;&gt;Dized&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;p&gt;The flow of &lt;em&gt;Dragons of Etchinstone&lt;&#x2F;em&gt; is &lt;strong&gt;very linear&lt;&#x2F;strong&gt;: each turn we will face
either an enemy or a journey. The choice between the two is determined by the
top card of the deck, called the &lt;strong&gt;key card&lt;&#x2F;strong&gt;, and the region we are currently in.
Since we draw 3 or 4 cards each turn, the top card will always be different, and
with it the challenge we face; some games will have more journeys than enemies,
and vice versa, which makes it important to build a deck capable of handling
both, as challenges will grow in &lt;strong&gt;increasing difficulty&lt;&#x2F;strong&gt; throughout the game.
Each enemy or journey can have its own modifiers, and the key card can add
further ones, always negative.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;ageofmeeple.com&#x2F;blog&#x2F;reviews&#x2F;dragons-of-etchinstone&#x2F;cards.webp#end&quot; alt=&quot;&quot; &#x2F;&gt;&lt;&#x2F;p&gt;
&lt;p&gt;Let&#x27;s talk about the heart of the game: &lt;strong&gt;the cards&lt;&#x2F;strong&gt;. Each challenge gives us
4 or fewer cards to activate our spells. Every card is &lt;em&gt;packed with
information&lt;&#x2F;em&gt;: starting from the level (ranging from 1 to 4), the spell type
(&lt;em&gt;boot&lt;&#x2F;em&gt; for journeys, &lt;em&gt;sword&lt;&#x2F;em&gt; for enemies), the element and boost, all the way
to the shield. This density of information can feel overwhelming in the first
game, but it reflects the spirit of &lt;em&gt;Dragons of Etchinstone&lt;&#x2F;em&gt;, a game that,
with just 20 cards, presents a huge number of decisions every turn. Which card
do we assign as our spell? Which as our element? If I place this card here, I
have enough initiative to avoid the monster&#x27;s attack, but I don&#x27;t get a
successful victory. But if I instead merge these two cards, I can trigger the
enhanced attack, yet my boost ends up one value short and I have one fewer card
to use. Having only 3 cards in hand usually means assigning no reserve card, so
in this case it also means discarding one extra card.&lt;&#x2F;p&gt;
&lt;p&gt;The sheer number of choices each turn is &lt;strong&gt;the game&#x27;s greatest strength&lt;&#x2F;strong&gt;: for
example, if we are able to clear a challenge successfully, we can choose to skip
it by discarding a card from hand and one from the deck — but risk facing a
similar challenge later with one fewer card. As mentioned, the role we assign to
each card is crucial, as is the choice of &lt;strong&gt;distributing damage&lt;&#x2F;strong&gt; at the end of
a combat, since sometimes we will be adding modifiers where there were none
before, cards will have lower values, and a shield might lose its element
entirely (elemental shields block double damage of the matching type). Finally,
we can upgrade our spells with the experience points we just earned, and the
same considerations about damage distribution apply, only in reverse. Facing 4
regions per game gives us a sense of progression both in difficulty and in the
strength of our deck, though not an overwhelming one.&lt;&#x2F;p&gt;
&lt;p&gt;Every game concludes with the &lt;strong&gt;final showdown&lt;&#x2F;strong&gt; against the dragon chosen
during setup. This challenge works slightly differently from those faced during
the game: we first use 7 cards to complete the last journey, then all remaining
cards to face the dragon. These two challenges deliver on their promise, they
feel more epic and will push us hard; moreover, they will be easier or harder
depending on how much and how well we have upgraded our deck, &lt;em&gt;reflecting the
choices made throughout the game&lt;&#x2F;em&gt;. Having to build two sets for each of the two
final challenges makes this the longest and most analysis-paralysis-prone part
of the game, but also the most rewarding.&lt;&#x2F;p&gt;
&lt;p&gt;Using the combination of region and key card makes for &lt;strong&gt;very diverse and
varied games&lt;&#x2F;strong&gt;. That said, a second set of regions would have been very welcome
for added replayability (something addressed in the &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;boardgamegeek.com&#x2F;boardgame&#x2F;409837&quot;&gt;Northvale&lt;&#x2F;a&gt;
expansion). There are 10 modifiers in total, spread across key
cards, enemies, and journeys, a decent number to ensure you won&#x27;t see the same
combinations every game. For the final dragon, &lt;em&gt;Dragons of Etchinstone&lt;&#x2F;em&gt;
provides four, one for each element. Unfortunately there is no way to adjust
the difficulty other than starting with lower-level cards, which could be a
significant drawback, especially considering that the cards will be the same
across every playthrough: &lt;em&gt;the game might seem to have a limited shelf life&lt;&#x2F;em&gt;.
Saving the day are two variants, &lt;em&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.dropbox.com&#x2F;scl&#x2F;fi&#x2F;v53zfhfktmx8cnhjrn0p7&#x2F;DOE_Rules-Variants-Challege-Mode.pdf?rlkey=y6xvutlrkrr1f3twtrypy5ibh&amp;amp;st=tj9iygqv&amp;amp;dl=0&quot;&gt;Challenge Mode&lt;&#x2F;a&gt;&lt;&#x2F;em&gt; and &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.dropbox.com&#x2F;scl&#x2F;fi&#x2F;3zwj1s9rue7eudwsa6l3o&#x2F;DOE_Rules-Variants-Adventure-Co-op.pdf?rlkey=v8n437mw0awafnp20991vyobq&amp;amp;st=i5us6l04&amp;amp;dl=0&quot;&gt;Adventure Co-Op&lt;&#x2F;a&gt;, each
offering different rule sets to choose from, and either one alone would go a
long way toward making the game much more replayable. Add the two expansions &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;boardgamegeek.com&#x2F;boardgame&#x2F;409837&quot;&gt;Northvale&lt;&#x2F;a&gt;
and &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;boardgamegeek.com&#x2F;boardgame&#x2F;443422&quot;&gt;Siege&lt;&#x2F;a&gt;
,
plus the &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.dropbox.com&#x2F;scl&#x2F;fi&#x2F;qdtrpfgvg99nf8mx1czmv&#x2F;DOE_Rules-Variants-Adventure-Mode.pdf?rlkey=vodlh41pvupkomkj26j3fqgxn&amp;amp;st=owcb12su&amp;amp;dl=0&quot;&gt;Adventure Mode&lt;&#x2F;a&gt; and &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.dropbox.com&#x2F;scl&#x2F;fi&#x2F;s8ojxnk9o6417teo83cvn&#x2F;DOE_Rules-Variants-Minimalist-Co-op.pdf?rlkey=tg01k4umv9qukb9qcs3dop57j&amp;amp;st=it94koz9&amp;amp;dl=0&quot;&gt;Minimalist Co-op&lt;&#x2F;a&gt; variants that require the
Northvale expansion, and the game becomes &lt;strong&gt;virtually endless&lt;&#x2F;strong&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;As for &lt;strong&gt;balance&lt;&#x2F;strong&gt;, it is clear that Joe put serious work into the numbers to
make everything click and achieve the right difficulty level: many times we
will find ourselves facing a challenge we cannot overcome by a &lt;em&gt;single missing
value&lt;&#x2F;em&gt;, and that is one of the most accomplished aspects of the game, the part
that forces us to think and find a way out even when the math is not on our
side.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;production-art&quot;&gt;Production &amp;amp; Art&lt;&#x2F;h2&gt;
&lt;blockquote class=&quot;markdown-alert-tip&quot;&gt;
	&lt;p&gt;Be aware that several owners of the first print run have reported that the cards
show wear after just a couple of plays, sleeve them before your first game.&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;p&gt;On the art side, &lt;em&gt;Federico Pompili&lt;&#x2F;em&gt; truly shines on the dragons and monsters,
conveying the menacing atmosphere of the Vale regions with great effect.
On the other hand, all spell cards, our entire deck, share the same artwork:
the wizard we embody throughout the game. To add some visual variety, different
effects have been applied based on the element, with a &lt;em&gt;foil finish&lt;&#x2F;em&gt; that makes
them genuinely striking to look at. The box is also very compact and fits all
the cards sleeved, though it won&#x27;t accommodate expansions once those are
sleeved too.&lt;&#x2F;p&gt;
&lt;p&gt;On the &lt;strong&gt;card design&lt;&#x2F;strong&gt; front, cramming so much information into such a small
space while keeping everything readable is no small feat, and yet the result
is convincing, helped in no small part by the total absence of text on the
cards themselves.&lt;&#x2F;p&gt;
&lt;blockquote class=&quot;markdown-alert-note&quot;&gt;
	&lt;p&gt;&lt;img src=&quot;https:&#x2F;&#x2F;cf.geekdo-images.com&#x2F;SajQf5u96NpPzaCvF2cUrQ__imagepage&#x2F;img&#x2F;oqODQGKvUK6-ujzbmIDxgZ6aC74=&#x2F;fit-in&#x2F;900x600&#x2F;filters:no_upscale():strip_icc()&#x2F;pic9317069.jpg#end#spoiler&quot; alt=&quot;&quot; &#x2F;&gt;
During the campaign, a free PnP version of &lt;em&gt;Dragons of Etchinstone&lt;&#x2F;em&gt; was
released called &lt;strong&gt;Felines of Fetchin&#x27; Bone&lt;&#x2F;strong&gt;, in which the original artwork is
replaced by photos of cats sent in by Gamefound backers. You can find more
information and links in the &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;gamefound.com&#x2F;en&#x2F;projects&#x2F;chip-theory-games&#x2F;dragons-of-etchinstone&#x2F;updates&#x2F;4&quot;&gt;campaign post&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;There is also an unofficial Pokémon-themed version: &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;boardgamegeek.com&#x2F;filepage&#x2F;306995&#x2F;legends-of-kanto&quot;&gt;Legends of Kanto&lt;&#x2F;a&gt;,
available for free as a PnP.&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h2&gt;
&lt;p&gt;Designer &lt;em&gt;Joe Klipfel&lt;&#x2F;em&gt; has done it again: in a handful of cards he has built a
game that holds its own against titles far larger and more complex. &lt;em&gt;Dragons of
Etchinstone&lt;&#x2F;em&gt; is polished in every aspect, from its clean game flow and tight
balance to the artwork and the variety of alternative modes. If you are looking
for a &lt;strong&gt;small and affordable&lt;&#x2F;strong&gt; game that will keep you busy for a long time and
above all make you think hard, this is the one. Just be warned: it is a
&lt;em&gt;numbers-heavy&lt;&#x2F;em&gt; game, and that might put some players off. Moreover, it&#x27;s a
beat your own score game, which mean the standard game might seem samey after a
couple of games and some players might not like it.&lt;&#x2F;p&gt;
&lt;p&gt;Final score: &lt;strong&gt;7.5&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;
&lt;h2 id=&quot;similar-games&quot;&gt;Similar Games&lt;&#x2F;h2&gt;
&lt;p&gt;Finding games truly similar to &lt;em&gt;Dragons of Etchinstone&lt;&#x2F;em&gt; is no easy task, but
among Joe&#x27;s other designs we have
&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;boardgamegeek.com&#x2F;boardgame&#x2F;393672&quot;&gt;Gloomhaven: Buttons &amp;amp; Bugs&lt;&#x2F;a&gt;
, another tiny game
that in 20 minutes delivers a similar experience to its bigger sibling
Gloomhaven, albeit a more distilled one.&lt;&#x2F;p&gt;
</content>
        
    </entry>
</feed>
