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Cyberpunk Crittmancer: Review

Cyberpunk Crittmancer: Review

Information:

Mechanics: Roll and Write, Dice Placement Puzzle, Set Collection, Print and Play
Player Age: 9+ 
Player Count: 1 - 99 Players
Time to Play: 15 - 20 Minutes 
Publisher: Dicetiki
Year Published: 2025
Disclaimer: A review copy for the game was provided by the Dice Pen they have more print and play games at their site here. 

Introduction:

Crittmancer is a roll and write game where the focus is creating cyber animals. During the game each player will have the same animal selecting from one of the three in the base game. Each engineer needs to balance the intricacies of six moules. Balancing them perfectly to create a functioning animal. Each round three dice are rolled. Players will select two dice and allocate to two separate modules, leaving the third to modify modules or launch test procedures.

Animal Sheet:

Each animal sheet has different conditions for each module. In reference to scoring they are separated into normal modules and critical modules. Normal modules score each value that is successful in that module. Where critical modules only scores of every value placed are correct after modifications. All modules when scoring will score based on the value of each section in that module, not the modified value.

Each section will have a different goal the values will need to meet. Such as all numbers equal the same value; sum of all numbers value less than 11; or all numbers must be odd.

There is also the launch test procedure. For any number filled in these circles. If that module is successfully completed it will score two points for each launch test procedure of that value crossed off. Think of this as betting on certain modules.

Setup:

- Each player will gain the same animal sheet and a pen.
- There will then be three dice placed in the middle. 

How to Play:

For 15 turns (or easier to remember when all modules are filled). Three dice will be rolled each turn. Simultaneously each player will choose two of these numbers to fill in any module that has an empty space. The same module can be filled with both numbers or two modules that can be chosen. In each module the leftmost space must be filled first.

With the last dice, each player must either select to cross off the launch test procedure matching that value on the die. Else they must manipulate an already written value in the matching valued module. Each number can be manipulated three times and this will be a simple add one value or deduct one value. The challenge with crossing out the launch test too early is this modification is non-negotiable if timed wrong with little options a change in the value can cost the player points from that module.

Final Thoughts:

- Great variety in the different creatures and their unique modules. Three in the base game but multiple expansions of added variety.
- Interesting placement of numbers. Not only are you thinking about where to place the numbers, but also thinking which numbers you may be able to place just to alter on another turn.
- Altering numbers on purpose is important, because it is quite easy to lock yourself into a lack of options forcing a punishing alteration of a placed number.

Cyberpunk Crittmancer is a fun and challenging roll and write. That appears very easy to achieve but like all dice games the dice are not in your favour. This game has lots of ways to hedge the luck in a player's favour by placing a less than appealing number but altering it later, targeting certain modules to make sure they score high and leaving some of the normal modules for some of the less optimal dice. With great variability included in the base game and expansions I can see this being a go to for a quick puzzle for solo or group play. If you enjoy roll and rights with interesting value placement, this is a great light weight roll and write.

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