It is time to put your training to the test, Taco Ninjas! Team up with a fellow Taco Ninja to learn powerful attacks, play tricks on your opponents, and ultimately send the other team to the taco afterlife. Will you be skilled enough to win the battle? Or will you crumble under the pressure and cost your team the victory? Find out on your Taco Ninja Adventure!
What Is It?
A dice-rolling game with a Yahtzee mechanic for 2-6 players. Players take on the role of a taco ninja and play in teams of 2 (in 2-player games, each player has 2 taco ninjas). Ultimately, the goal is to eliminate the opposing team by rolling certain die faces that allow you to attack. Players can earn item cards and new attacks to assist them in taking our their opponents, and each taco also has a unique player power to use to the best of their ability. There is player elimination, of course, but defeated players are still able to roll from the afterlife to heal their teammate or, if they’re lucky enough, return to the battlefield themselves.
Who Is It For?
- Ages 8+
- Fans of dice rolling games / Yahtzee style rolling (roll up to 3 times trying to make certain sets)
- Families who game together
- Ideal at 4 players
Components + Quality
All of the cards (attack, item, player boards, tacos) are nice quality. The text/symbols on them are clear and easy to read/interpret. The reference cards are also handy to remind you what the different rolls will give you. The art is also great; super cute tacos, dynamic shots, very unique and adorable. The life trackers are simple wooden cubes, and the dice are your average small, plastic pip dice – nothing super special, but no complaints either.
The rules fold out into one big sheet, which is not my favorite – I prefer a booklet, as that’s easier to reference – but they are well written and easy to learn and teach from, which is great. The box is a nice size, everything fits in it with no problem, and the cover art is also very enticing. The game also comes with a small, nice quality cloth bag, which all the contents can fit into (although the rules are a tight fit), so you can store it in that if you prefer.
PROS
- Aesthetically appealing
- Light; easy to teach to almost anyone
- Nice quality
- Plays pretty quickly
CONS
- Very luck driven, not a lot of strategy/choice
- Often doesn’t seem worthwhile to spend time going to the Dojo to draw items/attacks, eliminating part of the game
Final Thoughts
The game has a great look and a very simple premise – roll dice and hope you get some good combos to have big attacks on your opponents and knock them out. But the thing is that a lot of the game hinges on hope. You can save dice roll to roll so you have a greater chance of getting a certain roll, but it’s still just chance; you’re always at the mercy of the dice.
Instead of rolling to attack on a turn, you are able to retreat to the Dojo to “train,” which lets you get item or attack cards. Personally, it never seemed as worth it to spend a turn going back to the Dojo, because I would rather continue attacking my opponent, rather than leaving my teammate vulnerable. Even if you have attack cards, you still have to roll those combos to trigger them. As for item cards, some are always great (healing, manipulating dice) but some will only be useful in certain situations, and others seem to help an opponent just as much as you (i.e. sending them to the Dojo, but they still get a card) so there’s luck in those draws as well. I wish attack cards let you manipulate dice instead of just giving you a boost if you roll a specific thing, as I think that would add more strategy.
For me, the game is fine, but only if you’re okay with that high level of randomness with little wiggle room on the rolls. Personally, I think it’s better for a younger audience who may not be as interested in strategizing anyway.
My Final Ratings:
Overall Game – 5/10
Aesthetics – 8/10
Replay Value – 5/10
Difficulty – 2/10
*I was provided a copy of this game to do this review*
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