When we talk about “roll-and-writes,” the genre that’s going through a minor renaissance, we’re really talking about two slightly different things. Roll-and-writes, in which you roll dice, and flip-and-writes, in which you flip a card. Generally, both see everybody at the table using those identical inputs on their own board. It’s easy to see the appeal. The action is simultaneous, fast-playing, and highlights why “input luck” doesn’t feel unfair the way “output luck” does. Here’s a random number: put it to good use. (Unlike output luck, which says, Take your action: now here’s the roll to determine its outcome.) As a bonus, everybody gets the same number.
The biggest distinction between the two has everything to do with how that random input is curated. In a roll-and-write, you’re using dice. There’s more wiggle room to its randomness. In theory, an entire game could pass without a certain roll ever appearing. In a flip-and-write, drawing from a deck means you’ll eventually see a selection of possibilities. That’s less randomness, but more predictability. Yes, that can be a weakness. Neither system is inherently better than the other; they just have different ideas about how to best generate their inputs.
James Kniffen’s Twilight Inscription is both a roll-and-write and a flip-and-write. On one level, that isn’t surprising; it’s an adaptation of Twilight Imperium, that famously gargantuan game of stellar conquest. On another, it creatures a leviathan of its own, one that’s spread across four interconnected games.