Wroth
Chip Theory attempting something light, which for Chip Theory means only about seventy minutes and a box you can lift.
Manny Trembley's design is an area control game built on dice drafting, with asymmetric factions that play genuinely differently rather than cosmetically so. The pool of dice in the middle is the whole engine: what you take determines what you can do, what you leave determines what your opponents can do, and the good die is always the one that also helps the person after you. Chip Theory's usual production applies — neoprene, chips with heft, everything a bit nicer than it strictly needs to be.
It sits at the accessible end of their catalogue, which is worth saying because their reputation is for enormous solo-heavy campaign boxes. This is a tight competitive game that runs in around an hour even at higher counts, and the asymmetry gives it real replay value. The faction expansions add further sides to play if it lands with your group.
Perfect for: Anyone who has admired Chip Theory's production from a distance and wanted a way in that does not cost a weekend.
60–70 minutes | Age 14+