
So, the original Tales from Red Dragon Inn was on Kickstarter way back in October 2021, and delivered to backers in 2024. It was so popular, they had a second Kickstarter in June/July 2024, and that’s the one I backed! This cooperative dungeon crawler for 1-4 players looked really cool!

Why didn’t I back the original? I think I was afraid of getting YET ANOTHER DUNGEON CRAWLER (YADC) campaign that I wouldn’t play!

I do love this universe … especially the Red Dragon Inn cooperative Deck-Building game called Battle for Greyport (see review here and here: It’s also in our Top 10 Cooperative Deck-Building Games!)! I love the art-style and the silly vibe of this universe!
Let’s take a look!
Unboxing


This is a fairly big mama-jamba of a box: see Coke can above and below for scale.


Ah, this game comes with a first-play walkthrough! This is a really good walkthrough!

What’s in here?

The game comes with most of the cards and minis in this little grey box. (Grey box? Greyport? Get it?)

And some dice.


The minis are pretty good.

Underneath all that are the map packs.

This map pack is pretty huge! See Coke can above for scale.

… and there are quite a few maps for the adventurers to go on!

Underneath the maps are TONS OF PUNCHOUTS. And by tons, I mean tons by weight!

There are 5 individually wrapped punchout sets (with multiple punchout sheets per set!)

And a new chapter rulebook per set! Whew!

There are … so …. many … punchouts!

But overall, this looks pretty cool! I am just scared of how many punchouts there … (but keep reading below …)
Gameplay

This is a cooperative dungeon-crawler where each player takes the role of a different hero … the typical Dungeons and Dragons archetypes are all here: thief, fighter, barbarian, etc. Despite the classes being fairly generic, these characters have so much … character!

Each character has some character specific cards giving the asymmetric powers.

For example, Zot (above) has some special Actions specific to his character! But notice the art and the feel! This is not your typical dungeon crawler! There’s character and a sense of humor here! The game looks light and fun … and surprise! It is! And pooky!

Players will set up the Chapter of their campaign; see scenario 1 of Chapter 1 above!

One of the coolest parts of this game is that the monsters are all described ON THE MAT! So, you don’t have to go searching books or monster manuals for the monster info!

The minis are color-coded via bases, and this system works great. I was a little worried that the bases might “harm” the cardboard standees ( … Gloomhaven: I am looking at you …), but the standees stand well and the bases DO NOT harm the cardboard (NOTE: After a number of plays, there’s a little bit of wear and tear, but it doesn’t ruin the cardboard: it just indents it a little).

To keep track of hit points, each mini has a number above it, and it also a little card associated with the number. See above.

It makes it really easy to correlate the mini with its hit point card! This system is simple and works surprisingly well! They used colors really well here.

Players operate these heroes, explore the dungeon, and fight the baddies!

This is a fight-em-up dungeon crawler!

Combat is decided by the yellow and black dice. You might be worried that the game is too random if dice decide a lot, but the dice are pretty consistent. You will always get at least one success per dice, sometimes you will get exploding dice (which you can reroll over and over) and sometimes you will get some extra epic dice for FUTURE rolls!

If you roll the ! (exclamation point) symbol on the yellow dice, you get an Epic black die (modulo some rules) which you can use on a future turn! My favorite part of this is that you can CHOOSE when to use the Epic dice on a future turn! This reminds me a little of the Hour of Need system (see review here and here) where current rolls can contribute to future successes WHEN YOU WANT/NEED THEM! You choose when to use those Epic Dice! That’s so cool!

This is a Variable Turn Order game: each player and each set of monsters gets a token and one players pulls the token out of a bag to decide when each one goes. See above. I was very worried when I saw Variable Turn Order: was I going to have to worry about all the problems and try to come up with a solution? See a very in-depth discussion of Variable Turn Order and its problems/solutions here!

After all was said and done, the Variable Turn Order system didn’t seem to suffer from the problems we normally see!

Depending on the token you draw, you either get 2 Actions and 1 Shenanigan …

Or 1 Action or Shenanigan! (1 and 2-Player games with partial actions).

Your Actions and Shenanigans are well defined on your cards! See above!

Note that every character has very different Actions and Shenanigans! It’s funny, that one word Shenanigans kind of implies the overall vibe in this game …

This is all about your characters moving around the maps and fighting baddies!

If you reach the final objective (killing the yellow slime above for scenario 1: see above), you win (… if you survive to the objective phase…)! If any character dies, you lose! There are other losing conditions too, as you get further into the game.

It’s a fun dungeon crawler! And you get to level-up your characters too! As the game gets further along, you can get new cards from THE VAULT which you can use to choose upgrades!
Walkthrough

By far the best part of this game is HOW GOOD the first play walkthrough is!

This Walkthrough takes you through the first 4 scenarios of Chapter 1 in great detail! There’s no need to read the rulebook ahead of time (well, because there isn’t one) … you are just learning the rules as you play from the Walkthrough!

Coupled with the Walkthrough is also the Chapter Guide (see above). The Walkthrough tells you when to look at the Walkthrough and when to look at the Chapter Guide for specific set-up.

I can’t tell you HOW MUCH I liked this walkthrough! Worried about getting into the game? Naaah … this Walkthrough is fabulous! It slowly introduces you to all the rules as you go. This reminds me very much a video game training mode; it works so well!
Incremental Punchout

One thing I was VERY worried about was punching out ALL THOSE TOKENS before you can play! And guess what! You don’t have to! You can punchout what you need as the game flows!

Do you need some monsters? Just punch them out now when you need them!

This Incremental Punchout philosophy worked really well with the way that the Walkthrough taught the rules; learn a little bit at a time, punchout a little bit at a time!!! So, don’t get overwhelmed by all the tokens … just take tokens as you need them. I wish the rulebook had emphasized this point, because just LOOKING at the token sheets gave me heartburn!
I strongly recommend you punchout as you go and do not do everything at once: you’ll get right into the game that much quicker!
What Is This?

How would I describe this game? In one word: Lighthaven! Tales From Red Dragon Inn has a lot of similarities to Gloomhaven: it’s a cooperative dungeon-crawler campaign! Players explore the world, fight monsters, upgrade characters, and quest quest quest. But the gameplay is lighter, the rules are lighter, the world is “lighter”, the art is lighter and cuter … there’s no Gloom here!

Like Gloomhaven, Tales from Red Dragon Inn does have a lot of components, but this world just feels just so easy to jump into.
There is some story here: about as much story as Gloomhaven. If you are looking for more adventure games, consider games like Arydia (see review here) or storybook games like Tales of the Arthurian Knights (see review here). If you want story story story, this probably isn’t the game for you … this is a dungeon crawler where you fight monsters!
Solo Play

So, Tales from the Red Dragon Inn does support a solo mode! (Thanks for following Saunders’ Law!) In fact, two solo modes!

It’s a little bit of a bummer that the solo play isn’t addressed right up front … you have to go looking for the solo rules in the Glossary (a very complete book!) that comes with the game. See above. There are two solo modes; play normal, but alternate between some characters like a multiplayer game … or play a solo character with a Companion.

The Companion has a special set of cards: see above. The Companion rules also take up a full page on the Glossary with lots of exceptions to gameplay. I usually HATE solo modes with lots of exceptions to the rules, so I opted to just alternate between two characters because there are NO RULES CHANGES. I strongly recommend this is how you play solo; the Companion is still an “extra” thing to play and doesn’t save that much context switch overhead. At this point, I have played the first Chapter all the way through with two characters and didn’t have any problem going back and forth between characters. In other words, the context switching between two characters didn’t seem to cause me any issues as I played solo.

My solo game was operating Deidre and Gerki. They made a great team! These two characters really worked well together; Deidre is better at long distance stuff, but occasionally she’ll get in there and help Gerki! If she stands NEXT TO some monsters, Gerki gets his backstab ability (an extra die!) The amount of cooperation between the two was quite good.

I have spent about 15 hours playing the game solo. I learned the game solo, set-up the game solo, upgraded, read the Walkthrough solo, and played all 4 scenarios of Chapter 1! I had a blast! I loved the simplicity of the system, I loved how the characters can work together well and support each other, I loved the “sense of humor” the art implies, I loved the art, I loved the vibe!

Once you know the game, your sessions can be quicker, but be prepared for your first 4 sessions to take about 15 hours or so! But, it flies by! You are having fun and always doing something!
I look forward to more solo sessions, but I had to reset the game (this is not a legacy game, but it is a campaign game and you can reset it) so I could play it cooperatively with my friend(s).
Cooperative Play

My first cooperative experience was a 2-Player game with Teresa. She brought over a little red dragon as a mascot … it was quite apropos!


For a different experience from the solo game, I played Zot the wizard. He was funny!

It’s hilarious that the little guy POOKY who helps Zot summons HIM! (Not the other way around) See above! That’s hilarious! And yes, we are convinced this is the rabbit from Monty Python and The Holy Grail.

Like the solo game, we saw some good cooperation as Teresa’s Fiona Character was all melee, while Zot was all distance! A good combo!

The game also moved much more quickly since I had already played the entire Chapter 1 solo. A lot of those “15 hours” I spent in the first 4 solo games were shortened considerably! I think Teresa and I got through Scenario 1 is about an hour!
Playing solo ahead of time significantly increased how quickly we were able to get into this game.

Will we play more? Basically, Teresa wants to wait until Sara comes back and then we’ll start a 3-Player campaign!
I think it was a success cooperatively: it’s always a good sign when your friends ask to continue the campaign!
Story vs Flavor Text

There’s not a lot of story per se, but there is a lot of flavor text that gives the game direction and charm, and helps establish the parameters of the game. To be clear, you really don’t HAVE to read the flavor text … I didn’t read it all in my solo play, but it didn’t really detract from the game by not reading it. Teresa LOVES flavor text, so we did read it (see above) and it did contribute to the atmosphere of the game: see above.
What I Liked

Charm: This game has so much charm! The art style that permeates this game is just so much fun! It stays within the Red Dragon Inn universe … Dragonverse?

Unique Characters: The characters are also so unique and different! For example: the fact that Pooky (the little familiar) summons Zot is hilarious!

Walkthrough: This first play Walkthrough is exceptional and makes it easy to jump in!

The Dice System: I was really worried the dice system would be too random, but it’s really not. You always get at least one success, you can get exploding dice, and you can choose to use Epic Dice if you want for “extra help”! The Epic Dice system worked well! You could choose when to use the Epic Dice when you really needed a win!

Vibe: This is a light-hearted Gloomhaven … it could have easily been called Lighthaven! Yet, it’s still a deep game with lots of play and meaningful decisions!

Level-Up: Levelling-up is easy and interesting! Every character levels up, but it’s not described u pages and pages of tables in a book! You just grab the cards destined for you, or choose some! It’s really easy!
What I Didn’t Like

SO MANY PUNCHOUTS! The sheer number of punchouts in this game is terrifying. Word of advice, just punch out tokens as you need them. In fact, I ended up trying to put the monsters BACK into the token sheets when I was done with them! Partly I did this to reset the game, but the game just stores easier if you keep things in the punchout sheets as much as possible. I know, that’s not ideal.

Part of this was a little foreshadowing too … you saw how many punchout sheets are coming, right? Do you REALLY think you are going to be able store ALL THESE tokens in bags back in the box? So, I put as many tokens as a I could back into the punchouts as a favor to future me.
Conclusion

Well, Tales from Red Dragon Inn should have made my Top 10 Cooperative Games of 2024 because the first release came out in 2024. But I didn’t get it until the second Kickstarter, so I didn’t get it until 2025! So, it will probably make my Top 10 Cooperative Games of 2025 … but it might have to be an honorable mention, just because it wasn’t released in 2024. Or maybe I’ll just count it as 2025 since I backed the second Kickstarer … not sure …

This is a fun and light dungeon-crawler, but still lots of depth and meaningful decisions. You fight monsters and you have fun as a group of adventurers! There is some story here, but it’s mostly just fun flavor text.

Tales from Red Dragon Inn is a great solo and cooperative game: 9/10. It’s so fun!
I think the only reason this didn’t get a 10/10 was because the Variable Turn Order can sometimes be … disappointing. I wish there had been a way to mitigate/control the Variable Turn Order, but it didn’t get in the way that much.