Rosetta: Second Edition Game Review
I’m an easy mark for Rosetta, publisher DVC’s entry in the spontaneous language creation subgenre. It tickles the same part of my brain as Gibberers, which is a brilliant and singular experience, but Rosetta is much more approachable. Gibberers is a game in which you create a language and speak only in that language. It demands a good deal of time and the space for a tremendous cognitive load. Rosetta is significantly faster, and, rather than create and speak a new language, you work together to decode a logographic writing system for a language you never once have to speak.
One player takes on the role of the Author, the voice—albeit a mute one—of the lost civilization with which this writing system originated. They draw a random Inscription and Location, and set both out on the table for all to see. The Location is there for inspiration and to provide a little bit of context and grounding. The Author secretly picks a meaning for the Inscription associated with what they see in the landscape. You can’t pick something that is visible on the Location card, though it’s best to choose something directly related to what you see. A field of wheat may lead the Author to choose “farmer.” A snowy mountain might suggest “avalanche.”
At this point, everyone…
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