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Children of Zodiarcs: A Tactical RPG Where the Dice Are the Game

Children of Zodiarcs review: a 2017 tactical RPG blending Final Fantasy Tactics grids with collectible cards and craftable dice, scoring 7.9/10.

By mitch·7 min read
A warrior stands before a vast, shadowed boss, his hand full of cards, awaiting the final battle.

Children of Zodiarcs is a tactical RPG where the dice are not a metaphor. They are the game. Developed by Cardboard Utopia and published by Square Enix Collective and Plug In Digital, the 2017 release folds collectible cards and craftable dice into a genre built on grids and turn order. It shipped on PlayStation 4, PC, Mac, Xbox One and later Nintendo Switch. The result is a game that knows exactly what it wants to be and mostly gets there.

Trailer, via Cardboard Utopia.

Thieves Inside a Noble’s Private Rooms

The story opens at the heart of an evil empire, where a group of young outsiders rebel against a corrupt system that holds them down. They are professional thieves on the trail of an ancient relic. The group breaks into the private chambers of a corrupt noble, hunting the relic through rooms built to show off his wealth, and slips past the city guards at every turn.

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Desperate to find an escape, they seek refuge in the city’s seamy slums and brave the sunless pits of the underworld. Out to get them are heavily armed city guards, rival gangs and psychotic families of subterranean cannibals. Abandoned by the system and used by selfish criminals, these young companions will be forced to come to terms with their own reality.

The setup is lean and mean, and it wastes no time. You are not saving a kingdom. You are stealing from someone who deserves it and running from people who do not care why.

Final Fantasy Tactics and Shining Force in the Room

Cardboard Utopia has been upfront about its influences. The studio says Children of Zodiarcs was inspired by a deep love of tactical RPGs, namely Final Fantasy Tactics and the 16-bit Shining Force games, as well as a love of playing board games and collectible card games like Magic: The Gathering.

That is a specific lineage, and it shows. The grid-based positioning and turn order come straight from the tactics canon. The card and dice layer is the studio’s attempt to push the envelope. The developers said they decided to bring these passions together to make a game that would resonate with fellow fans of the genre, as well as to push the envelope in fun and exciting way.

The ambition is real. So is the tension that comes with it.

Cards, Dice and the Isometric Grid

Here is the core loop. You move units on an isometric grid. You play cards to attack, defend and use abilities. You roll dice to determine outcomes, and those dice are craftable, meaning you can shape them over time. It is a tactical RPG that combines traditional tactical gameplay with the thrill of collectible cards and craftable dice.

The card system gives every turn a hand-management problem. You are not just picking the best move on the board. You are picking the best move from the cards you happen to hold, and the dice add a layer of chance that some players will love and others will resent.

That is the trade-off. Final Fantasy Tactics gave you certainty. You knew what a move would do before you committed. Children of Zodiarcs takes some of that certainty away and replaces it with the thrill of the draw. Whether that is a feature or a flaw depends on how much you enjoy board games and collectible card games in the first place.

A Single-Player Story With No Safety Net

Children of Zodiarcs is single player only. There is no multiplayer, no co-op, no competitive ladder. The entire experience is the campaign, the story of these young thieves and their run through the slums and the underworld.

That focus is a strength. The game does not split its attention. It builds one narrative and one progression system around it. The craftable dice and the card collection feed directly into the campaign, so every battle has a reason beyond the next battle.

It is also a limitation. Once the story is done, there is not much left to pull you back. Games like this live or die on whether the campaign is worth replaying, and that is a harder case to make when the randomness of the dice can make a second run feel less like mastery and more like a fresh roll.

The Empire, the Slums and the Cannibals

The world of Children of Zodiarcs is built on contrast. The private rooms of the corrupt noble sit above the city’s seamy slums. Below both are the sunless pits of the underworld, home to psychotic families of subterranean cannibals.

That vertical structure gives the game its shape. You start high, in wealth and power, and you descend. The guards chase you down. The rival gangs want what you have. The cannibals want worse. The game warns that in the world of Children of Zodiarcs, no one escapes unscathed.

It is a fantasy setting with warfare as its theme, and it does not pretend the empire is redeemable. The corrupt system is the villain. The young outsiders are the response to it. That clarity gives the story a momentum that a more muddled plot would lack.

What the Cards Actually Change

The collectible card layer is the part that will divide people. In a traditional tactical RPG, your options are limited by your class, your level and your gear. In Children of Zodiarcs, your options are limited by your hand. That means a bad draw can cost you a turn, and a good draw can break a battle open.

The craftable dice are the counterweight. You can build dice that tilt outcomes in your favor. That gives you a long-term project to work on between battles, and it gives the randomness a sense of progression. You are not just hoping for better luck. You are building it.

The question is whether that is enough. Crafting dice takes time, and the payoff is still probabilistic. Players who want deterministic tactics will find the whole system frustrating. Players who like the feel of a tabletop game in their hands will find it refreshing.

The 7.9 and What It Says

Children of Zodiarcs holds a 7.9 out of 10 on the IGDB critic aggregate, drawn from five outlets. That is a strong score for a debut tactical RPG from a small studio, and it lines up with what the game actually is: a smart, focused, occasionally frustrating experiment that nails its influences and takes a real swing.

The 7.9 is not a score for a game that plays it safe. It is a score for a game that knows Final Fantasy Tactics and Shining Force and Magic: The Gathering and decides to put all three in a blender. Sometimes that works. Sometimes the dice come up wrong.

But the parts that work are the parts that matter. The story has a clear spine. The setting has a real vertical structure. The card and dice systems give the tactical combat a texture that most games in the genre do not have. And the single-player focus means the whole thing is built around one coherent experience rather than a checklist of modes.

The Numbers Behind the Run

  • Title: Children of Zodiarcs
  • Release year: 2017
  • Developer: Cardboard Utopia
  • Publishers: Square Enix Collective, Plug In Digital
  • Platforms: PlayStation 4, PC (Microsoft Windows), Mac, Xbox One, Nintendo Switch
  • Genres: Role-playing (RPG), Strategy, Tactical, Adventure, Indie, Card & Board Game
  • Themes: Fantasy, Warfare
  • Modes: Single player
  • Perspective: Bird view / Isometric
  • Critic aggregate: 7.9/10 (five outlets)
  • Clay Tribune score: 7.9/10

How It Stacks Up

Feature Children of Zodiarcs Final Fantasy Tactics / Shining Force
Combat layer Grid tactics plus cards and craftable dice Grid tactics with fixed abilities
Randomness Dice rolls shape outcomes Deterministic move results
Progression Collect cards, craft dice Level classes, gear, story unlocks
Modes Single player only Single player (varies by title)
Inspiration Tabletop and collectible card games 16-bit tactical RPG tradition

Children of Zodiarcs is a game that respects its elders and then does its own thing. Cardboard Utopia built a tactical RPG that plays like a board game and a card game at the same time, and it set that system inside a story about young thieves running from an empire that deserves to be robbed.

The weaknesses are real. The randomness will not suit everyone. The single-player-only structure means the game ends when the story ends. The card and dice systems take time to click, and some players will bounce off before they do.

But the strengths are real too. The vertical world, from the noble’s rooms to the slums to the sunless pits, gives the campaign a shape. The influences are worn openly and handled with care. And the 7.9 from five outlets is a fair reflection of a game that swings hard and connects more often than it misses.

If you have been waiting for a tactical RPG that feels like shuffling a deck and rolling a handful of dice, this is it. If you want the certainty of Final Fantasy Tactics, you will have to make peace with the draw. Either way, Children of Zodiarcs is worth your time.

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