Full review · 23 November 2025
Comet Cartographers
A roll and write about charting a comet on your own star map. Forty-seven plays in a year, which is either a glowing recommendation or a cry for help.
- Players
- 1–6 players
- Best with
- 4 to 6 players
- Play time
- 25 minutes
- Complexity
- 1.4 / 5 (light)
- Designer
- Priya Raman
- Publisher
- Little Orrery, 2024
- Our plays
- 47 games
Let us get the number out of the way: we played Comet Cartographers forty-seven times between its arrival in January and the week we wrote this. Lea’s spreadsheet does not lie. That is more than the next three games combined, and it includes one evening where we played it six times in a row because Malte insisted the dice owed him something.
It is a roll and write, which means everyone has their own sheet and a pencil, someone rolls some dice, and all players use the same result at the same time. That makes it brilliant for bigger groups and for nights when people arrive late: you can teach it to a newcomer while the round is already going.
Setting it up
There is barely any setup, which is part of the appeal. Everyone takes a star map sheet, a pencil, and a reference card. You shuffle a small deck of twelve Constellation cards and reveal three; these are the shared goals for the game. Then you place the comet die, two orbit dice and the very satisfying chunky “nebula” die in the middle of the table.
Each sheet shows the same star field, a grid of about eighty stars connected by faint dotted lines, but each player’s sheet has the starting point of the comet in a different spot, printed in small numbers in the corner. Six different sheet types come in the pad, so up to six people can play without two maps starting the same way.
How it plays
Each round, the active player rolls all four dice. The comet die shows a direction, the two orbit dice show distances, and the nebula die shows a special effect: a clouded star you have to skip, a bonus line, or a “flare” that lets you circle a star for points.
Everyone then draws the comet’s path on their own map by tracing along the dotted lines, using the direction and one of the two distances. You cannot cross your own previous path, and you must end each move on a star. When you pass through a constellation you can tick it off, and whoever completes one of the three shared constellation goals first scores the top value; everyone after scores less. It adds a lovely sprinting race on top of an otherwise solitary puzzle.
Halfway through, the comet reaches perihelion, the point closest to the sun. From then on, every move must be at least as long as your previous one, which makes the second half of the game feel like you are slingshotting around the edge of the map. That rule is the cleverest thing in the box. It turns careful planning into controlled panic, and it means the last three rounds are always the loudest.
The game ends after fifteen rolls or when anyone cannot legally move. You score constellations, circled flare stars, and a bonus for the longest unbroken arc on your map. A typical game takes twenty to twenty-five minutes regardless of player count.
What we loved
There is something very warm about a table of six people all hunched over their own sheets, muttering, while one person rolls. It feels social without being confrontational. Our families play it, our non-gamer friends play it, Lea’s mum plays it at Christmas and wins more than she should. It has become our default “while we wait for Dome” game, and Dome is late a lot.
What didn’t land
None of these are dealbreakers. The pad issue is the one people ask about most. The publisher sells refill pads, and they also put a printable sheet on their own website, which is fair. We simply laminated six sheets each and bought a pack of fine dry-erase pens. It is the best eight euros we spent all year.
The good
- Perihelion. The mid-game rule change is genuinely brilliant and makes every game feel like it has an act two.
- Everyone plays at once, so a six-player game is no slower than a solo game.
- The six different starting maps mean you cannot simply copy the best player at the table, which we have checked by trying.
- The finished sheets are beautiful. We have a cork board in the hallway covered in our best comets.
- The solo campaign in the back of the pad gives you ten increasingly tricky challenges, and they are properly tough.
The not so good
- The pad will run out. Ours lasted about forty games before we started laminating sheets and using dry-erase pens, which works fine but loses some charm.
- Scoring the longest arc is fiddly; people miscount it every game and we have had more than one polite argument about it.
- Player interaction is limited to the constellation race. If you want to mess with your friends, this is not the game.
- The nebula die’s “clouded star” face is a little bit too common and can make some rolls feel flat.
Who it’s for
Get it if…
Families, mixed groups, big groups, people who want a short opener or closer, anyone who likes a spatial puzzle and a satisfying drawing at the end.
Skip it if…
You want direct conflict or bluffing, or you dislike games where luck of the dice decides the shape of the puzzle.
The verdict
Comet Cartographers is our most-played game for a reason. It is quick to teach, plays any number of people in the same time, and has one central twist that turns a nice puzzle into a memorable one. It will not replace your big Thursday-night game, but it might become the thing you play before and after it, every week, for a year. Ours did.
Score breakdown
Overall: 8.9 out of 10. The overall score is not an average; it is how keen we are to get it back on the table next Thursday.