Monday, January 20, 2014

Wizards of The Coast Legend of Drizzt: A Dungeons and Dragons Board Game


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Product Description

The adventures of Drizzt Do'Urden, as told in the New York Times best-selling Forgotten Realms® novels by R.A. Salvatore, come to life in this thrilling board game. Take on the role of the legendary drow ranger or one of his famous adventuring companions, battle fearsome foes, and win treasure and glory.

Designed for 1-5 players, this board game features multiple scenarios, challenging quests, and cooperative game play. The contents of this game can also be combined with other D&D® Adventure System Cooperative Play board games, including Castle Ravenloft™ and Wrath of Ashardalon™, to create an even more exciting experience.

Components:
 42 plastic heroes and monsters
 13 sheets of interlocking cardstock dungeon tiles
 200 encounter and treasure cards
 Rulebook
 Scenario book
 20-sided die


Product Details

  • Amazon Sales Rank: #11155 in Toys & Games
  • Brand: Wizards of the Coast
  • Model: 5512665
  • Published on: 2011-10-18
  • Number of discs: 1
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.40" h x 12.30" w x 12.30" l, 6.76 pounds

Features

  • Designed for 1 to 5 players
  • Features multiple scenarios, challenging quests and cooperative game play
  • Contains: 42 heroes and monsters, 13 sheets of interlocking cardstock dungeons tiles, 200 encounter and treasure cards, scenario book, and 20-sided die
  • Rulebook and scenario books
  • 20-sided die







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Customer Reviews

Most helpful customer reviews

144 of 152 people found the following review helpful.
This game may not amuse you, but you can certainly amuse yourself with this game.
By SXT
This game is the third installment in the D&D "Adventure System" of board games. If you're in search of more opinions, you should definitely check out the reviews for Castle Ravenloft and Wrath of Ashardalon, as the games are all very similar. I also own and enjoy Castle Ravenloft.

They all use very loose adaptations of 4th Edition D&D rules. This particular game is (obviously) based on R.A. Salvatore's books about dark elf orc-stabber extraordinaire, Drizzt Do'Urden. As such, all the adventures are based on Drizzt's literary exploits (all the way up to Gauntlgrim, I was surprised to see), and the choice of heroes includes the Companions of the Hall, and there are rules for playing as (as well as against) the notable trio of ne'er-do-wells Entreri, Jarlaxle, and Athrogate.

Playing the Game
----------------

Each player chooses one of five pre-made heroes, and then chooses which of that hero's powers they'll use for the adventure (you take 4 or 5 out of around 10). Next, you follow the Adventure Book's rules to setting up whatever adventure you're playing (there are about 15 different adventures), and you make your way through the dungeon trying to complete the adventure's objective.

The "board" is made up of jigsaw puzzle-style pieces which you shuffle before the adventure like cards. You start with one tile as the "start tile", and then each player has the chance to draw a tile on his or her turn and add it to the tiles already played, which I'll get into next. This is how the play area expands.

Each player's turn follows the same order - move and/or attack with your hero, add a dungeon tile (unveiling a new monster), then activate the monsters you've unveiled. So, each player controls not only his hero, but the monsters he or she reveals. This is done by following the instructions on the monster's card, which tells you how the monster acts.

When a player dies, he or she uses a Healing Surge, which acts like a "continue". If a player dies and there are no Healing Surges left (you start most adventures with 2), the players lose. So, it's a no-man-left-behind situation.

You win, as I mentioned, by completing whatever objective the adventure sets out. Usually, this involves reaching a specific tile and killing whomever is hanging out there.

Enjoying the Game
-----------------

At the end of the day, this is a very streamlined game. The heroes have no stats other than AC, HP, Speed, and Surge Value (the amount you heal when you use a surge). You don't equip your guy, you can't level up past Level 2 (which entails adding 2 HP, 1 AC, and a new daily power), and there is no continuity between missions.

Strategically, the game is pretty simple. You don't have a whole mess of options, and sometimes it can be pretty obvious what the best move is, meaning the game can feel like it's playing itself sometimes. Honestly, when I first started playing these Adventure System games, I was disappointed. Being a "gamer", I'm no stranger to complex rule systems and this was just too simple for me.

But then I added friends. And not just any friends; non-gamer friends. Non-gamer friends, and booze. And jokes. And silly descriptions, and trash-talking (despite the co-operative nature of the game), and bouts of not paying attention. Basically, everything that absolutely ruins a regular D&D session.

The simple nature means there's very little to keep track of (once everyone learns the flow of play), and you don't need to clear your entire calendar to schedule a session. I've had a blast every time since then, and the game has quite a following now among my gamer and non-gamer friends alike.

If you go into it expecting it to be a very rich, very complex board game version of D&D, you're not going to be happy. But if you recognize it as the big box of toys that it is, man can you have some fun.

53 of 53 people found the following review helpful.
Best Yet, Needs New Title
By Partial Spectator
I own all three of the D&D board games and this one is easily the best yet. The abilities are more fun, the playable heroes finally branch out somewhat from the tired old standard classes, there are eight playable heroes instead of five, and the new team challenge adventures and betrayal adventures are great additions to the rules. I also like that the rock walls look jagged and organic: the straight-line sameness of the dungeons in the previous two games made the environments dreary and boring.

My only complaint is that there are too few challenging monsters: these heroes and items are a lot more powerful - frequently granting the ability to reliably deal 2 damage per turn - and the 1-hp goblin monsters never stay on the board longer than 1 turn. Owners of Castle Ravenloft and Wrath of Ashardalon can remedy this by adding more challenging monster cards and figurines from those games - the Cave Bear and the Gargoyle come to mind.

I do think that "Legend of Drizzt" is an inappropriate name. Having played a half-dozen adventures in this game I can confidently say that Bruenor Battlehammer is the star of this show, and that nothing, nothing at all in any of the D&D Adventure System board games, can compare to the moment when he deals the killing blow to a dragon or a balor with his "headbutt" ability. Especially if he himself is at 1 HP at the time of use.

Because of this, my friends and I have affectionately renamed the King of Mithral Hall "Headbutts McGee," and we have dubbed this game "The Ballad of Headbutts McGee"

Dude will headbutt anything. And then it will die. I'm not even kidding.

43 of 44 people found the following review helpful.
Great for father-child bonding!
By Mark Turner
I won't attempt to review this game in total, or go over the rules, as this has been done effectively many times before. I wanted to review it, however, as an experience for playing with young children.

Summary - 5/5

I have 2 kids, one 4 one 6.5. This game is excellent for introducing children 6+ to gaming concepts, and enjoying some quality time together. I would not recommend it as a first game, but once your kids have some basic ideas of gameplay, its cooperative nature offers a perfect blend of progressively independent action and bonding.

Theme and appeal - 5/5

The theme and appeal of the game is obvious. By the age of 3 or 4 most children will have been bombarded with a variety of fantasy narratives, and enjoy them. Spooky dungeons. Scary dragons. Heroic knights. While some parents may be concerned at the idea of crawling through caves and killing monsters, my personal view is that this comes very naturally to kids these days, and is in fact quite empowering - see a monster, whammo! blast it with a magic wand.

This game creates a very tactile upfront experience of the things they have seen on TV or in story books. The little miniatures are very appealing, both to my 3 (almost 4) year old girl, and to my 6.5 year old son.

Is it kid proof - 3/5

This game is sturdy and durable. You will, however, need to keep a close eye on all the bits, which can be easily lost if not kept in themed baggies, and without very clear 'putting away when used' rules.

The miniatures can probably take some abuse, but also need some care as there are bits that could be snapped off. You will also need to be disciplined with the cards. When my son gets excited, he waves his arms and is sometimes tempted to squish them inside his hands.

Assuming you play on the floor (which I do) you may also need to make clear no walking or rolling over the board rules...

Can a 6/7 year old contribute meaningfully, and feel fulfilled? - 4/5

Most certainly, but with guidance. Even a three year old can choose which corner of a new tile to explore, and count out spaces (although it helps if they have learned space counting in other games first). A 6/7 year old can choose which powers they want to use, although may need some tactical/strategic guidance.

I found the game offered plenty to make my son feel very fulfilled playing the game. We died in our first adventure, but despite this setback he was delighted to recall some of his more heroic moments, and how if we had only done this or that we might just have made it.

Can Dad enjoy it while playing with the kids? - 5/5

Certainly he can. One way to view it is as solo plus, in which you still may have to make a majority of the strategic decisions - which (despite some complaints about the game being too easy) are not always simple - but you also get the pleasure in sharing the experience with others.

You can also use the game to practice your story telling skills to a sometimes quite demanding audience!

Is it educational? - 5/5

OK, let's be clear up front that this is not going to enhance your child's understanding of world geography, or the way plants grow. It is fantasy.

But first up, I consider fantasy to be an important part of human culture, and one of the shared experiences that bind society together.

Beyond that, the game teaches social play. Teamwork. Tactical and strategic decision making. Logic. (If-then, if not-then something else). Basic AI. Planning. It encourages reading, and thinking about maths and probability. It teaches rule systems, and how to best use them to your advantage. What's not to love about this, especially in an era of electronic solitude?

Is it easy to learn/teach? - 4/5

Again, this puts a certain amount of onus on the parent. I highly doubt your 6.5 year old will be able to read and understand the rules without guidance.

I made the mistake of trying a first game without understanding everything myself, and my poor son was stuck watching me sweat my way through the rules (as can be seen from another posting I made). It might be a good idea to do a solo run first.

But once you get the basic concepts (how monsters move!), it comes quite easily. Yes, you do need to explain how the powers work. How the exploration works. How the monsters work. It is a lot to absorb at first.

But if your kid is interested, they will pay attention, and it can be revealed progressively through gameplay.

I am also amazed how much space a 6/7 year old has in his/her brain to absorb new rules... more than once I've opened an old card game and asked - hmm, how many do we deal to start? - only to have my son answer for me...

Does it play out reasonably quickly? - 4/5

I am assuming, with this score, that you know that you are in for a substantial game. i.e. This is not a ten minute frisson. The question is whether it can keep a kid's attention or not.

In my first game, I found myself wishing it would take a little less time. Not a lot less, but right at the end - when it went past bedtime, and was starting to drag a little.

That said, the denouement came roughly about the time I expected, and my son's attention was pretty gripped (allowing for a couple of short breaks). And there would be no harm in tweaking the game a bit... one or two fewer tiles, perhaps, before the final boss, could be one approach.

Is it fun? - 5/5

Yes! Its theme, fairly simple gameplay, and balance of achievement and challenge works well for kids. Everyone loves receiving a treasure. Everyone hates getting a nasty encounter.

Great game. And given it is a system more than a game, with a lot of variety, I hope to be playing this for quite some time.

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