Sunday, January 19, 2014

Wrath of Ashardalon: A D&D Boardgame


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Product Description

A cooperative game of adventure for 1–5 players set in the world of Dungeons & Dragons. A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon! Designed for 1–5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.


Product Details

  • Amazon Sales Rank: #9522 in Toys & Games
  • Brand: Wizards of the Coast
  • Model: 5511558
  • Published on: 2011-02-15
  • Released on: 2011-02-15
  • Number of discs: 1
  • Number of items: 1
  • Dimensions: 12.20" h x 4.85" w x 12.20" l, 6.35 pounds

Features

  • A cooperative game of adventure for 1?5 players set in the world of Dungeons & Dragons.
  • A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava.
  • A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon!
  • Designed for 1?5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.







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Customer Reviews

Most helpful customer reviews

72 of 76 people found the following review helpful.
A Solid Follow Up to Castle Ravenloft
By Andrew Buckles
I got the chance to play this board game last night, and I found it to be a much polished follow up to their earlier board game, "Dungeons & Dragons: Castle Ravenloft Board Game". You do not need to own or have plaid Ravenloft to play and enjoy this game. In fact, I consider this a superior product.

First and foremost it comes with a wide variety of plastic miniatures, these are the same soft minis they release for their separate miniatures line meaning they won't chip or break, but also are unsuitable for traditional miniature painting. They are unpainted, but the plastic color for each is chosen to denote the power and theme of the monster (red for demons, grey for duergar and so forth).

The artwork on the tiles is well done, and the tiles themselves are solidly constructed. There is a huge variety of tokens and cards for all situations in the game, these are all competently put together. If I had to pick 1 complaint, and it would be minor, it is that there are too many different varieties of tokens, and unless you put together some sort of sorting mechanism (plastic baggies work fine) it's easy to get the things you are looking for lost in a pile of tokens.

Gameplay starts by choosing a scenario from the included booklet, which includes everything you need to know to set up this particular adventure. The scenarios increase in difficulty as you go along, but do not require continuity to play, so if you have a favorite you can jump right there. Everybody plays, there is no person running this game for the players, it is entirely player driven. Exploration occurs by drawing random tiles, which are accompanied by monsters and random encounters.

One fun touch are environment cards which are ambient effects that remain in play until another is drawn. These range from an increase in the number of monsters drawn to walls of magma. Players control the monsters they place, which are driven by simple scripts telling you what they do in clearly defined situations (if they are far away, move them up, if they are near attack, etc, etc.)

The rules system will be very familiar to anybody who has played 4th edition D&D, but simple enough for newcomers to grasp. Once the game gets going, it quickly cascades giving a real feel of desperation without becoming unmanageable. The random encounters and events are fairly well balanced, and I found this to be a solid game.

Plays between 1 and 5.

45 of 46 people found the following review helpful.
D&D Lite For Those With Limited Time
By Zack
Who am I:
Middle aged married guy who loves Sci fi, video games and fantasy novels. Used to play D&D and then AD&D around twenty years ago. Haven't been involved with any serious groups since then so I have no experience with any editions of D&D that cause such a rift in the community. This means that I am not hopelessly in love with any specific Edition of D&D.

-Note for various D&D Edition FanGirls and FanBoys- If you are a 4th Edition Hater and can't get past that, you most likely will not enjoy these games as they are based, in general, on the 4th Edition rule set. If you don't know what that statement means, or if you are capable of enjoying what each Edition has to offer, you should have no problems.

Why I love the D&D Adventure Systems:
Castle Ravenloft(CR), Wrath of Ashardalon(WoA) and Legend of Drizzt(LoD): They work as a stand alone product and offer a dungeon crawling, limited leveling, monster slaying experience with no previous knowledge of how D&D works. And all in sessions that can be finished in an hour or two. The minimal time commitment involved is fantastic.

Or, if you find yourself filled with nostalgia and desire a fuller, longer campaign with further leveling options or new characters, these games can be tweaked to allow for that. Especially with some of the user created content online, the photoshop templates on boardgamegeek.com in particular are wonderful. Also this [....]
address has a plethora of new content. The extra leveling options are definitely my favorite. The truth is that I screamed in happiness when I ran across them. I sounded like a ten year old girl getting a pony. A unicorn pony. with wings. A Unicorn Pegasus Pony that appeared in a shimmer of rainbow colors. And now I am deeply ashamed...........*sigh* I am such a nerd.

The game system totally allows for expandability in many ways. It's kind of a gateway drug for D&D honestly. I find myself consistently wanting just a bit more of the actual RPG experience. We tweak the game a bit and suddenly our experience is just a bit fuller and more satisfying. Not nearly as detailed and time intensive as an actual D&D or Pathfinder game though. Such a great balance for us.

They don't have to be expanded upon though, to be immensely enjoyable. Any of the three games are enough in and of themselves to be hugely gratifying and offer much re-playability. The expandability is just something that makes them extra cool and versatile in my opinion.

All three systems use totally interchangeable materials. Some of the cards may be context sensitive and not seem to fit in a particular environment but other than that you can use everything in each of the games. This provides Awesomeness Bonus of +2.

The map tiles and figurines both are an unbeatable value and can be easily incorporated into a "real" D&D session.
Everything in the box, other than the manuals, is of superb quality. The figurines alone would easily cost you double what you pay for the set here. And if you paint figurines, which I do, you will have just gained around forty new minis to paint. Joy in and of itself there.

Possible Cons:
I saw in the review for one of the three games that some dude was just totally disgusted with how these games "punish" the players for almost every activity they engage in. The guy was totally a Hater. However, he wasn't necessarily wrong. The game does seem to be constantly throwing things at you that often don't feel fair. Notably, the Encounter cards. Which brings me to the next con and a solution to the "punishment" issue....

The instruction manual will not answer every question that will come up. It is left up to the players to decide how certain things should work. Which is how a "real" D&D game works. Your group plays the game the way they want to play it. If you simply cannot function without every rule spelled out for you, this may be a problem. Otherwise you'll be fine. And in terms of rule tweaking and the punishment issue- we decided to change how often we draw encounter cards as well as a couple other minor aspects of the game. This has served to make our sessions a lot more fun. Don't be afraid to tweak the rules in order to play the game how you want to play it.

The manuals are pretty cheaply put together. They may not hold up well to use by younger players or spilled drinks. I took ours apart and put the pages in plastic binder inserts. We now have all the material for all the games in a single, sturdy, custom decorated notebook. Which is awesome btw. (Disclaimer for claim of awesomeness: I created the custom artwork:)

Space. With all the cards and map tiles and bags of monsters and tokens that get used in a typical session, you may find you need a bit more space than an average board game. All of the aforementioned items can quickly end up being a mess. As a solution we have everything securely contained in varying sizes of ziplock bags. Including the map tiles in a 1 Gallon size bag. Perfect for storage and during play.

There is no actual role playing or in town scenarios. If you want to get into a brawl over the serving wench's honor at The Yawning Portal Inn in the city of Waterdeep, then you should just find a gaming group and play Pathfinder or D&D(any Edition). Or perhaps, after stumbling into a gathering of Dirty Orcs in the Gloomy Forest of Gloom and Terror, you want to attempt to use an illusion to convince them you are a deity and sell them into slavery in the Land of Thay. As opposed to just killing them. Again, just go find a full-on game of D&D. These systems can be worked to allow for things like that to some degree, but they aren't designed to be open world or allow for anything other than a dungeon crawl with combat and a final, combat based, objective.

So:
If you want "real" D&D, then you may be more satisfied finding a group and getting involved.
If you want a game that allows you to engage in D20 based combat, with figurines, that represent a character with minimal leveling capacity. And that can be played by anyone. These systems may be just the thing for you.

Also of note: The Dungeon Command games have interchangeable map tiles, monster cards and figurines that can be used seamlessly with the Adventure Systems. I love this as it ads even more expansion options.

45 of 47 people found the following review helpful.
Wrath of Ashardalon: great investment for an avid RPG fan who enjoys tabletop as well as CRPGs
By Abchiptop
Disclaimer: Bought this from a local store. Paid list value, but supporting local game stores helps keep them in business, and it's a rough market to keep a gaming store running. Also, I do not own, nor have I played Dungeons & Dragons: Castle Ravenloft Board Game, the first D&D Adventures Board Game. Regardless...

Dungeons & Dragons: Wrath of Ashardalon Board Game (WoA) is a fantastic value at $65 (list). You get 42 (plastic, unpainted) minis (1" scale), you get a nice set of cardboard interlocking(!) dungeon tiles, and you get a fun, very random, board game playable either by yourself or with up to 4 friends.

What it is:
WoA is, in gamer terms, a roguelike in tabletop form. In layman's terms, WoA is a dungeon crawler. You start at the entrance, and have a specific goal (rescue the villagers, survive the dungeon, destroy the altar, slay the dragon). The adventures are built randomly based on shuffling the tiles, and they are played individually as you explore. You can go for a massive linear dungeon based on a little luck and careful planning, or you can attempt to condense yourself in a larger swarm interconnected tunnels.

Some of the adventures feature "chambers", special larger rooms that are all placed at once and filled with enemies and a specific goal that the team must complete to win the adventure.

It's a great way to introduce someone into tabletop roleplaying gaming, it's the perfect medium between a board game and an actual pen and paper RPG.

It's a fun, quick* game to run a quick adventure for some friends taking anywhere between 20 minutes and an hour per adventure.

What it isn't:
A deeper roleplaying game with a full interconnected series of quests over a grand campaign.

A completely accurate representation of 4th edition Dungeons & Dragons rules.

Overly complicated (as most roleplaying games will seem to be for most people.)

What's in the box:
* 42 plastic heroes and monsters
* 13 sheets of interlocking cardstock dungeon tiles
* 200 encounter and treasure cards
* Rulebook
* Scenario book
* 20-sided die

Miniatures:
The game includes 42 minis, including 7 villan, 5 hero, and 30 monsters. The minis are of nice quality. They're clearly just mass produced, but they put some effort into modeling them, just not so much into trimming the leftover plastic in places. Some of the swords will be bent from being in the box. And they're unpainted. However, I don't mind the unpainted state, and I plan on using them during D&D Encounters I'm DMing at a local store. The Ashardalon figurine is very detailed, my *only* (and the only real) gripe is that none of them are painted.
4/5
Cardstock Dungeon Tiles:
They're one of the nicest parts of the set. They're very high quality, the art is nice, and the interlocking design can't be beat. Purchasers of D&D Dungeon Tiles will know how hard they are to keep together without tape, these lock together like puzzle pieces. Wouldn't be hard to use them in a real D&D game, except for the fact that they're somewhat limited, and they're not large open spaces. There are a lot of tokens and HP markers and other things all made out of the same cardstock (including cards for the Villans, your big bad guys, and the Heroes)
5/5
200 Encounter, Monster & Treasure cards
These are drawn during the different phases of the game (there are 3), and they certainly add to the randomness of the game. Everything scales nicely so that you can attempt to run the party adventures solo and it'll still work nicely.
5/5
Rulebook:
The rulebook is the only real downfall I've seen of the box set. It does an alright job at conveying the basics, but other questions I have are just non-existant. Can I spend a healing surge without being dead just to heal? The book itself has card errata on the back page, which is crazy. Other than that, it's not a bad rulebook for being only 15 pages.
3.5/5
Scenario Book ("Adventure Book")
This has 13 adventures to run using the set, each of them varying based on how things shuffled, what magic items get drawn and if there's a chamber, what chamber card gets drawn. The adventures essentially play themselves as you follow the turn orders. There's very little fluff for each of the adventures, but that's what make it D&D, you get to set your own motivation for the adventure, your own background. It's enough to get you going, and you let your imagination take it from there.
4.5/5
20 sided die
AKA, the d20. THE iconic D&D symbol. You roll it, add a modifier and compare it to a set number. That's pretty much it. It's just as nice as the D&D Red Box dice or any chessex dice I've bought. But it's just a d20, nothing special. Nice if you don't have any, throw it in the bag with all your others.
5/5

Overall, I would have liked to see more adventures (that's not to say more aren't coming, the official ones available at time of review require Castle Ravenloft as well, which I don't have yet.) There's only one "solo" adventure, but I played through it and adventure 5 solo. Not sure if a single player could take on Ashardalon himself, but half the fun is seeing how well you can do.

I actually wouldn't mind running a full D&D campaign with similar designs; it's a perfect format for a Megadungeon delve, it's fast, and it's exciting due to the randomness. I'm glad the cards aren't collectable, there's 200, that's all there is.

All in all, if you're into RPGs, or if you've ever wondered if a Roguelike could work in a tabletop format, it can, and it's called Wrath of Ashardalon.

*Edit* I forgot to mention, the initial setup (punching out the cards) takes a considerable amount of time. Like close to 20 minutes. Setup per adventure doesn't take nearly as long (maybe 2-3 minutes)

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