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Dungeons & Dragons: Wrath of Ashardalon
60m - 60m
1 - 5 Players
Ages 12+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires storytelling.
Role Playing
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Miniatures
49.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
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Dice
Sleeves
Sapphire Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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3Minotaur3
Cooperative dungeon explorer with a great emphasis on the unknown and the random as the dungeon is revealed tile by tile as you play... 2nd of the D&D Board Game... -1 For weird mechanic that make a specific hero 'own' a specific monster. Can be confusing at time, when 2 or 3 monsters of the same type are in play at the same time... -1 Because some thing are not well explained, like which dungeon tiles are considered standard and which are considered specific to an Adventure... Hint: Read each Adventures and remove tiles with a specific name, these are Special Adventure tiles... +1 For creating a gameplay link mechanic between adventures: Gathering gold while playing and using gold to purchase items between Adventures, making you feel that your heroes has some kind of progression from adventure to adventure, without falling into the 'Being too overpowered' trap...
Archarzel
Plays like a solo game with multiple players, fun for the right mood, but far to many rules to figure out in order to get a game that plays out like Life or Chutes and Ladders
AndrewAU
Customisation - lots of options available through official and community created content including: plethora of scenarios, custom campaigns with new heroes and even changed gameplay mechanics to include proper leveling. Now I'm not someone who wants to customise their game (outside of sleeves and plano boxes) as I prefer to play vanilla or with official expansions, so I attribute this as the 2nd biggest reason I'm getting rid of them. If you love customising games and using lots of variants with PnP stuff then this may be for you! Components - Top notch, card stock is good along with the quality of the tiles, love how they lock into each other. The insert is actually quite usable even though I opted for deck boxes and planos You'll be getting your monies worth in terms of box contents. Minis! - This gets it's own category! When I first started collecting boardgames I originally wanted games with Mini's and games like Mage Knight seemed so abstract and hard to grasp with it's coloured tokens. I also had plans to paint them which lasted for about 10mins after I got them home. Now that I owned and have played a few more games I've noticed that a lot of games substitute mini's to hide shallow mechanics and unfortunately I feel these games are that, plus I have no issues anymore believing my purple wooden token is a dog! cool Gameplay - I love complex games but also really simple games like PAGC, Elder Sign and Dungeon Roll... But the D&D Adventure Games were just a chore to play, for the setup time and length of gameplay I really felt like I was just going through the motions to finish the game in order to say I'd done another playthrough and I tend to enjoy longer games like Robinson Crusoe and Mage Knight. Rolling a single D20 is also a bit of a bummer and I like ideas where people have instead used 2x D10's. Mechanics are too predictable (i.e. A monster WILL spawn if you encounter a new tile) and takes away immersion from the game, games like Galaxy Defenders and Gears of War have similar mechanics but still maintain some unknown elements in them that keep the game fresh and fun (I don't own either but have played them). I also thought about keeping this game to play with my wife/friends but even they were bored with the game after a very short time. Theme - This was the biggest reason for me to ditch them! For me as Theme can make or break a game for me in terms of creativity and imagination. I had real troubles getting immersed in these games and letting my creativity take over. I felt the theme just wasn't there or at least kept pulling me out, aside from the mini's everything else just seemed... lifeless. The tiles themselves are good but all very samey with not too much difference. The cards were the worst bit, very little art or style, the font was bad and I haven't seen many people comment about it but for me the font was the biggest immersion breaker. I'm not looking for cursive text or an aged scroll to read off but at least choose something less... sterile and office like. Theme is one of the main reasons I enjoy Mice and Mystics, if the theme wasn't there on that game I'd probably have the same opinion as I have here. Some of the tokens were also just a coloured background with plain font text saying what it was which just seemed lazy if they were able to print proper art on other tokens. Support - I really felt WoTC let the whole team down on this one, they virtually copy pasted their games after Ravenloft