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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
€
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alkaiser
For general comments on the game see my comment for its sister game, Castle Ravenloft. The games are similar enough that most of the comments I made for that game apply as well. So what about the specifics for this game? Overall I like it and enjoyed it better than Castle Ravenloft. There is enough new stuff in this game to keep it interesting and different enough that if you were a fan of the 1st one this iteration should also be a game you will like as much if not more. The heroes start out a little bit tougher since they also get a racial ability in this game. But most of the monsters are tougher as well. Half the monsters have 2 hps compared with just 3 in the previous game. That coupled with a more deadly condition (Poisoned) makes for many more difficult situations. The monsters in this game also have an entirely different feel to them. There are three monsters that can poison a character which is nasty. Two other in particular set a theme for this set with a new category: Sentry. While not especially tough on their own they serve to bring more monsters into the game on their turn. These monsters coupled with new types of tiles (Hallways and Chambers both of which bring in more than one monster at a time) means you will tend to have more monsters on the board at any given time which creates its own problems. Add in the Legion Devil which puts 3 of these monsters on the board with one card and it's not hard to get swamped by monsters. The characters themselves also add to the problem of having more monsters on the board at a time. Most of the characters do not have the ability to attack multiple monsters or do more than one point of damage with an At-Will attack. This is in contrast to Castle Ravenloft. This also leads to having more monsters on the map at any given time. This creates very interesting tactical situations and provides a completely different feel to the game compared to Castle Ravenloft. Overall, I like this version. It has it's own feel to it which I think is nice and wasn't really what I was expecting when I got the game. I'd be really skeptical about combining this with Castle Ravenloft since I think the two have quite a different feel and balance. They are really each their own game and I don't think either should be considered an expansion to the other.
ansonmaddox
Good models and other components. A little difficult to learn, and a little difficult to play. But it provides a good "D&D fix", and it can be played with kids as young as 8 if you suggest options for them. Adults playing this game will find a nice challenge that never feels too unfair. Strategy, advanced planning, and teamwork make a big difference to the outcome of any game. I especially enjoy the campaigns. I only wish they had included rules for advancing your characters beyond level 2.
Asasel
I have only played the game solo yet, som my rating is only based on the solo game experience. Wrath of Ashardalon, and the other D&D Adventure System Coop Games, aims at recreating a simplified D&D experience. The first thing that strikes me is how easy and quick the game setup is. If you store the cards and tokens sorted all you have to do is to shuffle the room tiles, and the monster-, treasure-, and encounter-decks. If you want you can spend a few minutes customizing your hero. The rules are really easy, and everyone should get a hang of it after a few game rounds. The game AI plays smoothly (at least in the solo game) and the monster card/controlling player mechanism works nicely. Gameplay consists of moving you hero around and battling monsters. Combat works like a simplified version of D&D, roll a D20 and add your combat bonus(es). If you equals or beat the monsters Armour Class you deal damage to it. Each monster you defeat grants you a treasure, and treasures can really help you in completing the mission. If you end your turn adjacent to an unexplored room edge you draw and place a new room tile. Each room comes with a monster, and sometimes an encounter. If you end your turn without exploring an encounter happens. Monsters and encounters are drawn randomly from the monster- and encounter-decks. Different adventures have different winning conditions, and they can use different special room tiles and have different villains. Since monsters and encounters are drawn randomly each game play is different even when playing the same adventure. But since each game play uses the same formula of randomly drawing monsters and encounters it is my belief that each game play will feel to similar after a while. I haven't played enough to test this yet thou, so I hope that I am wrong on this. So does the game recreate the D&D feeling? In a simplified manner yes. There's no roleplaying element, and the game is extremely simplified. But if you enjoy hack'n slash roleplaying you should also enjoy this game. Personally I would have liked to see a little bit more depth, but more depth would probably have meant a more complex game so perhaps not. How does WoA compare to other dungeon crawlers? Compared to Decent WoA plays more quickly, is easier to set up and have a better game flow. It does thou lack depth and the adventures can seam to similar. Do I recommend Wrath of Ashardalon? If you like dungeons crawlers and don't mind sacrificing depth for a quick setup and good game flow, sure I recommend it. If you are after the whole D&D experience you'll probably want to look elsewhere.