Showing posts with label Wizards of the Coast. Show all posts
Showing posts with label Wizards of the Coast. Show all posts

Dungeon Command: Curse of Undeath Review

Dungeon Command curse of undeath

So, the latest Dungeon Command set that I received in the mail is Curse of Undeath. Or, if you prefer, it's Dungeon Command: "The One with Zombies!" And, since I've already reviewed both Dungeon Command and the Dungeon Command: Tyranny of Goblins set, I'm going to assume you are familiar with the game. If not, I'd recommend that you read my Dungeon Command review, as this review will only focus on the Undead faction.

My basic impression of the Undead faction is that I think that they might be the strongest faction thus far, but they are also the hardest to play.  With all of the previously released factions, there is generally a single characteristic that almost all of the units have.  However, this is not the case with the Undead.  With the Undead, there is a fairly even breakdown of order cards between Constitution (13 cards), Charisma (11 cards), and Intelligence (9 cards).  (There are also 3 "Any" cards.)  And, to go along with these orders, the Undead are the most diversified when it comes to unit attributes; though most of the higher level units have multiple attributes (to make the Orders slightly easier to use).  So, though the Undead have a lot of strong cards, the chances of you drawing cards that you can't play is also much higher.

beautiful bone dragon from Dungeon Command curse of undeath
By far, the most awesome minis in the set
With that said, what all can the Undead do?  Well, they seem to have a few themes among their cards - surround the enemy (or get surrounded), get a benefit when damaging units, and breaking the rules about summoning.  Let's start with the swarming aspect of their cards.  One of the new units is the "Skeletal Tomb Guardian."  This Guardian makes a basic melee attack of 20, which isn't terribly impressive.  But, whenever he makes a melee attack, he also does 20 damage to each other enemy creature he is adjacent to.  Very nice!  There are also at least three orders that get bonuses from having giant battles.  "Death Grip" allows you to make a melee attack and add 10 damage for each other Undead creature that is surrounding your target.  "Necrotic Howl" simply deals 10 damage to every enemy adjacent to the targeted creature (and is a Minor, so it doesn't even cost you an action).  Finally, "Corrosive Blood" is a defensive card that allows you to prevent 10 damage and then deal 10 damage to each tapped creature adjacent to you.

The next focus of the Undead is about getting a benefit when damaging units (after all, they do have vampires).  First, of course, they have a vampiric unit - the "Vampire Stalker."  And (I'm sure you're not surprised by this), the vampire is able to heal when he successfully inflicts damage.  But, in addition to the vampire unit, there are also a couple of "Vampiric Touch" order cards that give a very similar effect - but they allow you to deal 30 damage and heal for 30 damage, instead of only healing for 10 (like the vampire).  The last card that gets a bonus from dealing damage is the "Hulking Attack."  This attack does a basic melee attack (with a 10 point bonus) but, if it is successful, it allows you to regain a morale, which is nice. 

Lich Necromancer for Dungeon Command
Lich Necromancer and Call to Battle is an amazing combo
The third "focus" of the Undead is really just a combination of one of the units and order cards - the "Lich Necromancer" with the "Call to Battle."  The Lich Necromancer allows you to deploy Undead units adjacent to him when deploying.  And, the Call to Battle attaches to a creature and allows you to deploy one creature during the action phase.  Thus, this combination allows you to bring units into the fight directly from your hand, and just in time to attack.  This is an incredibly powerful combination.

The other two things that are powerful enough in the Undead faction that they warrant a mention are the giant undead bone dragon ("Dracolich") and the "Terrifying Revelation" (which, conveniently can be played by the Dracolich, since he is a level six unit with Charisma).  The Dracolich has an ability that allows him to make three ranged attacks (of range 5 and 20 damage), as long as he is attacking a different target each time.  And, the Terrifying Revelation simply forces a target opponent to lose three morale (which might be the most powerful order card that I've seen). 

Overall, I give Dungeon Command: Curse of Undeath an 8.5/10 (just like all of the other Dungeon Command sets).  I think that it does a good job of expanding the game and adding new elements, and some of the order cards are worth using even if you don't want to use the Undead as your primary faction.

If you like the Dungeon Command series, you might also check out Legend of Drizzt (since all of the minis are compatible with it), Mage Wars, and Nightfall.

I would like to thank Wizards of the Coast for providing me with a review copy of Dungeon Command: Curse of Undeath.

Lords of Waterdeep Review

I would like to thank Chris C. for continuing to share insightful reviews (such as this one).

Lords of Waterdeep game in play

Lords of Waterdeep is one of 2012’s breakout hits.  It has impressed hobby gamers and newcomers alike with its combination of simple worker-placement mechanics and a Dungeons and Dragons theme.

Waterdeep is a major city in the Forgotten Realms universe, and in this game each player is a member of the secret group of lords that run the city from the shadows.  Each lord controls several agents that they will send out each turn to buildings around the city to recruit adventurers and gather money.   These resources can be used to complete quests which earn players victory points, more resources, and occasionally special abilities that last for the remainder of the game.

The game adds player interaction via “Intrigue Cards” which can be played by sending an agent to a particular building.  These have a variety of purposes - some provide resources or allow players to steal from each other.  The most interesting Intrigue Cards are “mandatory quests”, low-value quests that players can give to each other and which must be completed before any other quests.

Lords of Waterdeep cards
The various lords of Waterdeep
Buildings come in two varieties.  There are nine “basic” buildings printed on the game board that will be available in every game.  There is also a stack of building cards which is shuffled at the beginning of the game.  Three of these cards are available at the “Builder’s Hall” at any time.  Players may send an agent there and pay a building’s cost to put it into play, providing a new action space for everyone.  They get a bonus for this: any time any other player uses the building to receive resources, they receive a smaller number of similar resources.  Since different buildings are available each game, this adds variation and replayability.

Players keep track of how many points they have earned from completing quests on a score track around the outside of the board.  The game ends after 8 rounds, and players receive additional points for remaining resources.  Additionally, each player reveals which lord card they are holding - most lords receive bonus points for completed quests of certain types.  The quests come in five varieties (Arcana, Skullduggery, Commerce, Warfare and Piety) which tend to require different types of resources to complete.  One lord receives bonus points for constructed buildings instead.

So does Lords of Waterdeep live up the hype?  For me, not really.  There’s nothing wrong with this game - everything about it is competently executed and works well.  I rarely turn down a game because it is fun and moves quickly (about 60 minutes with groups who know the rules).  But the game doesn’t offer anything unique or interesting.  Mechanically, it adds nothing new to the worker
placement genre - it’s a stripped down version of games like Agricola.  It doesn’t leave a lot of room for strategic maneuvering.  Your choices are fairly limited, often nearly dictated by the available
quests.  Players are at an advantage if they start with quests of the types that their lord gets bonus points for or if those quests are more frequently available.  And players with quest types that require rarer resources are at the mercy of the building stack.

game player setup for Lords of Waterdeep
A typical player setup
More, the game is thematically disappointing.  The “adventurers” recruited by your agents come in four types, Clerics, Warriors, Rogues and Wizards.  But these are represented just by different colors of cubes.  Quests require cubes of certain colors.  Every group I’ve played with has begun asking for “orange cubes” instead of “warriors” within the first round or two.  Even when I’ve tried to get people excited about reading the flavor text on their quests, it rarely lasts more than a turn.  The theme feels entirely “pasted on”; it could be totally different and you wouldn’t notice because it boils down so directly into getting cubes of certain colors to meet the requirements on quest cards.

I don’t want to be too harsh.  The game is executed well and has no glaring mechanical flaws.  The rulebook is clear and the production is fine (though I still wish for more exciting pieces).  It actually makes an excellent introduction to worker placement games, since it’s mechanically so simple.  I do bring it out with groups that aren’t ready for Agricola or don’t have time for a longer game.  There are a few other games in this space - Stone Age is my go-to for simple worker placement mechanics, but I could definitely see picking Waterdeep instead if the group liked the theme better.

Overall, this game is fun.  But it doesn’t bring anything new to the table, doesn’t seem to have a lot of strategic depth, and the theme fails to engage the groups I’ve played it with.  While Lords of Waterdeep doesn’t live up the hype surrounding it, it’s a fine game that would be worth picking up to fill the “simple worker placement” hole in your collection.
7/10

If Lords of Waterdeep looks interesting, you might also check out Kingdom of Solomon, Le Havre, and Discworld: Ankh Morpork. Or, for a second opinion, check out Play Board Games' Lords of Waterdeep Review.

I would like to thank Wizards of the Coast for providing a review copy of Lords of Waterdeep.

Dungeon Command: Tyranny of Goblins Mini Review

Dungeon Command Tyranny of Goblins

The latest army set that I've been able to check out for Dungeon Command is the Tyranny of Goblins army pack.

In my original review, I focused on the pros and cons of Dungeon Command.  And, while doing so, I was using the Sting of Lolth and Heart of Cormyr sets (though I didn't necessarily go too much into details about the sets themselves).  If you haven't checked it out before, I'll encourage you to go ahead and read my Dungeon Command Review, as this review will be focus on mentioning some of my favorite elements of the new set.

The first thing to mention about the Goblin set is the leaders.  I actually like both of the leaders, though their powers are quite different.  "Snig the Axe" has a special ability that allows you to deploy creatures during your Refresh phase.  This does a couple of nice things - first, it allows you to react to what your opponent is doing each round.  Second, you don't have to wait an entire round to have your reinforcements join the fight.  The other leader is "Tarkon Draal."  Tarkon's ability costs his opponent an extra Morale any time they cower.  This is a small thing, but it really helps you finish off their troops, as an extra Morale really adds up if they start cowering.

Dungeon Command Goblin minis
A new friend, and an old one.
A couple of creatures deserve to be mentioned.  First is the Feral Troll.  And, specifically, I need to say "hello" to this figure, as it feels like it is becoming an old friend.  Dungeon Command is (at least) the third different game in which this figure has been sold - he was in the original Dungeons & Dragons Miniatures game, Heroscape, and now Dungeon Command.  However, he is also fairly useful - he has a "Regenerate 10" ability that allows him to heal 10 damage at the start of each turn.  This, along with 120 hit points is a pretty amazing combination.  But, the figure that is probably my favorite is the "Bugbear Berserker."  Why?  Because he has Strength, Dexterity, and Constitution (thus making it easy to actually play order cards with him), and he also untaps each time an adjacent enemy creature is destroyed.  So, as long as you're killing, you get to keep on killing!

Dungeon Command Tyranny of Goblins cards
Some of my favorite new order cards.
When it comes to Orders, there are some cards that would be useful in any set, and also some nice combinations that are provided within this set.  One of the cards that I would currently put in most any Order deck that I built would be Grovel.  It is a Level 1 that can be played by any creature, and it prevents 30 damage at the cost of 1 Morale - an exchange that I'm willing to make (after all, it's Cowering at 1/3 the cost).  The more interesting combination in the set centers around "Mortal Wound."  Mortal Wound allows you to prevent all damage to a creature from one source.  However, it attaches to the protected creature, and will kill him during your next Deploy phase.  Fortunately, there are four other cards that allow you to remove all attachments from a creature.  So, if you can use Mortal Wound to prevent large amounts of damage, and then remove it on your next turn, then you have suddenly been able to save yourself quite a bit of Morale.

Overall, I give the Dungeon Command: Tyranny of Goblins set an 8.5/10.  I thought that it added some useful creatures and order cards that can be included into your other sets, and the leaders are strong enough to warrant playing with the Goblins if you enjoy their faction.

If you're interested in Dungeon Command, you might also want to check out Heroscape, Yomi, and Legend of Drizzt.

I would like to thank Wizards of the Coast for providing me with a review copy of Dungeon Command: Tyranny of Goblins.

Dungeon! Review

Dungeon board game in play

Recently, Wizards of the Coast decided to re-print a classic game from the 1970's - Dungeon!

In Dungeon! each player takes on the role of a different adventurer with the goal of looting the dungeon.  Each character has a certain amount of loot that they are attempting to collect before returning to the Great Hall for victory.  Each turn, you can move your adventurer up to five spaces - but you are stopped if you go into an uncleared room or chamber.  In these rooms and chambers, you must fight a monster.  After selecting the monster of the appropriate level, you find the number that your adventurer must roll.  After rolling the dice, if you have rolled high enough to defeat the monster, then you gain loot (if you are in a room or the monster had stolen loot).  If you do not defeat the monster, then you roll again to see what happens - this can range from nothing, to losing some of your loot, to being killed and having to start over.  Turns continue in this manner until one player has collected enough loot to win and successfully returns to the Great Hall (with that loot).

Dungeon monster card - Hill Giant
Find the number your character needs to roll
The first pro for Dungeon! is that it is easy to teach anybody.  Now, this pro comes with a caveat.  Though it is easy to teach anybody, that doesn't mean that adults will enjoy the game.  This should probably be considered a kid-friendly game more than a non-gamer game.  However, with that said, it seems like the kind of game that you could enjoy with young children.  The amount of luck and die rolling involved would help put both children and adults on approximately equal footing when it comes to chances of victory, which I think could add even more to the children's enjoyment.

Oh, and the next pro for Dungeon! is that it's inexpensive.  A suggested retail price of $20 for a full board game with any kind of role playing element (however small) is essentially unheard of.

Now that I have listed all of my pros for Dungeon! it's off to the cons.  There is a ridiculously overpowered strategy in the game.  Do you want to know what it is?  It is to roll the dice well.  This strategy will defeat any other strategy that players choose to implement (like not rolling well).  Basically, the entire game is dependent on luck.  The higher you roll against monsters, the better your chance of victory.  However, as opposed to games like Runebound where you defeat the smaller monsters to level up and get better weapons before continuing onto the harder monsters, you will have essentially the same chances of defeating a huge monster at the end of the game as you would at the beginning.  (The one exception is that you might be able to get a "magic sword" which can give you a +1 or +2 bonus to your rolls - normally a +1; again, unless you roll well.)  So, if you're going to go after gigantic monsters, you might as well do it right at the beginning before you have loot to drop.  But, then you might get really good loot and drop it later where someone else can go get it.

Dungeon board game close up
You better play friendly with those dice!
The next con for Dungeon! is related to the first con.  If you choose the sub-optimal strategy (you don't roll well), then you are going to be very frustrated in this game.  I played a game of Dungeon! where one of the players spent significantly more time without loot than with loot.  Each time they earned any loot, they immediately lost to another monster (of a level that they were "recommended" to be fighting), and then would have to spend the next several turns fighting that monster in order to re-gain their loot.  After all, once you've already lost all of your loot, there's not really much downside to losing to a monster.  However, it can be incredibly frustrating to play the game and constantly roll slightly too low to beat the monster - just to see your high roll get used by determining how the monster smashes you in return.  (This is the kind of frustration that makes people want to flip the table.  I'm not condoning this action - just stating that this is an example of what could possibly cause someone to want to do that.) 

That's really all there is to Dungeon!  Overall, I give it a 6.0/10.  And, honestly, I only gave it a score that high because it can be played with kids.  However, like Uno, just because your kids will enjoy it doesn't necessarily mean that you will.  If you're looking for a highly luck based game with a lot of die rolling and a slight role playing element, then you should check out Dungeon!  Otherwise, you should probably stay away.

If you are looking for games for children, you might also check out Hey, That's My Fish! or Scallywags; or, if you're looking for a role playing game, you might check out Runebound or Legend of Drizzt.

I would like to thank Wizards of the Coast for providing me with a review copy of Dungeon!

Dungeon Command Review

Dungeon Command game in play
One of the prettiest games that I've had the opportunity to play recently is Dungeon Command.

Dungeon Command is a two-player skirmish game that uses Dungeons and Dragons minis.  Each player builds their army (or uses a faction pack) and attempts to reduce their opponent's morale to zero.  To start the game, each player takes a leader - which gives them a certain number of character cards and order cards in their hand; as well as a starting leadership value, morale, and a special ability.  Using your starting character cards, you will play forces - with a total value up to your leader's leadership value.  Now, you are ready to play.  Each turn, you can activate each of your units once.  This includes moving and attacking, playing an order, or activating an ability.  You can also play any number of "minor" orders on a minion each turn.  When attacking, damage is simply dealt to the targeted creature - there is no die rolling to determine success (and, if you destroy them, then their controller loses morale).  However, the defending character has the option of playing orders from his hand, or he can "cower."  If he chooses to cower, then he loses morale equal to the amount of damage that the minion would have taken (divided by ten - for example, 20 damage loses two morale).  Once you are done activating all of your characters, your leadership value goes up by one and you have the option of playing more forces - again, up to your (new) leadership value.  Play continues until either only one player has troops on the board, or until one player has run out of morale.  The last leader standing is the winner!

My first pro for Dungeon Command has absolutely nothing to do with Dungeon Command.  When Wizards made this game, they decided to make all of the characters valid to use in their Dungeons and Dragons adventure games (like Legend of Drizzt and Castle Ravenloft).  That is absolutely amazing!  Plus, my biggest complaint with the D&D adventure games was that it felt like you were playing the same game each time - there were only so many monsters, and you encountered them repeatedly.  Buying all of the different adventures helped a little bit, but not terribly much.  However, now with Dungeon Command, you have the ability to play those games with a lot of different monsters!  I applaud Wizards of the Coast for doing this - I think that it is a brilliant business model, and it also is something that is great for their customers.  I am also hoping that they decide to make all of the enemies in Drizzt and the other adventure games playable in Dungeon Command, but I haven't heard anything about that yet.

Dungeon Command player setup
A formidable army
The second pro that I have for Dungeon Command is that I enjoy the combat system that doesn't include dice.  Honestly, I'm not opposed to dice, and the skirmish game that most reminds me of Dungeon Command (Summoner Wars) uses dice.  However, if you play games with me, you will realize something - I am horrible at rolling dice.  I'm inevitably the guy that needs to roll a 3 or higher on 15 dice to win the game, and I will roll straight 1's and 2's.  That may be a bit of an exaggeration, but I do occasionally get frustrated with dice.  Now, just because there are no dice in Dungeon Command doesn't mean that there's no randomness involved.  Between drawing the creature cards and the order cards, there will still be a random factor.  If you draw all low level characters to start the game, for example, then your attack strategy will have to be much different than if you had drawn all dragons and amazing wizards.  Either way, I think that the combat system is actually pretty intuitive because of the lack of dice.  It also helps you plan out your strategy more during your opponent's turn - you can see exactly how much damage you need to deal to a creature to kill it, and you can plan accordingly (and assume that your opponent will not cower - though them cowering can be very good for you).

Speaking of cowering, I think that it is another positive element to Dungeon Command.  I don't know that I've ever played a game where you can just flat-out ignore damage.  Granted, it hurts you considerably to do this, but it is still an option.  If I have a gigantic dragon that is about to unleash a massive attack on my opponent, but he gets attacked for just enough to kill him, I can choose to just take the damage as morale hits and then proceed with my attack.  Now, it is very important to choose wisely about when you want to do this, as you can end up losing far more morale by keeping a unit alive than by letting him die (and so, often isn't worth it with one of your wimpy little guys).  But, if that character is going to be dealing the deathblow to one of your opponent's better minions on the next turn, it might even be worth it to allow him to cower (after all, it's more fitting for little twerps to cower than for your Umber Hulk, but sometimes even the big guys have to live to fight another day).

Dungeon Command epic battle
The minis are definitely pretty
Now, with all of the things that I do like about Dungeon Command, the biggest negative is definitely the price.  A faction pack comes with 12 figures and 36 order cards for an MSRP of $40.  That's somewhat pricey, but not totally out of line for a miniatures game.  However, you really need to have two faction packs to play the "full" game - which means you already have an $80 investment in the game without any customization (yes, I realize that you can buy this on Amazon for a bit cheaper, and I even provided you the link above).  However, another neat element of the game is that you can customize your forces - putting extra copies of some orders and creatures in your deck, and removing others (and, in fact, I think that you'll probably get bored playing with just the basic factions).  But, to do this, you are going to be buying even more faction packs.  So, I think, to really play Dungeon Command and to get the most for your money, you're going to need friends that also enjoy the game enough that you are each providing your own figures.  For example, if I enjoy the Drow, then I may get two copies of the Sting of Lolth set, and expect my friend that I'm going to play against to buy a copy or two of the Heart of Cormyr faction pack.

Overall, I give Dungeon Command an 8.5/10.  If you enjoy the Dungeons and Dragons adventure games (and own them), then you should buy this game!  If you are just looking for a two-player skirmish game, then this is definitely one to consider; essentially, you just have to decide how much you're willing to pay for your skirmish game.

If you want a second opinion, check out Play Board Games' Dungeon Command Review. Or, if you want to read about games similar to Dungeon Command, then you should definitely check out Summoner Wars, Legend of Drizzt, and BattleLore.

I would like to thank Wizards of the Coast for providing me with a review copy of Dungeon Command.

Legend of Drizzt Review

Dungeons and Dragons Legend of Drizzt board game in play


One of my very first reviews (I believe it was actually my second overall review) was of Castle Ravenloft. I enjoyed the game, but felt like it had limited replayability. Now that Wizards of the Coast has made two more Dungeons & Dragons titles, I was willing to try again - this time with Legend of Drizzt.

In Legend of Drizzt (just like in Castle Ravenloft), you are playing Dungeons and Dragons as a board game. This means that the scenarios and monsters are preset, but it gives you the opportunity to play with all of your friends without any of them having to run the game as the GM. Each player takes on the role of a hero and the players collectively attempt to accomplish the goal of the scenario (beat the big dragon, recover the treasure - you know, something heroic). Each turn, the players are able to move twice, or move and attack (or attack and then move). After doing this, if they are adjacent to an unexplored edge of the board, they can reveal a new dungeon tile (and a monster). If they don't explore, then they have an encounter (which never ends well, especially if you are near volcanic vents). Finally, the active player must move all of the monsters that he controls. Play continues like this until one of the heroes has died or until the heroes have accomplished their mission.

The first thing that I like about Legend of Drizzt is the same thing that attracted me initially to Castle Ravenloft - I enjoy that I am able to take part in a nice role-playing adventure without all of the setup time. Compared to a normal campaign of Dungeons and Dragons, you can very quickly start (and play) a game of Drizzt.  And yet, though the game is brief compared to a normal campaign, the scenarios are very well done and I did not feel like the lack of a GM made the game any less enjoyable.

The next thing that I like about Drizzt is that you can customize your character, and that there are several characters to choose from - including some characters that are villains in some scenarios and heroes in others (I thought that this was a nice touch). There are significantly more heroes than players allowed in a game, which means that if you play the game repeatedly, you can use different characters each time. In addition, you are able to customize the attacks and "powers" that your character has each game, which allows you to even play the same character differently and tailor him to the scenario that you are playing.

A third pro that I think is interesting about Legend of Drizzt is how monster control works. On a player's turn, he controls all of the monsters that he has revealed on previous turns. However, so that you don't have to keep track of which instance of a given monster each player revealed, if there are several copies of a monster on the board (such as a Spider Swarm), the player controlling that monster will have to activate each copy of it on the board. So, if you are not paying attention to some of the smaller monsters, you must be careful that you don't allow too many copies of them out on the table, or else they will start activating very quickly! Whereas this is a fairly minor rule, I thought that it was a nice touch to the game.

The final pro that I will mention about Drizzt relates to the replayability issue that I had in Castle Ravenloft - I really like that they have added different kinds of scenarios. Now, instead of each scenario being strictly cooperative, some scenarios are team based, some are cooperative, and some are even competitive! The monsters that are encountered are still the same, but these different scenario types completely change the strategy with which you play the game - thus allowing the playing experience to stay a bit more fresh.

However, with that said, I still felt that the replayability of the game was a bit lacking. My biggest problem with Drizzt was that you are experiencing the same encounters and monsters every time through the game. Yes, there will be some games where you don't encounter one specific type of monster, but in essentially every game that we played, we ran into the same Feral Troll, Spider Swarm, and Hunting Drake. The scenarios are nice, and I do honestly like them, but the problem is that every scenario involves fighting through the same handful of monsters until you either die or get to whatever aspect of the scenario sets it apart from all of the others. Either way, 75% of the game deals with fighting the same grunts as in every other scenario.

The only other real con that I had for Drizzt was the opposite of the first pro that I mentioned. I really like that you can quickly pick up and play a short scenario of Dungeons and Dragons - but the cost in terms of gameplay is that your character will not really develop very much. None of the heroes are able to level up beyond level 2 (and often don't even get that far). This means that you won't have the satisfaction of the character truly becoming "yours." He will still feel like the out of the box character that he was at the beginning of the game.

Overall, I give Legend of Drizzt a 7.0/10. Adding the different kinds of scenarios helped address my largest problem with Ravenloft, and so it helped my score to go up a full point over what I gave to Castle Ravenloft! If you enjoyed the previous games in this series, then I fully believe that you will enjoy Drizzt as well. If you have been curious about the series, then I would recommend that you play them - they are definitely worth playing! I would simply recommend that (if possible) you play them a couple times before deciding whether you want to invest the money into purchasing your own copy.

For a second take, check out this Review of Legend of Drizzt on Play Board Games. And, if Legend of Drizzt sounds interesting, you might also want to check out Talisman Revised 4th Edition, Mage Wars, and Game of Thrones Living Card Game.

I would like to thank Wizards of the Coast for providing me with a review copy of Legend of Drizzt.

Heroscape Review

Heroscape with dragon


One of the games that I have lost the most money because of is Heroscape. (Note: Heroscape is at this point a game system more than a single product. The link is to one of the 4 master sets that was produced. Hasbro/Wizards of the Coast has discontinued the entire line, but it all started with Heroscape: Rise of the Valkyrie.)

Heroscape is a miniatures based war game. Before the game can be played, one (or several) of the players must build a map out of plastic interlocking hex-based terrain. The terrain pieces available include rock, sand, grass, ice, lava, water, trees, roads, ruins, castles, etc. After the map has been built, each of the players picks an army of approximately equal value (each hero or squadron is given a certain value in points for this purpose). Once the board is set and armies are made, at the start of each round all of the players place order markers on their army cards (ranging from 1-3 with an "X" for a decoy). Next, the players each role a 20-sided die to determine "initiative" (who goes first), and the first player starts by taking his turn using his "1" army card (an army card can represent either a single hero figure or a 2-4 unit squadron). For each figure on his army card, the player can move a designated number of hexes and then attack any figure(s) within range. This continues until whatever game objective is being used has been met. (You can play elimination, capture the flag, king of the mountain, or just about anything else.)

Now for the pros of Heroscape. First of all, Heroscape is incredibly replayable. With the sheer number of figures that Hasbro created, and the fact that the maps can be custom made each time through, the only reason that a game should feel the same way twice is due to a lack of imagination on the part of the people playing (or if they have favorite figures that they use too often).

The second aspect of Heroscape that counts definitively in its favor is that it is simple enough to play with and teach anybody, but deep enough to keep most people's interest. As opposed to most miniatures games, Heroscape has no measuring (with rulers). To determine whether a unit is in range, you count the number of hexes in between them for distance. To move a unit, you simply move a certain number of hexes. To go up to higher elevation, each extra hex of height costs a movement point. To attack, you roll a number of attack dice (and defend the same way). However, each unit has special abilities - some units fly, some get to attack twice, counter attack, scale walls, etc. This allows the basics of the game to be incredibly simple to teach, and new players only need to worry about special abilities that are on army cards that are in their current game.  However, since each army card has unique abilities, it gives the game enough flavor and diversity that it will keep even seasoned gamers interested in playing again.

The third pro for Heroscape is that the terrain can easily be adapted to many other miniatures games.  Whereas I do not really play other miniatures games (this is a pro that was pointed out to me by other gamers), it seems to be sized appropriately for figures from Heroclix, Warhammer, and possibly even Axis and Allies Miniatures and Dungeons and Dragons Miniatures.  This would allow you to have more three dimensional terrain in those games (and more easily measurable in Warhamer) if that is something in which you are interested.

Now that the pros have been highlighted, here's the biggest con: dice. This is one of the most frustrating games I have ever played when it comes to dice (along with The Settlers of Catan). All of your best laid plans and strategies can be destroyed when your figure with 9 dice for defense gets killed by a figure with 2 dice on attack. I cannot say how frustrating that is. (And yet, this has not deterred me from playing the game. Maybe I'm a glutton for punishment, and maybe I just really like the pros that much).

Now for the next con: dice. Yeah, I really hate that part, so it counts twice.

Now for the second (actual) con: setup time. This will not be a con to many people, and so I suppose I should've listed it more as a point of note. The setup of the map can take quite a long time. With that said, many people will enjoy setting up the map as much or more than they enjoy playing the game (the same kind of people who are attracted to Warhammer because they enjoy painting the miniatures). I personally enjoy the game more than the setup, but my wife seems to truly enjoy building maps. Either way, the time required to setup and tear down the maps for Heroscape have limited my ability to play it for the last couple of years, and so it is something that you should definitely be aware of.

Overall, I give Heroscape an 8.0/10. It is a very fun, very addictive game that (I think) I have played in excess of 100 times. Unfortunately, it will be pretty hard for new players to get in, as the game is no longer in production. If this is a title you're interested in, I recommend trying to pick it up as quickly as possibly, because I'm guessing that prices will go up before they go back down (if ever). Your best bet will probably be to try to pick it up on Craig's list or at a garage sale.

Betrayal at House on the Hill Review

Betrayal at House on the HIll game in play
For the first review from the horror genre, its time for Betrayal at House on the Hill.

In Betrayal, each of the players takes on the role of an explorer that is wandering around an old, creaky, haunted house. While they are wandering around, "scary" and "ominous" things begin occurring. They may run into a room where blood is pouring down the walls, they may encounter a family of skeletons, they may enter a mystic elevator, fall through the floor, find a secret stairway, or many other things. During this time, all of the explorers are on the same side, but because they don't trust each other much, they are trying to improve their character with items and stat bonuses because, eventually, an ominous event will occur drastically altering the rest of the game. (What actually occurs here is that certain rooms have an Omen icon, in which the player will draw an Omen card, and then roll several dice. If the total on the dice is lower than the number of Omen cards in play, then the "Haunt" begins). When the Haunt begins, one of the players will suddenly betray all of the other explorers (or die and take on the roll of the monsters - the determination of who is the traitor depends on which Omen started the Haunt and which room it was found in). The traitor will take the "traitor's tome" instruction manual, and the explorers will take the "survivor's guide" instruction manual, go to different places, and read the scenario from their character's perspective.

This leads directly into the first pro of Betrayal: replayability. There are about 50 different scenarios in the game. In some scenarios the house may be alive, Dracula or Frankenstein's monster may come out, you may be playing chess with Death, ghosts, mummies, vampires, etc. may be involved. For each of these scenarios the explorers and the traitor have their own rules about what they are trying to do in order to defeat the other side, and each has its own win condition.

Thus the second pro of Betrayal: the scenarios are well done. Each one plays very differently, and the concept that one side does not know what the other side is trying to do is an innovation that I had not seen in games other than Betrayal.

Now for the cons: First, since there are so many scenarios, each with different counters (for a total of approximately 8,000,000 counters give or take 7.5+ million), the amount of time spent looking for the correct counters can be somewhat frustrating. Secondly, since each side only knows their own rules, there can be situations in which the players don't necessarily know if certain things are legal - and so it is useful to have someone that is familiar with the game present to mediate these disputes.

Overall, Betrayal at the House on the Hill gets a 9.5/10. It is by far the best game of the horror genre that I have ever played. (Full disclosure - I don't play horror games especially often, and I only tried this one because I found a new copy of it for $3.) I highly recommend this game to anyone who is comfortable playing a game of the horror genre, but if you don't want to read cards that are about blood on walls, skeletons, zombies, etc, please don't bother with the game, because I know that the subject matter of the game can make people uncomfortable.

If Betrayal at House on the Hill sounds interesting, you might also check out Cargo Noir, Glory to Rome, and Battlestar Galactica.

Castle Ravenloft Review

Dungeons & Dragons: Castle Ravenloft Board Game


This review will be of Dungeons & Dragons: Castle Ravenloft Board Game (I ran out of catchy intro's). I thought this game looked pretty neat and I was excited when I got to play it a couple of times.

Castle Ravenloft is a dungeon crawler that uses the Dungeons & Dragons 4.0 rules and can be played with 1-5 players. The main difference is that the scenario is setup for you so that you don't need a Dungeon Master, and you also don't have to worry about keeping up with stat sheets, etc, as the game takes care of a lot of the paper & pencil part of D&D.

As with any role playing game, in Ravenloft you represent a hero that is trying to save the world, kill the evil bad guy, rescue a princess, get piles of treasure, etc. I don't know what all the scenarios are in Ravenloft as I only played a couple, but I know that there are several that can be played through. Specifically, you have to do all of these things before your character dies off and, true to form, this is the case with Castle Ravenloft. You lose by getting your character killed off (you have a few revives but once you're out, you're out).

When playing Ravenloft, I was very impressed. I thought that the dungeon crawling experience went well, and I enjoyed the cooperative nature of the game. There were traps that we encountered, monsters that we had to kill, and the game was very engaging and challenging. The game was so much fun that we immediately decided that we needed to play again using a different scenario. This leads to the biggest drawback for Castle Ravenloft...

Ravenloft really only needs to be played once. Once you have played the game, you should be happy and put the game back down and move on. Maybe play it again next year. It plays essentially the exact same way the 2nd time through because all of the monsters are the same until you get to whatever the final monster or challenge is (this part does vary based on scenario). In most cooperative games when the players are going up against the board there is an element of change each time through and so you feel like you are playing a different game (though similar). This is not the case in Ravenloft, and it feels more like deja vu than anything else.

With that all said, I have to give Ravenloft an overall score of 6.0/10. If I had played it once, it probably would have gotten in the 8.5-9.0 range, but when a game is only fun to play through once and has an MSRP of $60, it is hard for me to give it a great score. My recommendation to you is find a copy of it that you can try out and play it through - you'll probably like it, but then never play it again.