From Wizards of the Coast website:
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.
Each player selects a hero; a rogue, thief, warrior, cleric, or wizard. On their turn, each player can explore further into the dungeon (turn over new tiles), move through the already explored parts of the dungeon, and fight monsters. When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added. Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play. Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest. Each scenario has a different goal - from retrieving a relic, to slaying a vampire lord.
Integrates with:
Dungeon Command: Blood of Gruumsh
Dungeon Command: Curse of Undeath
Dungeon Command: Sting of Lolth
Dungeon Command: Tyranny of Goblins
Dungeon Command: Heart of Cormyr
Can also integrate with:
Dungeons & Dragons: Castle Ravenloft Board Game
Dungeons & Dragons: The Legend of Drizzt Board Game
Dungeons & Dragons: Wrath of Ashardalon Board Game
Dungeons & Dragons: Temple of Elemental Evil Board Game
Dungeons & Dragons: Tomb of Annihilation Board Game
Dungeons & Dragons: Waterdeep – Dungeon of the Mad Mage Board Game
Dungeons & Dragons: Ghosts of Saltmarsh Board Game
Wrath Of Ashardalon - How To Play
Wrath Of Ashardalon - Game Play 11
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- So, keep your eyes out for that.
- This is our discussion episode where we answer some questions, we handle some news and updates, and of course take care of corrections that need to be made to our gameplay.
- The last episode was a disaster to make.
- So, I had to come back and reset things up and then re-shoot, which meant uh there might have been a couple of mistakes.
- It's a 17, so that definitely removes the condition.
- My understanding of it is that it shouldn't.
- I'd be interested if you have a different opinion in the YouTube channel under the comments.
- Um, the one that you caught, C F B F B F B F B F B F B F B F B F B F B F Bonsi Cat Vera noticed that at one point during the video, the volcanic vapors token was gone and the Boulder token was still here even after we'd resolved the Boulder token trap.
- So, mysteriously, miraculously you might say, uh, he only had three damage tokens on him.
- So the question here is does the movement that's included on this attack card replace the movement action you would normally get as in your hero phase and the answer is no.
- So the benefit of that attack is you can move for your move action and then as well as a part of your attack move again basically doubling your potential movement for that turn.
- So, what you want to know is, do you have to declare your targets before you start resolving the attacks and rolling dice?
- I found no indication in the rules that you would need to pre-seelelect your targets before executing each of these individual attacks.
- Please, as always, I appreciate hearing back from you.
References (from this video)
- Lots of monsters
Mechanics (from transcript analysis)
- Dice rolling — Used for attacks and by drawing a treasure card that allows re-rolls after a die roll.
- Encounter cards — Drawn during the villain phase, these cards can trigger events, attacks, or other effects.
- Monster activation — Monsters have specific tactics for moving and attacking heroes based on their proximity.
- Movement — Heroes have a speed and can choose to move or move and attack.
- Tile exploration — New tiles are drawn during the exploration phase, which can reveal features like doors and monster spawn points.
- Treasure Cards — Heroes receive treasure cards at the beginning of the game, which can provide special abilities.
Video topics + discussion points
Quotes (from this video)
- Get that evil look out of your eye.
- I think I confused him there a little bit.
- So, we haven't even fought a monster yet, and we're already getting hurt. Dar me.
References (from this video)
- Strategic use of experience points for disabling encounters.
- Variety of treasure cards with useful abilities.
- Engaging monster and hero mechanics.
- Potential for confusion with rules, particularly regarding line of sight and environmental effects.
- Forgetting to use accumulated experience points.
- Players can be negatively impacted by environmental hazards and monster attacks.
- Heroscape
Mechanics (from transcript analysis)
- Environmental effects — Environment cards like 'walls of magma' and 'high alert' introduce ongoing effects that impact gameplay, such as damage or monster sharing.
- Experience points — Experience points are accumulated by defeating monsters and can be spent to remove encounter cards or level up characters.
- hero abilities — Characters have special abilities like 'critical hit' for damage bonus, 'iron stomach' for poison resistance, and 'tornado strike' which is a powerful daily power.
- Monster activation — Monsters like the 'Goth' activate during each player's turn and have specific attack patterns based on proximity to heroes.
- Status conditions — Heroes can be affected by conditions like 'poisoned' or 'dazed', which have specific in-game consequences.
- Treasure Cards — Defeating monsters allows players to collect treasure cards, such as the 'wand of polymorph' which can replace monsters or the 'staff of the elements' which provides an attack bonus.
Video topics + discussion points
Quotes (from this video)
- although this game doesn't have line of sight rules not specifically anyway it does mention one thing it says here that you cannot attack a monster within one tile of you if a wall completely blocks paths between your tile and the monster tile
- well we've spent a lot of time dying yeah and we've decided that we are going to replace the walls of magma with this high alert card this may not be the best decision but I don't we've discussed every angle we can think of and we're going to go with us
- so yes why haven't I been using the experience points is it some kind of elaborate strategy that cooked up I'd like to say yes but most it's because I've been forgetting actually
References (from this video)
- Fast setup for a large box game
- Easy to learn rule set
- High replayability through multiple scenarios and randomized encounters
- Excellent value for components and miniatures
- Strong option for solo play and quick re-reads of rules
- Dungeon tiles can create a large table footprint
- Randomization can occasionally punish players harshly
- Occasional rule ambiguities not fully covered in the core rules
- Less tactical depth relative to heavier dungeon crawlers like Gloomhaven
- cooperative exploration against monster encounters within modular scenarios
- fantasy dungeon crawl in a shared D&D-inspired setting
- scenario-based, episodic dungeon exploration with a campaign option
- Gloomhaven
- Gears of War
- Shadows of Brimstone
- Castle Ravenloft
- Legends of Drizzt
Mechanics (from transcript analysis)
- character abilities and loadouts — Players customize their party with daily powers and utility abilities.
- Cooperative Game — Players work together to achieve common objectives and survive the dungeon.
- cooperative play — Players work together to achieve common objectives and survive the dungeon.
- encounter and treasure decks — Randomized encounters and treasure cards drive variability each session.
- Scenario / Mission / Campaign Game — A collection of scenarios provides structure and a sense of progression.
- Scenario-based progression — A collection of scenarios provides structure and a sense of progression.
- simplified turn sequence — A relatively approachable turn structure compared to heavier RPGs.
- Tile-based dungeon exploration — Dungeon tiles are revealed and connected as players move through the dungeon.
- Unique player powers — Players customize their party with daily powers and utility abilities.
Video topics + discussion points
Quotes (from this video)
- this just this was just a breath of fresh air
- I just love how with every other more complex game that I've played like uh in the Dungeon Crawler genre like Shadows of Brimstone which is my favorite um I I just love how this this distills the experience of a dungeon uh into a simple into a simpler rule set
- I absolutely adore how uh this uh sets up in less than an hour
- for 50-60 dollars you get so many components