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Dungeons & Dragons: Wrath of Ashardalon Board Game
Dungeons & Dragons: Wrath of Ashardalon Board Game
2011 | Adventure, Exploration, Fantasy, Miniatures
Can be expanded with other games in this series. (3 more)
Is set in the world of D&D
Can be played as 1 player
Easy to learn
Not much depth to the game itself (3 more)
No real character progression
Badly moulded miniatures
1 Player mode is very tedious
Good but not great.
This is the first "standalone" tabletop game I have bought from Wizards of The Coast.

I am a D&D fan, so was quite looking forward to playing this, the packaging and content of the game really caught my attention when the game arrived, I was definitely very excited to start playing.

I read through the rules fairly quickly and set the game up ready to play, the first run through was OK although I messed up the rules a little and felt it would be better to start again, after a quick re-read I was ready to go again. Just bare in mind, the rules are easy, but there are a few things you end up forgetting, so it is handy to read them through a couple of times and have them handy when playing.


I carried on through the game a little longer and soon realised it was quite a tedious process, as I was playing on my own and not with others the game needed to keep me entertained, and it really didn't do that.. I was actually starting to wish it would end (I am someone who has to finish a game and can't stop half way through) and when I finally died, I was actually quite relieved.


I ended up putting it away and not coming back to it for a while.. until one day when a couple of friends were over and we weren't in the mood for a really intense style game, I decided to pull it out and see how it played with others. It was certainly a much different experience, it seemed to flow better and just having the others there to have a bit of fun with definitely made the game much more enjoyable.


I would say it is worth buying the game to play with your friends but as a solo game, I really wouldn't bother.
  
Quests: Heroes of Sorcado
Quests: Heroes of Sorcado
2022 | Adventure, Card Game, Dice Game, Fantasy
I’ve mentioned before that we at Purple Phoenix Games are currently working our way through a DnD 5e campaign. For almost all of us, this has been our first foray into the world of role-playing games. It’s a lot of fun, although it’s quite a daunting task at first. But more often these days, you can find board games that serve as fun, cooperative, and easier to learn/manage versions of these popular role-playing giants. Enter Quests: Heroes of Sorcado. How does it fare in the lineup of campaign-driven board games? Let the demo adventure help you decide.

Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized – so the gameplay is what you will get in the physical copies of the game. -L

Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!


Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monster’s weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers – adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure you’ve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some ‘choose your adventure’ elements to it, but it doesn’t give so many options to overwhelm players.


That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so don’t let the fact that you’ll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though – it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, ‘level up’ the Adventurers, etc.) that will just add to the experience. Yes, there is the ‘one and done’ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If you’re looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!
  
    MONOPOLY for iPad

    MONOPOLY for iPad

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The Adventure Zone
The Adventure Zone
Comedy
10
8.8 (9 Ratings)
Podcast Rating
A Natural 20!
I stumbled about TAZ through tumblr; I kept seeing people post about it and had absolutely no idea of what it was, just that people adored it. After weeks of being confused, I decided to look into it, and wow, just WOW. I don't think a podcast has ever gotten me so hooked. The first arc, Balance, spans 69 episodes under the Dungeons & Dragons 5th edition tabletop role-playing game (or TTRPG) system. The McElroys are relatively D&D rookies (though they've had their brief involvements with the game), and so rule-breaking is abound. It's hardly a fault of the podcast, but I wouldn't listen to this one if you want to really learn D&D and its intricacies/how to play. This podcast is far more about the storytelling aspect of the game, which the McElroy family handles FANTASTICALLY. I laughed and cried real tears listening to the first arc of their podcast, I fell in love with so many characters. Clint, Justin, and Travis all have created wonderful player-characters that are engaging and oh-so-fun to root for, and Griffin SHINES as a creative Dungeon Master, with settings and NPCs that are unforgettably fun and interesting.

Balance has since ended, and now the podcast has moved on to other TTRPGs like Fate (TAZ: Commitment), Powered By the Apocalypse (TAZ: Dust), and Monster of the Week (TAZ: Amnesty). Commitment and Dust are two short-run "test-drives" run by Clint and Travis respectively, and I personally adored a departure from the 5e system to not only be introduced to different TTRPGs, but to hear the DM-ing (or now GM-ing) styles of the other McElroys. In Amnesty, Griffin once again takes the reigns to run the game, and at the posting of this review, Amnesty is being considered the "second season" for TAZ. For some, these diversions from the 5e system may not work, but I recommend listening. They're just as creative and fun as Balance was, though different. I recommend coming in with an open mind, as going from the way Balance was to now, the show is quite different, but the heart is still there and the stories are still stunning.

If those aren't your speed, though, the McElroys post bonus games (like Four Sherlock Holmes) that are meant to be silly one-shot arcs AND they host a number of live-shows that bring back the beloved Balance characters into hilarious one-shot adventures, so you're never short of a dose of Magnus, Taako, and Merle. Being honest, the live shows are some of the funniest things I've listened to. They're marvelously fun, and the added time pressure of the show adds to the comedy. They also really bring back the actual-play atmosphere that sometimes gets lost during edited episodes.

I cannot recommend TAZ enough. Being honest, it pretty much saved my life. It brought (and still brings) me so much joy, and it encouraged me to try out TTRPGs--seriously, I took up DMing because of TAZ, and now I run TTRPG games weekly.

Do yourself a favor, roll perception with advantage and give this one a listen.