Tuesday, July 15, 2014

Legend of Drizzt: D&D Boardgame

The Legend of Drizzt is the last of the series of 3 cooperative games that wizards of the coast released a few years ago.

The game is packaged the same way as the Ravenloft and Ashardalon ones with a tray to help sort the tiles and miniatures but bags are helpful to keep all the different counters organized.

The first difference in the set is that this one is happening in tunnels and caverns as opposed to a castle and dungeon like in the Ravenloft game.  The set also come with corner pieces which can be used to close up various points.  Combining all the tiles between the games could be used to produce some interesting dungeon crawls for various games beyond these.

The game play is very much 4e light where the players each have a set of powers which can either be used all the time or once during the adventure.  The open up new tiles by moving next to unexplored edges which generate a monster also.   If you have to many monsters on the board already you can choose not to explore a new tile but this automatically generates an encounter card which is often a trap much worse than a random monster.  Killing monsters earns you experience which can be used to gain 1 level during the course of the adventure or cancel an encounter card.  You also get loot including potions and magic items to help on the quest.  Each adventure is pretty much a one off with characters resetting between them.

These are the miniatures in the set.  These are the same plastic miniatures that wizard of the coast used for the prepaint line of Dungeon and Dragons miniatures.  While they are not great miniatures that are fine for this application and can be painted to a reasonable level by people interested in that.  No reason to spend hours on any one but still ok.

Six basic heroes and a large kitty.

Assorted generic baddies ranging from spider swarm to troll.

Eight Hero cards which is interesting since above their were only 6 hero miniatures.

Two of the possible Heroes might play the role of villains in some of the games adventures so they come in the gray plastic for the unique character level villains.

Here are some more of the single bad guys.  Nice sized demon, small dragon, driver.  Not bad.
Overall it is very similar to to others in the series.  Pretty basic but inexpensive for what you get and a solid way to introduce young people to some boardgaming fun.  I will probably try to give these games another go with my daughter next month.


  1. loved those books - I like that the tiles are different among the 3 games, you're right I bet they would make great dungeoncrawl tiles combined.

    1. Never read those. Other than very old choose your own adventures, Original Dragonlance, and the Dark Sun Prism Pentad, I have not read that many of the D&D licensed books.

      The sets each have little marks on the cards and such that allow you to mix them together than sort them back out so you could build very custom adventures between all the different parts.

  2. I remember reading somewhere this set was somewhat toned down in difficulty compared to the previous two sets. I own the second set and for two players it can be challenging to pure suicide. Sometimes the challenging to pure suicide tends to make people pass when offered the chance.

    1. You can best tune the difficulty by how you play the encounter cards. To lower it I would probably give each player a counter that allows them to go a every other turn without revealing an encounter card even if they do not open new board tiles.

      When I played with my oldest a little while ago I ignored the encounter cards.