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I'll use my broadsword!
Shout out that phrase in a suitably exaggerated voice in any sufficiently
large group of gamers (in the UK, at least) and you're almost guaranteed to have
at least one person respond "Fire of Wrath!". The culprit is HeroQuest,
a classic and long out-of-print Games Workshop boardgame of dungeon crawling.
Several modern games have provided a similar style of play (Mage Knight Dungeons,
and Orcs At The Gates) but none have managed to equal the old game - until
now. The Dungeons and Dragons board game revisits the traditional
HeroQuest turf (copying a number of its mechanics in the process) but
tightens things up and adds extra flexibility which notably improves the overall
game.
The board game comes in a huge box which includes 5 double-sided map tiles,
cardboard standup trees and pillars, character cards for four heroes, a deck of cards
describing items and monsters, a large number of counters, and a set of 40 plastic
miniature figures for the heroes and monsters. The miniatures show eleven different
types of moster, plus the four hero characters, who are the four example characters
from the D&D books (Regdar the fighter, Mialee the wizard, Jozan the cleric and
Lidda the thief). The miniatures are of fairly good quality, although some are a
little bizarre (something very strange seems to have happened to Mialee's face).
They are not painted, but they are made from different colours of plastic. Two
rulebooks are included - a Player's Guide and a Dungeon Master's Guide. The
designers have tried to make them resemble the corresponding D&D books, but have
made an amusing howler - the colours of the covers are the wrong way round! The
rulebooks basically cover the same rules from two different angles - the only
significant differenc between them is that the Dungeon Master's Guide contains the
11 example adventures.
Now, just to be absolutely clear, there is no role-playing here. In fact, the
Player's Guide tells the Players that "you are trying to defeat the Dungeon Master,
who aims to destroy you". The "adventures" are really just DM maps which show how
the tiles should be arranged, where monsters should be placed and similar. The
map tiles show closed chambers in different arrangements, and the map is created by
placing them beside each other and then connecting the closed chambers with cardboard
door tokens, thus increasing the variety of maps available. (Heroquest fans may
miss the stand-up doors which were used for the same purpose in that game; I don't,
as their main function that I recall was to fall off their hinges when a fat-fingered
player tried to open them)
The character cards each represent one of the four heroes. Each hero has a tracker
for hit points, and stats for movement, carrying capacity, and armor class. The magic
users additionally have trackers for spell points. The game supports the concept of
"levelling up" in a rather unusual way: each hero's sheet has different sets of
statistics for them at each level from 1 to 3 (although usually it's only hit points
and spell points that change)
. Each card in the deck of item cards is also rated
from level 1 to 3, and the starting equipment for each hero varies with level as well.
However, the big twist is that rather than being a property of each hero, the level
is a property of the adventure; it determines which set of stats the heroes
use and what items are available to be found. The intent is that you should play
through all the level 1 adventures first, then the level 2's and finally the level 3's,
thus creating the effect of the heroes levelling up; but in practice, you can do them
in any order and adapting to different levels is very easy. Quite a nice touch, in practise.
What isn't quite so easily adapted to is what to do if you don't have five players
handy (four heroes and a dungeon master). There doesn't really appear to be any choice
other than assigning multiple heroes to a single player, as the adventures don't specify
how to rebalance them for smaller parties.
The set-up is simple: the GM lays out the map sections and the players
position their pieces in the first room, which is guaranteed to be empty.
The first action the heroes must take is to open the door, which triggers a
room set-up phase; the turn order ("initiative order") is randomised via
cards while the DM sets out any monsters and doors in the room the heroes are
entering. The DM's map will state which monsters are in each room, and the DM
is given free reign over where the monsters are placed, but
is not permitted to view his place in the turn order until after the monsters
are in place.
Each turn, a player gets to take two actions: one or both of these can
be move actions, which allow them to move their PC a number of squares
stated on their character card. Aside from moving, the only other
actions that every PC can take are fighting, opening things and
inventory manipulation.
There are two kinds of things to open: chests and doors. Opening a
chest lets the player draw a card from the item deck. Opening a
door triggers the whole setup cycle to happen again: the turn order
is randomized, the DM lays out the monsters and the content of the
room, and a new round begins from the player who gets turn order 1.
As for inventory manipulation, each PC has a limit on the number of
things they can carry with them, and also a limit on the number and
type of things they can use. For example, Regdar is the only
character who can use two weapons at once (including a sword and a bow
at the same time - quite how that works I'm not sure, but they even
picture him doing so, so presumably he's got it down pretty well).
Items which a PC can't use are put in their knapsack, and it takes an
action to get an item out so it's ready to use. An action can also be
used to pass an item to an adjacent PC.
Apart from the item type usage restrictions, there are relatively few
limits on what items each character can use - the rulebook mentions
them, but I only found one or two items which had these limits applied.
Every other action that a PC can take is represented by one or more of
the custom dice included with the game. This can help speed up play
quite a bit: the player need not even declare their action if they
don't want to, as they can just roll the appropriate dice and it'll be
evident from which dice they rolled, what action they were taking.
Obviously, fighting is a fairly popular action, and six of the dice
are dedicated to it. These dice are colour-coded, and each one has
faces which show varying numbers of swords. Yellow dice have
0-0-1-1-1-1, orange dice have 2-2-1-1-1-1, red dice have 0-1-2-2-2-3
and purple dice have 2-2-2-2-3-3. Fighting is very simple: your
weapon assigns you a set of dice to roll; grab them, roll them, count
your swords, subtract the opponent's Armor Class (AC) as written on
their monster card, and that's how many HP they lose. You must have a
weapon to fight (there are no rules for bare-handed fighting), you
can't attack other players, and there's no real concept of missing,
other than having your damage lowered to 0 by AC.
Monster ACs range from 0 to 3 and it quickly becomes apparant that
they make a huge difference. Indeed, the Wizard and Cleric have
starting weapons which roll two yellow dice and therefore they can't
even hit monsters with AC 2 until they've found some better equipment.
Regdar, the PC fighter, gets to add 1 to any damage roll he makes,
which again turns out to make a huge difference because it negates a
point of AC.
When it comes to monsters fighting players, by the way, the rules are
exactly the same except that monsters don't have changable weapons so
their damage dice are just shown on the monster card. All the heroes
have AC 2, but the monsters have slightly nastier dice pools (even a
stock Goblin rolls two yellow and an orange) to make up for this; by
and large, though, the PCs don't feel too vulnerable.
Weapons come in two varieties, melee and ranged; ranged weapons don't
have any special rules other than the fact you can fire them at range
(range is always line-of-sight) and CAN'T fire them in melee. Some
weapons, and monster attacks, have special abilities. Usually these
are triggered by rolling the "magic" dice
(star-star-star-blank-blank-blank) at the same time as the damage; the
special effect kicks in if a star is rolled. There are other effects,
which are reserved for the players' weapons only: one allows one of
the dice to be rerolled, and the other is a "power attack", which
allows the bearer to roll a more favourable set of dice in exchange
for a 50% chance of the weapon breaking (and being discarded) after
the swing.
So, how about those other actions? Regdar, the Fighter, doesn't get
any special actions, but everyone else does. Lidda, the Thief, has
the most unique special actions. First of all, she can sneak - this
lets her move through squares occupied by monsters; and if she attacks
a monster in the same turn she moved through it, that's a sneak
attack, gaining her +1 to her roll. If you have munchkin players, as
I do, they'll immediately spot the possibility of Lidda using her high
movement score to walk up to the monster's square, pass through it,
then walk back to where she started and attack to gain the +1.
Nothing in the rules bans this, but it seems a bit iffy to me...
Of course, where there's a thief, there have to be traps. And there
are traps. LOTS of traps. Traps take up a single square each, and
are marked on the DM's map, but are not normally revealed to the
players until a PC stands on one, whereupon their turn is forced to
end and another negative effect (typically damage or the resurrection
of a monster) takes place. Lidda can search for traps by rolling a
custom die, 0-0-1-1-2-H, which reveals the number of traps equal to
the roll that are nearest her. Searching can be done multiple times,
but the Hand symbol (H) on the dice bars any further searching in that
room. Once a trap is found, she can try to disarm it by rolling yet
another custom dice: d-d-d-d-d-s. Roll a d and the trap is disarmed;
roll an s and the trap springs on her.
One slightly odd rule is that Lidda gets hitpoints back for every
three traps she disarms; you can see why this has been done (to
encourage disarming) but it's a bit weird when the thief, being low on
hitpoints, decides to go back to a previous chamber and disarm traps
in order to regenerate health. (It's also intensely amusing when the
same thief, due to an incredible series of bad rolls, falls in the
same pit 5 times and dies while trying to regenerate health that way.)
Jozan the cleric can turn undead; he has yet another custom dice for
doing this, which has 0-0-0-1-2-3 skulls. Every undead monster has
an "undead number" representing the difficulty of turning it; when Jozan
turns undead, all monsters with an undead number equal to or less than
the number Jozan rolled are frozen and can't move next turn.
Jozan and Mialee are also spellcasters. Spells basically behave exactly
like equipment, including the way they're stored and equipped, with the
difference that you have to pay Spell Points for casting them. Some
spells can be used only by one of the two casters, but a surprising number
can be used by both, although the two casters pay different costs for
different spells; Jozan gets cheaper healing, but Mialee gets cheaper
damage spells. Damage spells basically act exactly the same as weapons,
except they're more likely to have special effects applied to them
.
Jozan
also has an innate healing ability, which allows him to trade spell
points one-to-one for hit points for either himself or other party
members.
The way in which Jozan and Mialee recover spell points is rather
unusual: certain weapons - mostly ranged weapons - have a special effect
which grants the user a 50% chance of regaining 1 spell point when they
are used in an attack. Thus Mialee and Jozan must attack conventionally
in order to recover spell points, which - while being a little unusual -
actually works quite well. It also effectively encourages the spellcasters
to use the weaker weapons which provide this ability, which is quite
appropriate as it ensures they won't outshine the combat-oriented characters.
A concern I have with these rules is with Mialee, the wizard.
Mialee's only special ability other than spells, is actually a
handicap: she loses AC when her spell points drop low. I can see two
reasons why this has been done: first, to make the wizard vulnerable
as in full-blown D&D; and second, to give her a tradeoff, as with
Jozan who trades off potential use of his healing ability by casting
spells. The problem is that even a single point of AC is so significant,
especially given the fact that she must enter combat in order to restore
her magic points, that it winds up being such a great risk that the
wizard player never allows her spell points to fall low enough to even
enter the first penalty band. This effectively nullifies Mialee's cheaper
spells, so you wind up with a wizard who only rarely casts spells and
is reduced to pinging with a peashooter crossbow.
However, aside from that small issue, the game is very playable, fast
moving, and fun. Assuming you don't want too much in the way of
detailed strategy, the combat is fast and interesting and the
equipment just about varied enough to keep interest alive without
bogging down play too much. The play aids are well designed and
keep things moving very well.
One distinct omission in the rules is the lack of any explicit rule for
"downtime" - ie, the moments when there are no monsters or anything
around. The problem is that at these times, players tend to get bored
of using the "unnecessary" movement rules and say "well, I'm just going
to go here, I'd get there eventually and it doesn't matter how many
turns it takes, right?" Usually they are right and this can be allowed
to speed up the game, but it's still a bit of an omission that it wasn't
addressed in the main book.
One majory worry, though - and it applied to Heroquest as well -
is the replay value. Once you've played through the 11 missions, you
can start making up your own, but the players might be unfortuately
aware that they're seeing more of the same; and the item deck isn't
really that big, so players will quickly start seeing repetitions.
This may make things become rather dull on later games and replays,
although expansion material can be downloaded from the web site, which
might help...
Ah yes. The website. Let me be very restrained and polite about this.
The website for the D&D board game is a festering, stinking pile of
garbage that leaves me heartily hoping that Macromedia have some kind
of license withdrawal scheme for those who use their tools for evil.
They've had the brilliant idea of structuring the web site to feel like
a play of the board game. So you start by "choosing your hero", from
four options, all represented by nice big images in a Flash script - have
fun, 56k-ers. Have fun, parents who are just interested in the game and
don't want to play it. You then get to "explore the dungeon" by clicking
on rooms to see what's inside - yep, you guessed it, Mystery Meat Navigation
at its finest.
But by far the golden clanger prizes on this site have to
go to the monster fighting and the FAQ. Yes, you have to fight monsters
as you're exploring the web site. You do this with a simplified
version of
the dice system from the game, where you just pass the dice back and forth
without any of the other tactical concerns that come up. Great move -
make the game look worse than it is! The dice rolling and passing animations
are horribly slow, and you have to click during them so you can't just leave
them to run. Even better, you can lose the monster fight, and if you
do, it kicks you back to the start page where you have to return and
do the same thing again. Who on God's green earth thought that this
was a good idea!? What it came down to is that, to obtain 9 pieces of
extension content from the website, on a high speed connection, took half
an hour because of the stupid navigation and monster fighting. That's
ridiculous.
The FAQ is another great mess-up. It's quite informative and useful. But
you won't be reading it offline, or printing it to put in the box with your
rulebook - because it's all Flash text, so you can't save it, or print it,
or even cut'n'paste it. Oh, and you have to view it one question at a time.
Brilliant move! Now, your FAQ is useless to anyone unless they happen to
have an internet capable PC sitting next to their gaming table. I suppose
this isn't in fact particularly uncommon, but good luck at cons.
(And another thing is that I can't find anyone to take responsibility for the
game. I had some rules questions, and my box had a tile missing; I contacted
Wizards, who passed me off to Hasbro, and when I wrote to Hasbro with an e-mail
containing five specific rules questions, I got a response from them which asked
me to state exactly what my questions were. Fortunately, the missing tile was
replaced by Leisure Games (quick but deserved plug) without any such hassle.)
One other slight niggle is the use of this game to introduce people to full-blown
D&D. The attitudes it instils - that of pure dungeon hacking and especially
the view that the DM's goal is purely to kill the PC's - are not positive ones and
I'm sure I can foresee "I used to play the D&D board game" meaning 'munchkin alert'
to any group that such a new player tries to join.
But aside from that, the D&D board game is a fast and amusing (if unchallenging)
diversion that should provide plenty of entertainment for any group interested
in that kind of thing. Just watch out for that replay value issue.
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