

For my boardgame collection I try to have a variety of games with each having its own style and gameplay. One thing missing was a more in depth dungeon crawl, and I had actually considered buying Descent at one time but that game was rather expensive for a core box. So I was weighing my options between Castle Ravenloft and Wrath of Ashardalon, both games have the exact same amount of components judging by the back of the box, both share the same gameplay and are made by the same company. What really made me pick Ashardalon in the end was the store clerk advice that the rulebook was written in a better and more clear way in the Ashardalon game - add to that the positive response from the WWPD guys and I picked it up.
So, Wrath of Ashardalon is a Dungeons&Dragons title released by WizardsOfTheCoast. Thought the rules and gameplay itself is a rather stripped down version in regard to the RPG elements. That is not really a bad thing as this makes the game easy to learn and get into while keeping the actual gameplay fast paced and not bogged down with a lot of die rolls. This does not mean that the game is simplistic – I will cover the gameplay in part 2. In this first part I will cover the contents of the box.
The box itself is a rather thick square box and it has some good storage spaces carved inside.

The rulebook has some great example pictures showing movement, tile placement etc using color codes and arrows –it is very easy to get a hang of the game.
The Adventure book contains the scenarios for this game. It contains 13 scenarios, but – some of them are ”campaigns” meaning you replay them to achieve different goals and keep your gear, loot and leveled up characters between games. The adventures are also written in a way to make the players learn the game gradually. The first scenario is a single player mission where you learn the basics of the game, the second scenario is pretty much a continuation of the ”tutorial mode” but this time for 2-5 ”heroes”. Mission 3 and beyond are all meant to be played by 2-5 ”heroes”. And I can tell right now that by ”heroes” it means that you can play this game by yourself controlling multiple characters just like co-operative games like Arkham Horror.
Now let’s look at the rest of the box contents, and you get quite a bunch of stuff.
A bag containing plastic figures, including the 5 heroes (fighter, rogue, wizard, cleric and paladin) 3 big bosses including the titular villain, the dragon Ashardalon. You also get 4 lesser bosses and 3 of each monster type represented in the game (10 monster types in total).
You get a bunch of punch out sheets with all the tiles and components. The tiles are divided into two groups. The regular Dungeon Tiles and the scenario based special rooms, entry/exit points etc. The special rooms are color coded and have a specific text printed on their back, with the entry points into these rooms being ”hidden” and shuffled into the Dungeon Tile pile.
The tokens include such things as your health points, surge tokens, doors, traps, scenario specific components such as objects or villagers and tokens that are related to some of the powers and abilities of your heroes.
You also get 5 hero sheets, showing the default level 1 hero stats on one side and the leveled up hero stats on the back. Each of the bosses also get a similar sheet – the difference being that two bosses share the same sheet instead of having a leveled up version of themselves on the back. Ashardalon has his own sheet.


The decks being most important and those being used in each

There are also 5 cards explaining the turn sequence which can be used for quick reference.
The quality of the components is a bit mixed.


The cards are not the glossy kind but a matt and have a slight “paper” feel to them that does not mean they are crap quality but a glossy finish would enhance the impression you get from picking them up. And the card artwork is just like the hero/boss sheets a bit dull and “old school” if you like. They are extremely easy to pick out and the information printed on them is perfectly understandable but they lack that extra something to make them a great component rather than just being a functional component.


Now you may get a bit of a negative vibe from that above, but the components are mostly in the upper regions of the quality levels and those other bits won’t make the game any less good. The game is in fact immersive and great fun. And if you look at some of the components of Descent they look a bit out of place with the rest of the game as well (the character cards and silly doors). More importantly I realize this game – despite including all of these components – is priced as a “regular” boardgame rather than in the same price range like Descent and Mansions of Madness. This makes it a much more affordable alternative to both those games.
Check in again tomorrow for part 2 where I explain the gameplay features and go through the rules.
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