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Granted we just started and have only played 2 scenarios but the play is becoming fairly repetitive. A turn boils down to one of three things:
1) explore and encounter a monster. it always attacks you, you never surprise it - actually the kobold reveals a new tile rather than attacking.
2) explore and encounter a monster as above... also spring a trap/event which is more dangerous than the monsters.
3) do nothing yet still spring a trap/event anyway, even if you are in the same tile.
given the rules as is, staying together as a group is painful due to the number of traps that affect the whole tile. The best strategy has characters off exploring individually, which is counterintuitive to a coop game based on an RPG.
Aside from that i have a few niggles with the classes. The fighter has an ability that heals better than the cleric can for example and is pretty crappy. LOS while simplified is based on entire tiles allowing for some illogical shots.
That said the miniatures are well done and the pieces interesting, the game is screaming for some house rules. If I could get it to play more like Heroquest or Dragonstrike which I liked, which I thought this would be more like.
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Bryce K. Nielsen
United States Elk Ridge Utah
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You've discovered the glaring weakness of these games. They're highly prone to repetitive gameplay. Without house-rules, there's really nothing you can to get around this. Drizzt does mix things up a bit though, some of the heroes have abilities that activate in Exploration/Villain phase, some of the monsters are more interesting than just "attack", etc. IMHO, Dungeons & Dragons: The Legend of Drizzt Board Game is the best of the three.
-shnar
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To be fair we haven't used the doors yet which might add some variation. Also the scenarios were both monster hunts (one literally). The gate cards or a rescue or race against time scenario might also add variation. But these don't fix the basic game mechanic though. I do have some ideas for house rules but I think to play best it will require a DM of sorts to think up some puzzles and interesting problems at the cost of randomness.
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Bryce K. Nielsen
United States Elk Ridge Utah
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There are much simpler house-rule/variants out there that don't change the game that much, keep the general feel but make it more interesting. There's a few flavors of the "initiative" system, where the monsters don't always attack first. Different exploration variants, and even different monster tactic variants. All of these make it so no DM is required, still a co-op game that plays fairly well.
-shnar
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Be patient! I have been creating a 6 scenario mini campaign combining WoA-CR-LoD.
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Michael Mifsud
Hong-Kong Caribbean Coast, Tung Chung Lantau Island, N.T.
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This game is a kangaroo for me. That is I didn't like it when it first came out now I enjoy playing it. Just like D&D you need to tweak it. I've found that the following tweaks make a big difference and turn it into D&D light:
* LoS * AoO * Flanking * Leveling.
If you run it as a campaign and use the campaign rules you will see the same thing I have. Players play like its D&D. They stick together and they take out monsters one spawn at a time and there is a lot more strategy.
You can read my campaign log if you want more details.
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