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1

Dungeons & Dragons: Adventure Begins

by game_tinkerer  • 
Dungeons & Dragons: Adventure Begins
Game
Try this with a table that wants a little storytelling and very little homework. The Dungeon Master role rotates as you travel across Neverwinter, so each player gets to run a piece of the adventure and still play a hero.
More about Dungeons & Dragons: Adventure Begins
2

Lords of Waterdeep

by game_tinkerer  • 
Lords of Waterdeep
Game
Put this on the table when your group would rather compete for scarce spots than roll attacks. You send agents into Waterdeep to recruit adventurers and complete quests in service of a hidden lord. A location somebody takes before you can disrupt a carefully planned turn.
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3

Dungeons & Dragons: Castle Ravenloft

by game_tinkerer  • 
Dungeons & Dragons: Castle Ravenloft
Game
Pick this for gothic dungeon crawling. The tile map grows as you explore, and the encounter deck can turn a cautious move into a fresh problem. Count Strahd gives the linked setting a personality even when the immediate goal is getting out alive.
More about Dungeons & Dragons: Castle Ravenloft
4

Horrified: Dungeons & Dragons

by game_tinkerer  • 
Horrified: Dungeons & Dragons
Game
Play this for classic monsters with different problems to solve. A beholder and a mimic ask you to approach the board differently, so who heads where matters more than getting the whole group in one place.
More about Horrified: Dungeons & Dragons
5

Betrayal at Baldur's Gate

by game_tinkerer  • 
Betrayal at Baldur's Gate
Game
Pick this if you enjoy the moment a cooperative evening stops being predictable. You build out the city as you explore, and then the haunt changes the rules. Be ready for an uneven, story-driven finish, including scenarios that put one player against the others.
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6

Dragonlance: Warriors of Krynn

by game_tinkerer  • 
Dragonlance: Warriors of Krynn
Game
Choose this for a cooperative game about a war beyond your party. You move between battlefields and adventure locations to help turn the fight against the Dragon Army. The board game stands on its own, even if you never buy the companion roleplaying adventure.
More about Dragonlance: Warriors of Krynn
7

Lords of Waterdeep: Scoundrels of Skullport

by game_tinkerer  • 
Lords of Waterdeep: Scoundrels of Skullport
Game
Bring this once your regulars know Lords of Waterdeep and want to change how they plan. Undermountain offers harder quests with bigger rewards, while Skullport makes taking on corruption a decision in its own right. You need the base game and can use either module alone. The expansion also makes room for a sixth player.
More about Lords of Waterdeep: Scoundrels of Skullport
8

Dungeons & Dragons: Assault of the Giants

by game_tinkerer  • 
Dungeons & Dragons: Assault of the Giants
Game
Pick this if you want the monsters on your side. Each player leads a kind of giant with its own priorities. You can chase an ancient dragon treasure trove as the Cloud Giants or feed a very hungry ruler as the Hill Giants, so what counts as a productive turn depends on your faction.
More about Dungeons & Dragons: Assault of the Giants
9

Dungeons & Dragons: Conquest of Nerath

by game_tinkerer  • 
Dungeons & Dragons: Conquest of Nerath
Game
Pick this when you want to move armies around a shared map. Your forces seize territory while heroes enter dungeons to fight guardians and recover treasure. You can stick to the war effort or divert some attention to the dungeon, depending on where you need points.
More about Dungeons & Dragons: Conquest of Nerath
10

Tyrants of the Underdark

by game_tinkerer  • 
Tyrants of the Underdark
Game
Choose this if you want the board and your deck to fight for your attention at the same time. You recruit cards that improve later hands while trying to take control of locations. A strong deck has to pay off in the fight for territory.
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11

Dungeons & Dragons: The Yawning Portal

by game_tinkerer  • 
Dungeons & Dragons: The Yawning Portal
Game
The problem here is figuring out who gets fed. Heroes arrive at the inn with requests, and matching food to them earns gems. Pull it out for players who like the setting but would rather work a shared puzzle with competing scores than spend an evening fighting monsters.
More about Dungeons & Dragons: The Yawning Portal
12

Dungeon!

by game_tinkerer  • 
Dungeon!
Game
The simplest pitch at the table is grab the treasure and get out. Character classes differ in the treasure they need to win and in what they can safely fight. Pick it when your group wants to race for loot without learning a campaign system first.
More about Dungeon!
13

Horrified: Dungeons & Dragons Ravenloft

by game_tinkerer  • 
Horrified: Dungeons & Dragons Ravenloft
Game
This is the route to Ravenloft if your group would rather divide up monster puzzles across a map than turn over dungeon tiles. The horror setting comes with its own roster of threats, including Strahd. Coordination matters when different players are trying to finish different tasks.
More about Horrified: Dungeons & Dragons Ravenloft
14

Dungeons & Dragons: Wrath of Ashardalon

by game_tinkerer  • 
Dungeons & Dragons: Wrath of Ashardalon
Game
The red dragon is the headline, but the pressure comes from the doors you haven't opened. This is the box to pick when the table would rather clear a dangerous dungeon than bargain with a rival faction or solve a monster's puzzle.
More about Dungeons & Dragons: Wrath of Ashardalon
15

Dungeons & Dragons: The Legend of Drizzt

by game_tinkerer  • 
Dungeons & Dragons: The Legend of Drizzt
Game
Play this one for the characters. Drizzt and his companions bring a reason to pick a particular hero beyond the miniature, and the scenario booklet gives the group adventures in the Underdark. It suits a table that already knows the novels and wants to spend the evening with their cast.
More about Dungeons & Dragons: The Legend of Drizzt
16

Dungeons & Dragons: Temple of Elemental Evil

by game_tinkerer  • 
Dungeons & Dragons: Temple of Elemental Evil
Game
The campaign gives your group a reason to come back after the first dungeon. If everyone can make a few game nights, there’s more payoff in following the trouble in Red Larch across scenarios than dipping into one map at random.
More about Dungeons & Dragons: Temple of Elemental Evil
17

Dungeons & Dragons: Tomb of Annihilation

by game_tinkerer  • 
Dungeons & Dragons: Tomb of Annihilation
Game
Start here if a ruined temple sounds better than another castle. Exploring Chult gives the group a change of scenery, and the adventure system carries over if you already know how to fight and explore in one of its other boxes.
More about Dungeons & Dragons: Tomb of Annihilation
18

Dungeons & Dragons: Waterdeep: Dungeon of the Mad Mage

by game_tinkerer  • 
Dungeons & Dragons: Waterdeep: Dungeon of the Mad Mage
Game
Waterdeep has two very different draws. In this box, you go beneath the city to explore the Mad Mage’s dungeon. Save it for the group that wants miniatures on tiles and a campaign to work through together.
More about Dungeons & Dragons: Waterdeep: Dungeon of the Mad Mage
19

Dungeons & Dragons: Dungeon Scrawlers: Heroes of Undermountain

by game_tinkerer  • 
Dungeons & Dragons: Dungeon Scrawlers: Heroes of Undermountain
Game
Try this if you have more appetite for a race than a rules lesson. You trace an uninterrupted line through a dungeon map, and your character's ability makes certain tasks easier. The person who spots a good route still has to draw it before the others catch up.
More about Dungeons & Dragons: Dungeon Scrawlers: Heroes of Undermountain
20

Dungeons & Dragons: Dungeon Scrawlers: Heroes of Waterdeep

by game_tinkerer  • 
Dungeons & Dragons: Dungeon Scrawlers: Heroes of Waterdeep
Game
Get this if the idea of tracing a route through a dungeon sounds good but you want a shorter option. You each get a copy of the same maze, and this standalone box includes a mini-dungeon mode. A race with markers can scratch the dungeon itch between longer games.
More about Dungeons & Dragons: Dungeon Scrawlers: Heroes of Waterdeep
21

Dungeons & Dragons: Onslaught

by game_tinkerer  • 
Dungeons & Dragons: Onslaught
Game
This is the head-to-head pick. Both players direct a party of miniatures, so the evening is about positioning and making the most of a character's powers while fighting over scenario objectives. It works when exactly two people are up for tactics.
More about Dungeons & Dragons: Onslaught

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