Items25The creator’s order
- 1
Dungeons & Dragons: Adventure BeginsTry 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.0
- 2
Lords of WaterdeepPut 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.0
- 3
Dungeons & Dragons: Castle RavenloftPick 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.0
- 4
Horrified: Dungeons & DragonsPlay 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.0
- 5
Betrayal at Baldur's GatePick 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.0
- 6
Dragonlance: Warriors of KrynnChoose 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.0
- 7
Lords of Waterdeep: Scoundrels of SkullportBring 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…0
- 8
Dungeons & Dragons: Assault of the GiantsPick 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.0
- 9
Dungeons & Dragons: Conquest of NerathPick 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.0
- 10
Tyrants of the UnderdarkChoose 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.0