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Conquest of Nerath: A D&D Boardgame

4.5 out of 5 stars 19 customer reviews

List Price: $79.99
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  • Allows players to wage war and plunder dungeons in a medieval fantasy world of magic and monsters
  • Inspired by the 4th Edition Dungeons and Dragons Roleplaying game
  • Provides never-before-seen information about the core Dungeons and Dragons world, including realms and dungeons beyond the well-established Nentir Vale region
  • Includes premium components such as a full-color, fold-out game board and plastic game pieces representing characters, monsters and armies
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Frequently Bought Together

  • Conquest of Nerath: A D&D Boardgame
  • +
  • Dungeons and Dragons: Castle Ravenloft Board Game
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  • Dungeons and Dragons: Wrath of Ashardalon
Total price: $159.82
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WARNING:
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Description

Product Description

War has come to the Dungeons & Dragons world! In the north, the undead legions of the Dark Empire of Karkoth march against the fragile League of Nerath, determined to sweep away the human kingdoms forever. To the south, the infernal Iron Circle launches its own goblin hordes in a campaign of conquest against the elves and corsairs of Vailin. From the snowy expanse of the Winterbole Forest to the sun-warmed coasts of ancient Vailin, four great powers struggle for survival.

Muster armies of footsoldiers, siege engines, monsters, and dragons to attack your enemies. Fight across the waves with fleets of warships and raging elementals. Plunder ancient dungeons with bands of mighty heroes, searching for magical artifacts and awesome treasures that might tip the scales of battle in your favor. The fate of empires is in your hands!

From the Manufacturer

War has come to the Dungeons and Dragons world! In the north, the undead legions of the Dark Empire of Karkoth march against the fragile League of Nerath, determined to sweep away the human kingdoms forever. To the south, the infernal Iron Circle launches its own goblin hordes in a campaign of conquest against the elves and corsairs of Vailin. From the snowy expanse of the Winterbole Forest to the sun-warmed coasts of ancient Vailin, four great powers struggle for survival. Muster armies of footsoldiers, siege engines, monsters, and dragons to attack your enemies. Fight across the waves with fleets of warships and raging elementals. Plunder ancient dungeons with bands of mighty heroes, searching for magical artifacts and awesome treasures that might tip the scales of battle in your favor. The fate of empires is in your hands! This game includes the following components: Rulebook, Dice, Game board, 110 cards, and 252 plastic playing pieces representing the champions and armies of Nerath, Karkoth, the Iron Circle, and Vailin

Product Details

  • Product Dimensions: 18 x 12 x 3 inches ; 5.1 pounds
  • Shipping Weight: 5.4 pounds (View shipping rates and policies)
  • Domestic Shipping: Currently, item can be shipped only within the U.S. and to APO/FPO addresses. For APO/FPO shipments, please check with the manufacturer regarding warranty and support issues.
  • International Shipping: This item is not eligible for international shipping. Learn More
  • Shipping Advisory: This item must be shipped separately from other items in your order. Additional shipping charges will not apply.
  • ASIN: 0786958499
  • Item model number: 338060000WOC
  • Manufacturer recommended age: 12 - 16 years
  • Amazon Best Sellers Rank: #285,018 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (19 customer reviews)
  • Product Warranty: For warranty information about this product, please click here

Customer Reviews

Top Customer Reviews

Format: Game
I didn't really want to review Conquest of Nerath.

It's not that I don't like board games, but that I just don't have as much time to play them - my Xbox 360, Playstation 3, Tivo, and D20 Modern tabletop role-playing games all compete for time on my calendar. But then Wizards of the Coast offered me a chance to playtest Conquest of Nerath and I just couldn't say no.

Conquest of Nerath is a Risk-like tabletop strategy game that involves moving armies across territories. Reminiscent of the Might & Magic games, Conquest of Nerath has two scales: army and hero scale. Armies, which range from creatures to castles, soldiers to ships, can only play across the terrain. Heroes, which include fighters and wizards, are an asset to an army and can also go dungeon crawling - which, let's face it, is the whole point of playing a D&D-themed version of Risk.

I've been railing against the decoupling of Dungeons & Dragons from toy stores for over a decade now, and it's refreshing to see Wizards of the Coast finally get it. Conquest of Nerath is not just D&D in name alone. It has a format and layout similar to 4thEdition Dungeons & Dragons, the terrain pieces are littered with familiar places like the Temple of Elemental Evil and the Tomb of Horrors, and the four different dragons actually look like their tabletop role-playing game counterparts. Conquest of Nerath is proud of its roots and it harkens back to the original Dungeons & Dragons set in utilizing heroes on the battlefield.

There are also several stylistic flourishes that appeals to veteran role-players. Gaming grognards will recognize the aforementioned staples of dungeon crawling but also have a weakness for dice (guilty!).
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Format: Game
I was introduced to this board game by a group of friends. I'm a board and card game aficionado, and love rich mechanics that aren't too convoluted. Nerath strikes an even balance between being complicated, straightforward, and interesting. There is no clear dominant strategy; the event cards will mix up the game every time. I've played eight games so far, and not a single game has looked remotely similar. The victory point method of determining the winner is good, but so far I've favored the longer games, where the goal is to take both enemy capitals; some weird tactics come into play with victory point games, which is just fine, but something about marching across the landscape with vast armies appeals to me. There are a lot of ways to play the game, though, and the four nations are very asymmetrical, which makes for an interesting play experience. You'll probably develop favorites; I'm partial to the under-dog starting positions, so I tend toward the Iron Circle and League of Nerath, but I've really enjoyed games as all four sides. The default Alliance mode of play is interesting, and sets up conflict right away. Conflict in the game starts up immediately, and it never really lets up.

My complaints with the game are minor. I have seen a tendency for one nation to get ganged up on, which is not necessarily a bad thing as long as the freed up nation either comes to the defense of their beleaguered ally or takes advantage of their deficient attentions. Luckily, playing toward a strong comeback is very possible, and one of the more exciting positions to be in.

I really adore this game, and have introduced it to a great many of my friends. I strongly suggest picking this one up if you like strategy games with longevity!
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Format: Game Verified Purchase
Conquest of Nerath at first looks like a broken game. Its asymetrical map, radically different factions and over-price and under-priced units look like a child's version of a game that they made so that they can win. But as the game progresses, the game is so brilliantly balanced without the feeling that everyone is the same, that it makes for a unique strategic game.

The game has 4 factions made into 2 alliances (you can but don't have to play the alliances). The biggest bad guys go first and completely decimate the map in one round. They start with more property, earn more initial income and have more and stronger starting armies. But they have less starting gold (by one or two or three gold pieces) and have weaker event cards. The rag-tag left overs will find themselves struggling for a foothold for the next round or two. But as the dust settles and with some keen strategic maneuvers, it's anyone's game.

Each faction has its own flavor. The Iron Circle will draw cards that might indicate that they enforce compulsoray military service, so you get bonus hobgoblin soldiers. The elves may draw an event card that enables their elven archers to move double the speed with their quick elven legs. The super-evil black-death faction may draw a spell that makes their black dragon have extra acidic breath. And so forth. The cards are quite varied as they alter and flavor the game with each passing round.

Fighters and wizards will go off on quests to defeat ogres, dragons and basilisks and the like to earn powerful treasures that will make your entire nation stronger -- or just your heroes. These treasures will open up new strategic avenues for your nation.

Or your fighters and wizard can join the armies.
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