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Dungeons & Dragons: Temple of Elemental Evil
|Price:||$50.98 & FREE Shipping. Details|
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- 1-5 Players
- 60 minute playing time
- Can be combined with other D&D Adventure System Cooperative play board games
Frequently bought together
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From the manufacturer
Contents can be combined with The Legend of Drizzt and Castle Ravenloft
Features dungeon crawling action
- 32 Illustrated, interlocking dungeon tiles
- 42 Plastic heroes and monsters, including the large black dragon
- Adventure Book
- 280 Markers and tokens
- 20-Sided die
- (Stones not included)
In the Temple of Elemental Evil board game, you play as a heroic adventurer
Are you ready for adventure?
With amazing abilities, spells and magic weapons, you must explore the dungeons beneath the Sword Coast where you will fight monsters, overcome hazards and find treasure.
After exploring the Temple of Elemental Evil’s dark dungeons, look for other D&D Adventure System Cooperative play board games, including the furious Wrath of Ashardalon, the terror-filled Castle Ravenloft and the thrilling Legend of Drizzt. Try combining one or more games for a new experience!
- Terrifyingly fun quests
- 60 minute playing time
- Solo play option
- Co-operative 2-5 player option
In the Dungeons & Dragons: Temple of Elemental Evil Board Game, you play as a heroic adventurer. With amazing abilities, spells and magic weapons, you must explore the dungeons beneath the Sword Coast where you will fight monsters, overcome hazards and find treasure. Are you ready for adventure? Temple of Elemental Evil includes multiple scenarios, challenging quests, and co-operative game play designed for 1-5 players. The contents can also be combined with other D&D Adventure System Cooperative play board games, including The Legend of Drizzt and Castle Ravenloft. Each player selects a hero, such as a fighter, cleric, or wizard. On their turn, each player can explore further into the dungeon (turn over new tiles), move through the already explored parts of the dungeon, and fight monsters. When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added. Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play. Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest. Each scenario has a different goal, from retrieving a relic to slaying a large boss monster.
Top Customer Reviews
The previous three Adventure System games were Castle Ravenloft, Wrath of Ashardalon, and Legend of Drizzt. Balance was a big shortcoming of those games. Castle Ravenloft was brutally difficult, Wrath of Ashardalon was slightly easier, and Legend of Drizzt was actually a little too easy (especially for those playing the titular character). While each had its issues with balance, campaign play was seriously lacking. You could pick any scenario and play it, and it didn't make a difference what order you did them in or whether you played multiple scenarios at all. Winning a scenario had no effect on future adventures, and the leveling system (such as it was) was useless. Part of the beauty of the full Dungeons and Dragons game is the character you develop; after playing through multiple encounters and gaining levels and equipment, you begin to feel an affinity for your character. While that never was a mechanic before in the previous Adventure System games, this time I really enjoyed playing and upgrading Talon the Ranger in ToEE. After playing the final scenario, I asked myself "How can I keep this going?" and actually used some homebrew rules for converting her to an AD&D Second Edition character.
Dungeons and Dragons was never only about subterranean hacking and slashing, and this game does introduce a very minor amount of open-air adventures and game mechanics--just enough to make you feel like this campaign is set in a real living world, not some generic nameless amorphous catacombs.
I hope Wizards of the Coast keeps this line going. After three passable entries, this game is a true winner. The seemingly minor tweaks to the system make this game an engrossing experience, and for me felt like a true Dungeons and Dragons experience with all the white knuckle dice-rolling, rules-parsing, and victorious fist pumps after slaying the boss monster when you only have a couple hit points left.
I highly recommend purchasing this, and for what it's worth, I recommend that Wizards of the Coast keep going with this game system. Maybe one set in the "Dark Sun" world next?
-There are tons of traps to trip up your heros if they fail to disable them.
-There is now a village (complete with villagers) for your heroes to explore and interact with.
-Although you can play scenarios a single session, it is encouraged to play each senario adventure in order as a campaign (something I plan on embarking on)
-As you progress through the campaign, you are adding stronger monsters, tougher encounters, and more valuable treasure cards into the random decks making the campaign feel like it is ramping up the difficulty.
-Heroes can level up after each successful adventure (for a price). You can still have the option of leveling up your hero on a crit 20 using 5xp if you choose to play that way.
-Heroes can trade/sell/buy after each successful adventure. You can purchase additional perks for your hero.
If you like playing D&D and dont have group or if you need a quick d&d fix, this game is for you. The additions to this game really make it feel like a role playing experience rather than just a hack-n-slash dungeon crawl (which is good as well)