Quest for the DragonLords
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Quest for the DragonLords (Second Edition) is a beautifully illustrated fantasy boardgame of adventure and world conquest. You control the fate of your civilization as you manage your resources to build vast armies and longships to conquer your opponents.
The game comes complete with close to 200 finely detailed miniature Elves, Barbarians, Dwarves, Orcs, Longships and DragonLords. Each of the four civilizations has special abilities and unique spells available to their Wizards that give a whole new strategy with each time you play. The game creates a very rich atmosphere of Norse mythology as you explore quests in such malevolent places as the ancient ruins, forbidden forests and torture chambers. With over 100 uniquely illustrated game cards allows all new prophecies, characters, treasures, scrolls and quest cards, to immerse you into a truly lush game of adventure and intrigue.
You, as King or Queen of your civilization, must choose between expanding your empire to increase your revenue or face the difficult task of protecting your realm from marauding ships and teleporting Wizards that may attack you at any time.
Vigrond is the battlefield where the DragonLords clashed in the first age during the Dragon Wars. You must dispatch a quest party that may visit the Witch’s Den to gain potions and other tools to help you on your quest. Legendary heroes gather in the villages that may help you or betray you at the worst possible moments. Your quest party may visit Shrines containing scrolls that are very powerful spells or visit the Oracle where the gods may reveal hidden truths and secrets lost to all but a few. The Dragon Lair is said to contain a path to the serpent Nidhogg the devourer, who may bless you with the omnipotent power of a DragonLord. DragonLords use dragonfire and have the ability to teleport to any territory in the world along with the army that it commands. May the gods bless your Quest for the DragonLords to lead your legions and fleets to victory!
Average Rating: 3.2 in 5 reviews
It is a fast-paced game and beautiful board and rules book.
It has several different facets which makes it a must have. These are: questing for items & units and strategic conquest, where every people has its own unique abilities. You play one type of units. Further there are a few more powerful units (a mage, your king and the dragonlords) to make a difference. Try and protect your King and be the last king standing to win.
The game itself looks great and the producers went the extra mile to create a nice background story which is added on cd-rom.
If you have any questions or remarks the producers are more than willing to help out and listen to serious remarks to try and improve the game.
With the expansion for 5 to 6 players the looks and plays even better. The expansion is of the same good quality and look as the base game.
Isn't that what games are about, anyway? I'm not looking for an elegant game every day. Sometimes I want to just have a lot of fun playing a game.
There are many great games that have a theme tacked on to them. In fact, it seems that way with most games these days. However, Quest for the Dragonlords is a game with a theme, and a theme full of fun.
The game resembles a cross between a simplistic RPG, Risk, and a little of Battlemist. There are a few weak points to the game, but with a bit of changes, especially with an expanison and advanced rules promised - the game really shines.
The game is for 2 - 4 players, although I would recommend 4 if at all possible. Each player plays a race: Orcs, Barbarians, Dwarfs, and Elves. Not original races, to be sure - but we love 'em anyway. Each race has a slight advantage: Dwarves mine more gold, Orcs are cheap to produce, Elves can sneak attack, and Barbarians are the best attackers. The differences are minor, but even greater differences are promised in the advanced rules. For now, they suffice. Each race has one type of unit, sculpted out of plastic. The colorful plastic units all over the board are very colorful - and the game looks great when set up.
The game board itself has a beautiful map laide out on it, with several land masses separated by oceans. It looks like your typical 'Risk' layout, but the game itself plays a bit differently. The goal of the game is to elimnate each other's kings. Each player has 3 plastic disks with a sticker inside each. One is a decoy, and is worthless. The other two are a wizard and king. If your king dies, you lose! So you want to protect your king at all costs. The board spaces are divided up with mountain ranges cutting off access points in some places, castles and gold mines in others. Castles give a defensive bonus, so it's a good idea to put your king in them. It doesn't matter how large your force is - if you lose the king, you're out, so keep him safe. Conquering gold mine spaces is great, because they provide you with more money to buy more troops and ships.
So your troops maneuver around the board across land and ships. Ships can reach all over the board quickly, so it's hard to build defensive lines. Combat is slightly similar to Risk. Each unit has a defensive number (6, usually), and and attack number (3, normally). When you fight a battle, you roll the defense number die. (A 6 defense is a 6 sided die) You have to roll your attack number or less to get a hit. It's a nice system, actually. When the advanced rules add stats, battles should shape up nicely. With wizards being able to cast spells, battles have a nice variety as is. There are currently 6 different spells - some of them rather powerful. The only other unit that takes part in battles is the powerful dragonlords.
And that is where this game goes where very few other games go. Along the sides of the board, there are quest paths. You can send some of your units on (often dangerous) quests to get magical items, spells, and the coveted Dragonlord units. Quests are very simple, you meet some basic requirements, like having a torch, etc. Sometimes you fight a monster using the same combat system as above. The monsters are really difficult, but the rewards are fantastic! And this is where decision making comes into play. The more men you send on quests, the better chances you have of getting great units, etc. However, you are taking men away from the front lines, and battles. It's a fine balance that is a lot of fun.
The Dragonlords are extremely powerful, with a nasty attack, and the ability to teleport around the board, taking troops with them. Critics say that they are too powerful, and that may be true - but they are really hard to get, and so are a nice reward. Games don't take very long, and you have to guard your forces (king) from all directions and prepare for all kinds of attacks.
Some other huge plusses to the game. The game designers are very accomodating. They take feedback and make changes to future editions of the game. (For example, the game was originally released with gold colored rocks to use as money. Many people didn't like the nuggets, as they thought they were unwieldy, etc. The designers changed them to plastic coins in future editions. I personally like the nuggets, but the majority didn't, so they changed the game.) This shows that the designers aren't dead set against change - so if the game has problems, they will fix them. Also, advanced rules will be coming out soon, they assure me. New units unique to each race will come out (i.e. catapults, etc.) in pewter, so the game may get a bit of a 'Warhammer' feel. I also appreciate the designers' answering my questions via email. And when I told them about something I wasn't keen on (I thought a card was too powerful) they suggested changes that I could try.
Advanced rules, new units - you can drool while waiting. Meanwhile, there is a perfectly good game here to play. Immerse yourself in a fantasy battle, while delving into strange and wonderful quests. I highly recommend this game as a fun, fantasy-filled, time!
This game has a lot of potential. Most of the reviews I have read are on the money when they say that there is a problem with the balance between the races. It is a lot faster pace than I had expected (a good thing) but it takes a bit of effort to get the rules down. With the addition of a few 'house rules' and the anticipation of the expansion; a good game. I went in half with a friend so it didn't hit my wallet as hard as it could have. Definately try to find somewhere to play it before you buy it.
This game is a real shame. It has great production quality -- solid components, fairly clear rules, nice board and pieces, and even a CD tutorial of how to play.
Too bad the game itself is listless and uninspired. The Elves are indeed too over-powered. Even with 'house rule' tweaking, we found it cumbersome. And repetitive. There seemed to be little actual decision-making, as you seemed pre-destined to trudge along the same paths or be hopelessly beaten.
A clever idea, some nifty pieces and nice packaging fooled me -- I put my money down. Unfortunately, the game is not worth the price.
Better options in fantasy wargaming boardgames would be: Kings N' Things (Games Workshop), Battlemist (Fantasy Flight), RISK Lord of the Rings or just about anything but this sub-par game.
If this game was play tested, I'd be suprised. The Elves sneak attack ability is over powered. The magic is rediculous. The ability to use magic every combat round is too much. The ability to teleport to the enemy king is a waste of my time. A few fixes would make this game fun. If a new player was playing with veteran players, I would think they would never play again. The veteran players already knows the two game winning tricks. Quest from the start of the game and get a dragon lord. That should be the real winning condition. Armies are next to worthless.