

Once the tile is placed, you draw a monster card and place it. Once you move to an “unexplored edge” of a single tile, you place a new tile, and you move into the “exploration phase” (regardless of whether you’ve used up all your moves or attacks), and your unused moves and attacks are gone. Regardless, a single tile is less than 7 squares across, and Drizzt has the ability to move 14 squares (more than two tiles) every movement turn. Drizzt has the special ability to have an extra attack, so we can assume he has a little more flexibility here, but that isn’t detailed in the rules.

Every turn you can move twice, attack then move, or move then attack. The rules are designed this way, and they’re initially vague and difficult to follow.įor example, the title character, Drizzt, has a move of 7.

Instead of exploring a dank, dark, musty cavern, you feel like you’re running through an underworld Grand Central station where monsters are bumping up against one another trying to get a shot at your heroes. The Legend of Drizzt isn’t a dungeon crawl, it is a dungeon run.

I started with the blue cover, Red Dragon Basic D & D set that came with chits back in the late 70s, and I played the second basic and red-box advanced rules, as well as the hard-cover AD&D rules. I’m a longtime Dungeons & Dragons player. If a board game version of Diablo sounds fun to you, Dungeons & Dragons Legend of Drizzt might be worth a look. Geek Gifts 2012: Dungeons & Dragons Legend of Drizzt board game
