Overview
The Legend of Drizzt Board Game is a cooperative adventure game using the D&D Adventure System. Players control heroes from R.A. Salvatore’s novels (Drizzt Do’Urden, Bruenor Battlehammer, Catti-brie, Regis, Wulfgar, and others) exploring the Underdark by placing Cavern tiles and fighting monsters. The game features multiple adventures with different objectives. Players share Healing Surge tokens and must complete the adventure’s objective before any hero dies permanently.
Components
- 40 figures (heroes, monsters, villains)
- 8 Hero cards, 4 Villain cards
- 1 double-sized Start tile, 3 double-sized Destination tiles
- 32 interlocking Cavern tiles, 22 Cavern Edge tiles (including 4 Fissure tiles)
- 200 cards: Starting Deck (5 Sequence of Play, 20 Encounter, 20 Monster, 29 Power, 26 Treasure) and Advanced Deck (7 Ally, 22 Encounter, 10 Monster, 51 Power, 10 Treasure)
- 10 Condition markers (Immobilized, Poisoned)
- 5 Healing Surge tokens
- 64 1-HP tokens, 8 5-HP tokens, 10 Monster 1-HP tokens, 2 Monster 2-HP tokens
- Stance, Charge, Duel, Double Strike, Power Strike tokens
- Camp, Crown, Key, Lever, Map, Snort, Filled Bowl, Secret Tunnel tokens
- AC tokens, Time tokens, Treasure Chest tokens, Hero/Monster tokens
- Collapsed Tunnel markers, Encounter markers
- 1 die, 1 Adventure Book, 1 Rulebook
Setup
- Choose an adventure from the Adventure Book (Adventure 1: Exile for solo first game, Adventure 2: Search for Mithral Hall for group first game).
- Place the Start tile in the center; place 2 Healing Surge tokens beside it.
- Each player chooses a 1st-level Hero and takes their Hero card, Power cards (use suggested cards for early games), and matching figure.
- Place Hero figures on any square of the Start tile.
- Build the Cavern Tile stack per adventure instructions.
- Shuffle and place Encounter, Monster, and Treasure decks.
- Set aside adventure-specific components (Villain figures, special tokens, Destination tiles).
Turn Structure
Each player’s turn has 3 phases:
Hero Phase
- If at 0 HP, use a Healing Surge token (if available) to recover Surge Value in HP.
- Perform one action set:
- Move then Attack, OR
- Attack then Move, OR
- Make two Moves
Exploration Phase
- If your Hero is adjacent to an unexplored edge (edge without a wall not adjacent to another tile), draw a Cavern tile and place it with its triangle pointing toward the explored tile.
- Draw a Monster card and place the corresponding Monster figure on the new tile’s mushroom patch.
- If you don’t explore (not adjacent to unexplored edge), skip to Villain Phase.
Villain Phase
- If you did NOT place a tile, OR placed a tile with a black triangle: draw and play an Encounter card.
- Activate the Villain (if in play) per its card.
- Activate each Monster and Trap card you control, in the order drawn. Follow the Monster’s tactics. If multiple monsters of the same name exist across players, activate all of them during your Villain Phase.
Actions
Movement
- Move up to Speed value in squares.
- Can move diagonally when counting squares (unless blocked).
- When counting tiles, never count diagonally.
- Immobilized: Cannot move.
- Poisoned: Speed reduced.
Attacks
- At-Will Powers: Can be used every turn; not expended.
- Daily Powers: Flip card over after use; powerful one-time abilities.
- Utility Powers: Special non-attack abilities (stances, positioning, etc.).
Making an Attack
Roll the die and add the power’s Attack Bonus. If the total equals or exceeds the target’s AC, the attack hits. Deal the power’s listed damage. Excess damage is wasted (does not carry over).
Defeating Monsters
When a Monster’s HP reaches 0, remove it. The defeating player draws a Treasure card. Place the Monster card in the discard pile.
Defeating Heroes
When a Hero reaches 0 HP, they must use a Healing Surge token at the start of their next Hero Phase. The Hero recovers HP equal to their Surge Value.
Experience Points
Gain XP from defeated monsters. XP can be spent to cancel Encounter cards (5 XP each). When the group accumulates enough XP, Heroes level up (flip Hero card to level 2).
Scoring / Victory Conditions
Win: Complete the adventure’s specific objective (varies by adventure — e.g., defeat a specific Villain, reach a Destination, escape the dungeon).
Lose: Any Hero is at 0 HP at the start of their turn AND no Healing Surge tokens remain. Also lose if the adventure’s specific defeat condition is met.
Special Rules & Edge Cases
- Cavern Tile triangles: White triangles are safer; black triangles force an Encounter card draw during Villain Phase.
- Start tile counts as two tiles for movement and counting purposes.
- Unexplored edge: A tile edge without a wall that isn’t adjacent to another tile.
- Adventure-specific rules override general rules as stated in each adventure.
- D&D Adventure System compatibility: Tiles and cards can be combined with other D&D Adventure System games (Castle Ravenloft, Wrath of Ashardalon).
- Advanced Deck: After learning the Starting Deck, incorporate Advanced Deck cards for greater variety and challenge.
- Competitive adventures are also included as optional modes.
- Monster card duplicates: If you draw a Monster matching one you already control, discard and redraw. Different players can have the same Monster type.
- Healing Surges are a shared group resource, typically starting with 2.
Player Reference
Turn Phases: Hero Phase -> Exploration Phase -> Villain Phase
Hero Phase Actions:
- Move + Attack
- Attack + Move
- Two Moves
Exploration: Adjacent to unexplored edge? Draw tile + Monster. No? Skip to Villain.
Villain Phase: No tile OR black triangle = Encounter card. Then activate Villain, Monsters, Traps.
Attack: Roll die + Attack Bonus >= target AC = hit
| Win: Complete adventure objective |
Lose: Hero at 0 HP, no surges left |