|Dungeon of the Mad Mage™|
SKU# 73590, SKU# 73591
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At
the bottom of this crumbling shaft is a labyrinth dungeon known as Undermountain, domain of the mad wizard Halaster Blackcloak, who has seeded his lair with monsters, traps, and mysteries.
As an adventurer in Dungeons & Dragons: Waterdeep: Dungeon of the Mad Mage board game, explore Undermountain in search for treasure while navigating numerous traps and ominous monsters.
Human playable characters included;
- Navell Human Paladin
- Cormac Half-Elf Cleric
- Atka Tiefling Fighter
- Marcon Human Sorcerer
- Trosper Gnome Rogue
- 42 Single-Colored Miniatures
- 5 Hero Tiles
- 4 Villain Tiles
- 1 Rulebook
- 1 Adventure Book
- 20-sided Die
- 40 Interlocking Dungeon Tiles
- 5 Double-sized Interlocking Special Tiles
- 225 Cards
- Over 300 Tokens
- Players can now get to level 4 with their characters and gain even more powers!
- Environment cards that get replaced when a new Environment card is drawn.
- Bane/Boon cards – some effects will cause a draw of these cards, telling you to resolve their bane or boon effect.
Following in the path of the other critically-acclaimed D&D board games, Waterdeep: Dungeon of the Mad Mage features multiple scenarios, challenging quests and game play designed for a single player or a cooperative group of 2-5 players. The Waterdeep: Dungeon of the Mad Mage Adventure System Board Game features new Environment and Bane/Boon cards, as well as the Trap and Spell decks that premiered in Tomb of Annihilation, for even more exciting game play content!
What’s Different? – Standard vs. Premium Ed.
- WizKids is now offering two versions of the game, Standard (SKU# 73590) and Premium editions (SKU# 73591)
- Greater flexibility with two price points and paint options for customers.
- The Premium edition (SKU# 73591) introduces a fully-painted miniatures option.
- The Standard edition (SKU# 73590) has a single-color miniatures option.
There are an extensive list of errors below in the game that have yet to be addressed by Wizards. Boardgamegeek https://boardgamegeek.com/thread/2180606/errata have listed all the errors and possible solutions below.
- IMPORTANT • There are 23 Dungeon tiles (Including single tiles and double joined tiles) and the remainder as cavern tiles. To dell the difference is a visualisation task. If the tiles image looks sharp edge like a clean carpenter cut job, then it's a dungeon tile. If the tiles look like a rocky surface, and glowing with colour like an underground cave then it's a cavern tile.
- IMPORTANT • Marcon the Human Sorcerer has 1st level AC listed as 16. AC is 14 at level 1 and AC is 15 at level 2 for the sorcerer.
- Power Card suggestions on the back of the Adventure book don't match the actual card
- Pressing Attack = Precision Attack
- Challenging Shout = Goading Attack
- Royal Envoy = Renowned Adventurer
- Probe Defenses = Whirling Spear
- Juggernaut = Relentless Avenger
- Distant Metamagic = Distant Spell
- Nice Try! = Nice Try
- Adventure book page 2, Upgrading Between Adventures Skullport (After Adventures 4-6) should be After Adventures 5-8.
- Page 6 of the Adventure Book (Adventure 4). The second paragraph of the end game flavour text about arriving in Skullport (begins "In any event,") should be read at the start of the next adventure (Adventure 5, p.7) since the heroes are still in the Yawning Portal until Adventure 5, whereupon they change base camp to Skullport.
- The False Halaster villain card has the first two tactics in the wrong order (thank you Russell Corbally). They should be, If False Halaster is on the same tile as the Active Hero, If False Halaster is within 2 tiles of a Hero,
- In the aftermath of Adventure 4 (and 8), it says Add 1 Superior Healing Potion to the Treasure deck, however the card title is Potion of Superior Healing.
- The Muiral (large scorpion man) is mis-labeled under the mini as "Murial".
- The Muiral villain card should say "Weaken 3" damage for Sting, instead of just "Weaken".
- There is a typo on Trobriand's villain card. In the list of spells he can cast, Cause Wounds should be Inflict Wounds.
- There is a typo on Halaster Blackcloak's villain card, under his fourth tactic (within 1 tile of a hero): In the list of spells he can cast, Charm Person should be Charm Monster.
- Adventure 11 lists number of Heroes as 3-5 but it really just needs to be 2-5, like all the other Adventures
- Cormac the Cleric has speed 5 at level 1 and speed 6 at level 2, speed doesn't change when going up levels. Cormac's speed should stay a constant 5, regardless of his level.
- The tile diagrams at the bottom of page 5 of the Rulebook do not show properly placed tiles. Follow the rule of ALWAYS placing a new tile with the black/white arrow pointing towards the unexplored edge that is being explored. That way, by following the arrows, you will ALWAYS be able to get back to the start tile. There's an error in the counting of tiles in the right-side image at the bottom of page 5. The top 2 should actually be a 4 because you don't walk through walls when counting tiles.
- The five markers for advancement to levels 3 and 4 are not listed in the Rulebook's game components list These are the grey/brown+white ones in the middle of sheets #11 and #12 and the bottom of sheet #13.
- The fortune cards "An Old Map" (there are two of them) do not say "Discard After Playing" like all the other Fortune cards
- The rulebook states "Fortunes are played immediately and provide an immediate benefit. If the benefit has no effect, nothing happens. Discard a Fortune Treasure card immediately." Since these are Fortune cards, they are immediately discarded when used immediately after being drawn. They should have "Discard After Playing" on them since there's nothing else written on the cards to indicate otherwise.
- On Marcon's Font Of Magic card, it is written "Use when you flip one of your Daily or Utility Powers facedown." Can I use a font of magic to prevent flipping an Expert Power card? "Expert powers are not daily or utility powers." so that means no.
- Scaladar (and other large figs) are too big to fit on tiles without being in the black square section (wall). How is this supposed to work? "The walls do not impede the placement of the monster(s). But of course they do impact movement and tile distance for tactics." There is also the Villain card notes for Ashardalon (and some other larger villains in the other games) that states "Squeezing: Ashardalon can be placed over walls, but the centre square that his miniature is on must be open." For 2" bases, at least one square of the base must be on an open square.
- For consistency, Level 3 should get +1 AC (not 0) and Level 4 should get only +1 AC (not 2). See discussion Re: 3rd Level AC.
|Dungeon of the Mad Mage™|
|Heroes • Monsters • Villains • Powers • Treasures • Encounters •|
Powers by Type
|At Will • Daily • Utility|
Powers by Class
Fighter • Cleric • Sorcerer • Rogue • Paladin
Powers by Race
Treasures by Type
|Item • Treasure|
Encounters by Type
|Boon • Trap • Adventure • Chamber|
Monsters by Type
|Humanoid • Fey • Undead • Construct • Aberration • Ooze|