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Dungeons & Dragons: Wrath of Ashardalon Board Game

#1158BGG ↗

2011 · 1-5 players · 60min · weight 2.59 · 6,913 ratings

port: no portdifficulty: Medium
BGGv4 widev4v4 deep5Sources2Rules cardCandidate0.467Deep dive
Bayes
6.57
Users rated
6,913
Owned
15,092
Wishing
1,943

At a glance — v4 wide

Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.

Core loop (micro)

Move hero, reveal new dungeon tile, fight or avoid monster, collect treasure, level up hero.

MDA aesthetic vector (0–3)
Sensation
1
Fantasy
3
Narrative
2
Challenge
2
Fellowship
2
Discovery
2
Expression
1
Submission
1
Mechanic-interaction primitives (5)
  • [3]variable_player_powers— “Each player selects a hero; a rogue, thief, warrior, cleric, or wizard
  • [2]variable_setup_per_game— “features multiple scenarios, challenging quests, and cooperative game play
  • [2]escalating_threat— “new monsters to fight are added
  • [2]engine_growth— “Slain monsters reward the players with treasure, and experience points, allowing them to level up
  • [1]cooperative_with_traitor— “Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest
discovery_score: -0.356

Archetype fits — v4 deep

How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.

ArchetypeCompositeLTFSessionComboArcShare5inOnboard
Coop
Variable_player_powers + scripted_monster_ai + shared_hp_party hit canonical coop shape; scenario campaign = high content_extensibility. Visual legibility on phone is hard with hex tile sprawl + 4 hero sheets.
6.007.0768556
Balatro
Hero engine_growth + treasure draws give some payoff stacking; tile_reveal_spawns_threat creates arc but mostly dice-driven and party-coop, not solo run.
4.705.0557454
Snap
Coop dungeon crawl doesn't fit async PvP shape; no bluff layer or lane structure.
4.005.0346344
Cozy
Coop-or-Solo tier (Cooperative Game + Solo) — no cap. But escalating_threat + dungeon combat are anti-cozy primitives; tone is tense, not restful.
3.904.0345354
Wordle
60-min scenario play is far too long; tile-reveal randomness isn't puzzle-shaped.
3.504.0235343

Translation candidate

Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.

bayes_norm×0.300.196
wish_norm×0.180.297
compress_norm×0.170.500
diff_norm×0.200.600
port_headroom×0.151.000
fit_score (total)0.467= 0.467
Difficulty reasoning

Tile reveal and dice combat port directly; AI monster behavior is already scripted in the cardboard rules.

Closest loop translation
none yet

Sources (2)

Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.

BGG comments0.75LLM memory0.65