Which brings us to Fantasy Flight Game's (FFG) newest release, World of Warcraft: the Boardgame (WoW:tB). Set in a small area of the World of Warcraft universe, players are asked to assume the role of one of the nine different classes from the online game and embark upon an adventure of defeating hostile creatures, collecting treasure, and gaining power by obtaining experience points. This review will cover the initial impressions, gameplay, then my impressions after a few 2 player games.
Initial Impressions
What can you say? This game was constructed to scream "look at me!" from the ground up. The box is the same size as the "Twilight Imperium 3" box and has a very noticeable heft to it when you pick it up. On the FFG web site, they have a picture of WoW:tB setting on a scale showing it weighs 10 pounds! Inside you get a large map of the northeast part of the WoW universe; it covers the areas of Hillsbrad, Tiristfal Glades, the Eastern Plaguelands, and everything else in-between. Two massive decks of cards: the smaller sized cards contain all the possible equipment and character abilities while the larger cards contain the events and quests that you'll be tasked to complete. There are 4 counter sheets full of counters to punch out, and many various player mats and reference sheets. Then there are the miniatures.
There are over 120 miniatures with 29 different miniature types, covering all the possible player characters and the 13 different hostile creature types that will populate the countryside. All the different models are very detailed, with the massive Doom Guard easily being the best model I've ever seen packaged in a boardgame. The Doom Guards stands as tall as 2 or 3 regular character minis. Each of the 16 possible player characters are also individually sculpted.
Overall, it rivals the recent "Lord of the Rings" game for number of bits while edging ahead in the coolness factor of its minis. My only disappointments are that the playing cards feel like they are of average quality (since you only shuffle each deck once per game, they should hold up for a long time), and the three game-ending boss characters are only represented by chits ... no mammoth minis to dominate the board with. I'd love to see those three in mini form! Sure they probably wouldn't fit into one area ... but who would want to voluntarily get close enough anyway?

Gameplay
WoW:tB attempts to bring the standard pillars of roleplaying (starting off weak, adventuring to gain treasure, earning experience to become more powerful) into a single session boardgame format. The basic goal of the game is to have your team either defeat the Overlord or kill the other team in a large player vs player (PvP) battle after the end of the 30th turn. What's that ... Other team? Player vs Player?
WoW:tB has taken a different road than many adventure boardgames of the past. Here they divide the players into two factions, the Alliance and the Horde. While adventuring and gaining levels, you are also in a race against the other team. There is only one Overlord per game, and the first team to kill him wins. One team can also attack the players from the other team. Clearly defined teams in a race and PvP combat intertwine to create the central theme of the boardgame. You cannot win on your own, so you have to coordinate each turn with your team in an attempt to out pace the opposing team. It is in this theme that a person will find if they like WoW:tB or not.
The different player professions are fully fleshed out and vastly different from each other. Each profession runs off of two basic stats, health and energy. You need health to survive hits, and you need energy to activate your skills. True to the computer game's roots, each character has a completely different set of possible powers and talents available to them. In WoW:tB, these skills are each represented by a separate deck of cards for each of the 9 different professions. Powers are situational and take some amount of your characters energy to use while talents are given free each level you gain and either make powers more useful or give additional unique benefits. With this basic system, each profession retains it's own unique flavor while allowing for different variations within the same profession. For example ... depending on how you choose your powers and talents, you could have a warrior that blocks a lot of damage, or you could have a warrior that dishes out a whole lot of melee flavored pain. The amount of variety is amazing, and retains the flavor of the online version of each profession.
From theory to implementation
The Good:
For me, the game is a success. I've gotten a chance to play 2 2-player games so far. Many people will see the game as a dice-fest. For me, the luck becomes a lot like the luck from a game called "Can't Stop". The game develops as a series of risks. The larger a risk you take, the quicker you can level and the better chance you can stay ahead of the other team ... but if you die, it is a major setback as you lose a few turns trying to recover.
As the game progresses, each teams' quests (the primary way to gain experience) start to pop up right next to each other. At that point you need to keep leveling, but getting close to an enemy player invites the risk that they'll attack you when you are weak. This adds an odd element of "the dance" as both sides fight their way around each other. Since PvP combat can hurt either side, usually the first team to an area forces the other team to quest somewhere else (if possible). There's safety in numbers ... but taking on quests as a team slows down your development.
I've played many types of roleplaying boardgames (there is my old, played to death copy of Magic Realm and Runebound to name a few), and the character development in WoW:tB is the best I've played. My major gripe with Runebound was how similar each character seemed to play. In Magic Realm there is great variety, but how you grow is completely dependent on what loot you find. Here, there is great variety AND complete choice on how you want your character to be. (If you get a chance to play WoW:tB with a friend that plays the online game a lot ... tick him off by playing a priest, then only buff the offensive skills. When he tells you that priest have healing spells, tell him, "why would I want to heal when I can melt faces?" It'll make him feel right at home).

The bad:
Just like in the online game, there are builds for the different characters that seem less optimal and skills/talents that almost seem pointless when compared to others of the same level. After a while, you may find yourself building each of the characters the same way every time.
The melee oriented characters seem more powerful than their magic casting counterparts. Spells hit first, but do not help defense while melee attacks allow for attacks and defense. The benefit of hitting first is that you can avoid taking damage if you kill whatever it is you are fighting with your first volley. Most creatures after the first level will withstand one or two assaults because of their high health. Mages are really weak at taking hits, and their ranged damage does nothing to help against this. This combination leads to mages having low survivability on their own. Melee characters almost double their defense by rolling high defense and melee totals. So they are usually able to solo creatures their level and below with ease. The online game balances this by giving the casters ways to keep creatures away from them (slowing them down, rooting them in place, stunning them, etc). These "support" talents do not seem to have translated well to the boardgame version.
The Overlords almost seem too powerful. Looking at their stats, I never felt I had a decent chance at killing one. Since in both games I was ahead in character development, I felt it was safer to hinder the lower leveled side toward the end then make a real attempt at the Overlord. This works since after the 30th turn, the game is decided by a PvP contest. If you happen to be the stronger side ... well, you'll have better odds in the PvP than against the Overlord.
I really wish the Overlords had minis ... but this is petty as they probably couldn't fit in the box anyway.

I had a lot of fun with the combat system, but my friend seemed to have a little difficulty with the dice and how all the powers interacted with them at first. This could end up being a source of frustration for some for their first few games.
Summary
Components: 10 (Should be a 9.5 without the overlords ... hehe)
Rules: 9 (They were large, easy to read, and had lots of examples)
Gameplay: 7 (Lots of fun, but some areas like the melee/caster problem drops this a few points)
Systems: 9 (There are many unique systems in the game, the combat and leveling systems add a ton of variety and feel unique)
Overall: 8 (This could go up, if someone could give me a reason not to go for the Paladin/Warrior combination.
I just load up on defense and attrition and watch the other side try to do damage. It's a deadly combination. This just stems from my early perception into the melee/caster imbalance)Score: 8.6
About me
I'm 28, and first stepped out of the Monopoly/Risk treadmill when I was 12 when I received a copy of The Hunt for Red October as a gift. A year later, an uncle of mine sent me the Avalon Hill game Tac Air for my birthday. Oh the world I was opened to. It came packed with a full color brochure of their entire game line. From there I hit wargames of all types: Advanced Third Reich, Breakout:Normandy, Hannibal vs Rome, Republic of Rome, Civilization ... I was a wargamer. When I was 21, a store called Michael's Magic opened in the same complex I worked in. Soon after, the store's owner introduced me to a small but dedicated boardgaming group. Through the likes of Jeff, Shane, Mike and the rest I was introduced to the world of the German games. Funkenschlag, Puerto Rico, Die Macher, Wonger and everything in-between. They are still an active bunch with a yahoo group called the AZBoardgamers. If you live in the Phoenix area, I highly recommend contacting them. Never has a finer group of people been assembled around a collection of chits and markers! My job moved me across the country, where my interest have changed to more hybrid games that have conflict, but with the lower complexity that I became used to in German games. Things like TI:3, Runebound, my rekindled love affair with Axis and Allies, and now WoW:tB. No matter what the type of game, I'll play them all! I tend to do best in abstract placement and conflict games, while I always get ran over in auction and negotiation games.
-Robert
































