Customer Reviews:
Not that great.......2007-06-12
I love minis, so I buy D&D minis, but I prefer metal to plastic. I also hate that you can't just buy the ones you want. Wizards of the Coast makes you buy a sealed box and you can hope to get something nice. Usually the best ones are rare. Still a couple of boxes is cheap overall and gives you some cannon fodder.
Book Description
The second in a series of essential titles for the Dungeons & Dragons roleplaying game.
This slip-covered gift set contains three supplements that expand the core race options for the
D&D roleplaying game: Races of Stone™, Races of Destiny™, and Races of the Wild™. Choosing a race is one of the most fundamental steps in creating a character, and for the first time the supplements that focus on this important area have been collected in one set.
Customer Reviews:
Good source books.......2007-09-16
This a good set of books for experienced played who want more information about how different races work. The addition of other races a player can use is also handy. They are really nice source books.
Race Series.......2007-02-22
This box set of books is good for any player who wan'ts to make more specialized characters.
Great Resource.......2006-03-21
These books are just an awesome resource for players. They give a little more information on typical life for the races (even humans, go figure). They also have some new subraces and some new prestige classes as well as racial feats and a few more tactical feats. Just an all around good resource for tweaking characters.
D&D Race Series Collection.......2006-03-08
This is a excellent collection, it has all the information you need about the core races, plus some new ones. Great deal rather then buying them individually. A must for D&D Players and DM alike.
Book Description
An indispensable resource containing more than 100 new monsters for any Dungeons & Dragons© game.
This supplement to the D&D game provides descriptions for a vast array of new creatures. Several design changes have been implemented from previous monster titles due to fan feedback. Each monster will now be illustrated, and each entry will now begin at the top of its own page. Both of these changes are meant to facilitate faster gameplay. There will also be details on how to include any creature in a Forgotten Realms© or Eberron campaign.
Customer Reviews:
An enjoyable reference..........2007-09-26
I found the Monster Manual III to be a useful tool in my D&D book collection. Many new monsters, friend and foe alike, can be found within the 224 pages. However, a great deal of the monsters that grace the material are of the outsider/demon/devil types, or are undead. There are quite a few more creepy crawlers too. Any DM who is tired of the same old encounter will find Monster Manual III to be an enjoyable reference.
Useful if your careful.......2007-03-23
There are many imaginative creatures within the MMIII and I have enjoyed using the new Lizardfolk and Voidminded Creatures. Having more creatures for your adventures is always helpful to keep your players challenged but this book suffers from one major problem. The creatures tend to be under rated and therefore can be extremely deadly if you use the CR ratings in the book to balance your fights. Easily overcomed if you take the time to review the creatures you are using to make sure they fit what you have planned.
With this and the MM you are good to go........2007-03-11
This book covers the holes in the Monster Manual. With these two books you are set for a solid D&D game. It is heavy on the Eberron and Forgotten Realms stuff though. If you have a lot of Eberron books you will probably feel a little gypped at the reuse of material.
DnD MM3.......2007-03-10
no monsters in there worth buying the book.
Stick with the first monster manual.
GREAT BOOK.......2007-01-27
this book is very good. It has a lot of monsters ready 4 ur campain.good 4 the price.
Book Description
Who couldn't use a few new monsters in their game?
Monster Manual V is the most recent volume in the best-selling Monster Manual line. This
D&D supplement presents a fully illustrated hoard of new monsters, as well as ready-to-play variations of previously existing monsters. In addition, this supplement features maps of monster lairs, sample encounters, and tactics sections to help Dungeon Masters run the more complex creatures. Additionally, many entries contain information about where monsters are likely to appear in the
Forgotten Realms and
Eberron compaign settings.
Customer Reviews:
Well done volume of monsters.......2007-08-25
This is a very nicely done book of monsters - many of them are very strange and unusual. One of my favorites is the mockery bug, basically a disgusting bug-like creature that lives inside a host (the image of the creature bursting out its human shell through a persons head is one of the bloodiest, graphic pieces of art in a D&D book you'll find - well done!). Many of the monsters are very creative and interesting to read about - the undead fool is just creepy weird, hopefully your PC will never encounter him. The artwork in this book is top notch all the way, better than just about any other monster book I've seen in the 3rd edition line. I definitely recommend this book for anyone looking to populate their world and dungeons with interesting monsters.
Some usefullness, but often a rehash.......2007-08-23
I bought this more to round out the collection than thinking it would have a lot of high-class monsters to use. I was right. Most of the monsters are either regular humanoids with levels and feats tacked onto them or very esoteric monsters that would have little impact on a regular game. That being said, the production values and artwork remain impressive, and I would reccommend it for the hard-core gamer. People on a budget could use their money better elsewhere.
MM V.......2007-08-23
Well, I thought this book was very good, some new ideas and a nice format, and the monsters actually seem real, not a bunch of made up things just to fill a book. I really liked it until.......
Unfortunately I found out a few days ago at GenCon , that Wizards is putting out Dungeons and Dragons Version 4 in May 2008, so Version 3.5 will be retired. Be ware before you go gung ho on buying a lot more 3.5 stuff.
Pretty Good.......2007-08-20
A decently good book. Unlike most Monster Manuals, they actually went to a lot of effort to give a good spread of CRs in the book, both overall, and within each category of monster. So if you're playing an Illithid campaign, they have a whole range of themed monsters for you to use as a DM. They also have a good number of high CR monsters, which is an area of D&D WOTC typically doesn't devote a lot of attention to.
On the downside, 4th Edition D&D will make this book obsolete in less than a year, and there's not a very good selection of monsters as playable races in the book.
A Good Buy, woth a smooth feel.......2007-07-20
All in all this is a good book. It's not a great book, but it's a solid additional Monster Resource.
I'll hit you with the bad, first. There are three section devoted to already printed monsters with class levels: vampires, kuo-tao and hobgoblins. Now I can understand how this could be useful to some people, but it seems to me it should either be a web supplement or a separate book. Each of these sections takes up more room than a regular monster entry. That means you miss out on several new monsters for each one of these entries. Some of these spots include classes from some the other popular supplements, like the complete books. For me this is a positive because it makes them seem more unique, so I might use them. If you don't own the books the classes are from, they include enough information to still make them usable.
The other bad, was the two maps that were included. Each takes up about a page and were published separately on their website. Which means they simply take up room.
Now the good. Lot's of new monsters, most of which could easily appear on Material Plane. The range of difficulty is vast. They are fun ideas, that would probably not be apparent to players running into them, and seem very easy to run. Several have stats on how to make them familiars or mounts.
Two of the biggest fears were of the inclusion of Mind Flayers who follow Thoon and the Dragon Game. I actually have found these to be the two biggest positives in the book. The Thoon Mind Flayers are not, for the most part, Mind Flayers with Character levels. They're different types of Mind Flayers and Mind Flayer creations. They're all really fun, with varying CR. They're written as a separate sect, but they really don't have to be. There's even an Elder Brain with a CR of 15. This way you can have an elder brain battle before getting to Epics.
The Dragon Game, takes up a little too much room for my liking. There's a lot of fluff here. Dig through and you'll find a real gem. The template that can be applied takes away sorcerer levels form the dragons and replaces them with special abilities that are simple to use and make them seem more like dragons. It also gives you easy ways to make dragons a more intense and plot oriented part of your campaign world.
Book Description
A
Dungeon Master 2-pack that includes both a new
D&D screen and a bonus
d20 Modern screen -- in landscape format with new art.
Useful to anyone running any type of roleplaying campaign, this Deluxe
Dungeon Master Screens 2-pack contains both a
Dungeons & Dragons screen and a bonus screen for the
d20 Modern Roleplaying Game.
The tables on the back of the
Dungeon Master's Screen have been revised and updated to comply with the changes made in the new version 3.5 core rulebooks released in 2003.
Every table includes a page number reference you can use to look up more detailed information. You’ll also find some tables modified specifically for this screen that will help you get the information you need as quickly as possible during play.
Also included is a bonus four-panel screen geared toward the action-packed world of your
d20 Modern campaign. Because both screens fully support the d20 System, they can be used separately or together by an experienced
Dungeon Master or Gamemaster.
Customer Reviews:
Not bad if you can find it under 10 bucks w/ shipping.......2007-05-09
The tables include:
-Equipment hardness/hitpoints
-Substance hardness/hitpoints
-Break/Burst DCs
-Items affected by magical attacks
-Size and AC of objects
-Object hardness/hitpoints
-Wall stats
-Door stats
-Turning undead
-Increase/Decrease weapon damage by size
-Attack roll modifiers
-AC modifiers
-Influencing NPC attitudes
-Missing w/ a thrown weapon figure
-Climb check DCs
-Listen check DCs
-Combat Actions (AoO)
-Concentration Check DCs
-Skills list (Armor check, AoO)
-Ability modifiers
-Movement and Distance
-Hampered movement
-Armored/Encumbered speeds
-Max distance for spot checks
-Detect Magic stats
-Detect Evil stats
-Light sources and illumination
While the list is comprehensive, I was looking for some random encounter tables, oh well. The screen is short and while I didn't think that would be an issue, it is. I'm now paperclipping the D20 Modern screen (which has a few D&D relevant things on it, but not many) on top of the D&D one (they're the same size exactly).
Cool, but not necessary.......2007-04-03
Cool looking, but you could do without them. Nice quick info on inside, but again could do without.
Never shipped.......2007-02-08
We ordered this a month ago. We kept waiting and checking.. not shipped yet. Wait some more, not shipped yet. The item said "usually ships in 1 to 2 weeks" however, in 4 weeks, still "not shipped yet". Recomend if you want this, to buy it somewhere else. We ended up canceling this order and getting it somewhere else. Amazon doesn't know how to ship this particualr item.
Nice, but pricey.......2007-01-12
The charts selected for the inside of the screen are surprisingly useful; basically, they selected a lot of the things that most frequently come into play during a dungeon crawl, but that most people wouldn't bother to learn or remember. Things like various item and material hardnesses, common modifiers to AC, various types of actions and whether they provoke Attacks of Opportunity, skills, movement penaltes, light, and auras for both magic and evil/good. The creators were thoughtful enough to include the book and page number for various charts in case you need to get more info. On the downside, as other reviews mentioned it is surprisingly short for a screen, and pretty high-priced considering what you get. Yeah, yeah; you get a bonus D20 modern screen. Wow. I'd say that seven bucks would be a more reasonable price; five if it didn't come with a D20 modern screen.
It ain't that bad -- it's actually pretty good.......2006-09-22
Generally my opinion is that a screen is a screen is a screen. However, this screen is actually better than most. I like the landscape, 4-panel format because it means I can see and be seen over the screen, while it still hides my map, my notepad and my dice rolls. It also has a better center of gravity since it is lower and wider, which means it almost never falls over, even when struck by a handful of dice or my marauding 18-month old. That is not a claim that most portrait-oriented screens can make.
Is the screen a black-out room and cone of silence rolled into one? Of course not. If you need the full height of the older-styled 11" screens, this one won't work for you. But really, if you are playing with people who can't keep their eyes off the occasional flash of paper behind the DM's screen, don't blame the screen; get new friends.
For my part, the most important part is that WoTC (a company I don't think much of normally) actually gave some thought to what was on the screen. The inside is well thought out, with useful charts and tables easy to hand. Easily the best part is the full listing of all actions, and whether they are free, standard, or movement equivalent, and whether they provoke an Attack of Opportunity or not. The table with hardness ratings for standard items is also useful for those spur-of-the-moment actions when the PCs want to break down a random door, chop that chest open, or split a table in two.
Normally I wouldn't bother to review a screen, but this one has such an unfairly low rating that I almost feel sorry for it. It's a good product; I use it in every session, it keeps the players' eyes off the important stuff, and it's durable enough that even after 2 years of use it's in quite good shape. If for some reason you don't have a screen already, you could do a lot worse than this one.
Customer Reviews:
Another great addition to the tile sets........2007-09-26
I have bought all 5 sets and they compliment each other. A must buy for any DM. They provide a good visual of any room and make it easier for combat encounters. Much better than a bland grid board or hand drawn map.
D&D Dungeon Tiles Are Godsend.......2007-05-26
I was shocked when I recieved my dungeon tiles in the mail. These are a great addition to any game of D&D. Considering I was using cardboard cutouts from cereal boxes with 1" squares drawn all over them for my older adventures, these are an improvement. If you want more detail and realism added to your game don't hesitate to get yourself some of these tiles.
Hidden Crypts should have stayed hidden........2007-04-10
Although an improvement over the "Arcane Hallways" set, I was still unimpressed. There are too many little pieces (once again) that take too long to set up. Some of the larger pieces are useful though. I wish they would just release sets of building floor plans, in order to create quick towns, instead of one building per set.
Great Accessory.......2007-03-19
This and the other Dungeon Tiles are a great visual accessory for any D&D game. Whether you use the prepainted miniatures or counters, sometimes it is difficult to describe a dungeon accurately. These tiles eliminate that problem. A great purchase
Excellent and nearly indestructable.......2007-03-05
I've been able to purchase all three sets so far, and can attest to their use and durability.
I had some fall out of my gaming kit and into the snow, I collected them all, except two I missed. The first I found the next day, the second a week later, sopping wet.
Despite the elements and the time passed, they dried out, and even the one a week later was only slightly warped. Pressing between two books fixed it just fine.
Book Description
Nita and Kit return from their wizardly holiday, looking forward to getting back to their everyday routine. But there's trouble brewing. A strange darkness of the mind and heart is about to befall the older wizards of the world, stealing away their power. Soon, the young wizards of Earth and many other planets find themselves forced to defend wizards and nonwizards alike against an invasion of a kind they've never imagined.
But mere defense won't be enough to combat the evil afoot. With their alien teammates, Nita, Kit, and Dairine must race to search worlds known and unknown for the secret weapon the Powers That Be have promised them--before the minions of the sinister Lone Power find it first. And then, for the first time in millenia, the wizards must go to war. . . .
Customer Reviews:
Wizards At War-- One of the Best Yet.......2007-07-03
Since my best frined, Jess, introduced this magnificent series to me a few years ago, I've aquired every single book in the series. This book certainly enters the list of Diane Duane's best. I wouldn't recommend starting on this one, as you may become confused due to how much it refers to the previous books in the series, but its worth getting to. I'm excited to re-read this one, now that its part of my personal collection.
wizards at war.......2007-06-08
The eighth book of the Young Wizards series is as exciting as the other seven. The story continues from #7 with the visiting wizards still on Earth and the impending threat from the Lone One. Nita and Kit and the other young wizards are forced to find solutions as the senior wizards are less able to assist. I found this book especially fun because we are reunited with characters from preceding books. Earth is saved, of course, but the solution was surprise. Interesting character developments, too.
A great read.
Wizards at War was Wonderful.......2007-03-08
First of all, I loved this book! It was, by far, the best book in the series, although i believe that the rest of the series led up to this book extremely well.
This book starts out with Nita and Kit, the main characters, coming home from their alien excursion. Nita's little sister, Dairine, and her alien buddies have just saved Earth and its sun from frying half the planet! Nita and Kit can't wait to get back to the "normal". That's when they get a visit from their senior wizards, Tom and Carl, and recieve very bad news... the Milky Way and almost all the other galaxies are about to be invaded by Dark Matter! Not only that, but the kids are on their own now, because all the senior wizards will lose their wizardy! This really could be the end of the world!
First, the team has to succesfully locate the center of the "problem". Next, they have to find the one thing that will destroy it, because nothing seems to be working. Then, they have to convince that thing to become the opposite of all evil things, the Lone One. After all that, they have to get that thing out of the way so that it can come to its full potential. Finally, the thing has to destroy the Dark Matter.
On top of all this, the wizards have to defen The Crossings from being over taken by a mysterious force, because The Crossings is the center of all wizardry activity and transport. Without it, it will be almost impossible for fellow wizards to communicate. If they can't communicate or come in contact with eachother, there might not be enough wizards to defend the galaxies!
Nita tries to go to Earth in the middle of all this and doesn't like what she finds. Nations are on the verge of blowing each other up and her dad has lost his will to control his life.
Dairine and Roshaun, her humanoid alien friend, go to a massive computer board planet to obtain the help of the mobiles there.
Kit, Filif, and Ronan are trying to obtain the one thing that can destroy the Dark Matter. Filif is an alien tree and Ronan is an Irish wizard.
Skeret, an abnormally large centipede is the son of The Crossings manager and has to deal with the Crossings problem when his dad runs away. He finds Nita along the way, coming home from Earth, and fighting off a hoard of aliens with a laser cannon! And somebody unsuspected arrives to save the day, Kit's sister, Carmella!
After all this, the wizards finally all come together with the thing that can destroy the Dark Matter, and destroy it! But someone else helps to do it, and no one could guess who, Kit's dog, Ponch! The Dark Matter is driven away and the galaxies are saved.
Now all you have to do is find out how they did it...
Kyle C.
Wizards at War was Wonderful.......2007-03-08
First of all, I loved this book! It was, by far, the best book in the series, although i believe that the rest of the series led up to this book extremely well.
This book starts out with Nita and Kit, the main characters, coming home from their alien excursion. Nita's little sister, Dairine, and her alien buddies have just saved Earth and its sun from frying half the planet! Nita and Kit can't wait to get back to the "normal". That's when they get a visit from their senior wizards, Tom and Carl, and recieve very bad news... the Milky Way and almost all the other galaxies are about to be invaded by Dark Matter! Not only that, but the kids are on their own now, because all the senior wizards will lose their wizardy! This really could be the end of the world!
First, the team has to succesfully locate the center of the "problem". Next, they have to find the one thing that will destroy it, because nothing seems to be working. Then, they have to convince that thing to become the opposite of all evil things, the Lone One. After all that, they have to get that thing out of the way so that it can come to its full potential. Finally, the thing has to destroy the Dark Matter.
On top of all this, the wizards have to defen The Crossings from being over taken by a mysterious force, because The Crossings is the center of all wizardry activity and transport. Without it, it will be almost impossible for fellow wizards to communicate. If they can't communicate or come in contact with eachother, there might not be enough wizards to defend the galaxies!
Nita tries to go to Earth in the middle of all this and doesn't like what she finds. Nations are on the verge of blowing each other up and her dad has lost his will to control his life.
Dairine and Roshaun, her humanoid alien friend, go to a massive computer board planet to obtain the help of the mobiles there.
Kit, Filif, and Ronan are trying to obtain the one thing that can destroy the Dark Matter. Filif is an alien tree and Ronan is an Irish wizard.
Skeret, an abnormally large centipede is the son of The Crossings manager and has to deal with the Crossings problem when his dad runs away. He finds Nita along the way, coming home from Earth, and fighting off a hoard of aliens with a laser cannon! And somebody unsuspected arrives to save the day, Kit's sister, Carmella!
After all this, the wizards finally all come together with the thing that can destroy the Dark Matter, and destroy it! But someone else helps to do it, and no one could guess who, Kit's dog, Ponch! The Dark Matter is driven away and the galaxies are saved.
Now all you have to do is find out how they did it...
Kyle C.
An excellent installment of a fun, well-written series.......2006-08-22
Wizards at War is the eighth installment in Diane Duane's Young Wizards series. Weighing in at a hefty 560 pages, this book is not for the faint of heart. I don't recommend that you read it unless you've read the previous books in the series, because the author makes many references to previous books. However, if you are a fan of the series, you should run, not walk, to get yourself a copy of this book.
The Young Wizards series supposes that magic takes place behind the scenes on our world, and on the many other populated worlds in the universe. Only a very tiny percentage of people are chosen to be trained as wizards. These wizards have the responsibility of protecting (as much as possible) the people on their planets from evil forces. They use magical spells that are relatively scientific in nature, relying on the understanding of physical coordinates, and concrete and true descriptions of people and objects.
In Wizards at War, Nita and Kit (a pair of teenage wizard partners), along with their friends and relatives (especially Nita's wizard sister Dairine and Kit's non-wizard sister Carmela), are called upon to save not just the world, but the entire universe. Their mortal enemy, the Lone Power, has started sprinkling areas of space with Dark Matter. The Dark Matter is causing space to expand, which will over time lead to a breakdown in wizardry. If left unchecked, it will also have dangerous emotional consequences for the hearts and minds of non-wizards, and will eventually cause the end of everything.
The breakdown in wizardry starts to affect the adult wizards first, causing them to not even be able to remember that they are wizards, let alone use any magic. This leaves the young wizards in charge. They have to keep thing safe on their own planets, while trying to find the cause of the Dark Matter expansion, and eliminate it. Soon Nita, Kit, Dairine, and their friends from other worlds are on a quest for a secret weapon that the Powers That Be have promised can help. Kit's magical dog Ponch plays a key role in tracking down the secret weapon.
One fun thing about this book in is that because all of the young wizards from across the universe are called into action, Kit, Nita, and Dairine have the opportunity to re-visit a number of their old friends from previous books (especially Ronan from A Wizard Abroad and the three houseguests from Wizard's Holiday). Some of these visits are mere cameo appearances, while others are central to the plot. Dairine also re-visits the race of silicon creatures that she created in High Wizardry, and it's nice for the reader to see how they turned out.
Various feelings and tensions besides friendship come into play between the characters in this installment, heightening the emotional impact of the book considerably. One caveat: if you haven't read the other books recently, you may find some of the interactions with the secondary characters difficult to follow. As with the Harry Potter books, serious fans will want too re-read the previous books in the series before starting this one.
Beyond that, I don't want to give away too much and spoil the book for you. So I'll just say that the young wizards encounter dangerous and unprecedented situations. They have to reply on themselves, and on one another, displaying ingenuity, bravery, and loyalty. There are surprises, victories, tragedies, and grievous losses. Wizards at War made me laugh in places, and made my eyes tear up here and there, but it always kept me turning the pages. Fans of the series will not be disappointed. And if you're not a fan of the series yet, I recommend that you start at the beginning, and read the whole series in order. Here is the complete list:
1. So You Want to Be a Wizard
2. Deep Wizardry
3. High Wizardry
4. A Wizard Abroad
5. The Wizard's Dilemma
6. A Wizard Alone
7. Wizard's Holiday
8. Wizards at War
This is an excellent series, filled with a science-based approach to magic, and a very human-based set of relationships. Kids who like magic will enjoy them, but kids who prefer science, adventure, or comedy should enjoy them, too. I recommend, especially if younger kids are reading these books, that parents try to read them also. There are larger themes to be discussed, like the nature of good and evil, the meaning of life and death, sibling rivalry, and ways of communicating with people from different backgrounds (imagine, for example, offering a salad to a person who is a tree). And they're just plain fun, too. Nita and Kit are on my Cool Girls and Cool Boys of Children's Literature lists, of course.
This book review was originally published on my blog, Jen Robinson's Book Page, on August 21, 2006.
Customer Reviews:
A great set of maps for D&D miniatures.......2007-05-07
This set includes four great maps to use with the Dungeons and Dragons game and the D&D miniatures game. It also comes with a module detailing four scenarios (one of the best modules from the "fantastic locations" set). Still, the rules for miniatures combat in one of the maps (Thieves' quarter) requieres some special rules errata only avalible through Wizards' web site. This map in particular is a great setting of rooftops and streets but it has raised debate for those playing ranked tournaments in it. Still, if you're running city encounters, this is a great way to set up the confrontation.
Book Description
Dungeon Tiles is the first in a new series of official Dungeons & Dragons® terrain accessories. It contains 6 double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock.
This product adds a new dimension to D&D® games. The customizable pieces cover the tabletop with beautifully illustrated dungeons. This product gives Dungeon Masters an easy-to-use and inexpensive way to include great-looking terrain in their games. The tiles are simple to set up and flexible enough to allow any game experience.
Customer Reviews:
WORTH THE MONEY.......2007-05-09
If you can find any set of tiles for under $10 (including shipping), it's a deal hands down. I was expecting 6 sheets of glossy like tag-board about half the size of a sheet of paper each. What I received really blew me away for the value. Each tile sheet is the full size of a standard hardback D&D book. They're printed on very durable cardboard like you find in a kid's floor puzzle. And while they're glossy, they're also textured slightly with a kind of subtly raised crosshatch pattern that "zings" when you run the sharp part of your finger nail over it quickly. This keeps whatever markers you use from sliding all around on it. Now instead of each tile being the same size as the full piece of cardboard it's printed on, (other than 2 of the 6) each card is comprised of various sized individual tiles that you punch out of the cardboard, so when you're all done you have a stack of 38 separate tiles. 2 of the 38 tiles (a tavern and a house) are the full size of the sheet (8x10 squares), but all the rest range from 4x8 squares down to a 1x1. They all are double sided with various features on one side and mostly all blank dungeon floors on the reverse.
I was really surprised to find such a nice product, I'm looking forward to acquiring the rest of the set (up to 6 now!).
Fun and Useful!.......2007-04-07
I bought this set along with Arcane Corrridors Dungeon Tiles, Set 2 (Dungeons & Dragons Supplement) and Hidden Crypts Dungeon Tiles, Set 3 (Dungeons & Dragons Accessory)and I love them! While they are useful for playing D&D they are very fun to just arrange on the floor. The artwork is fantastic and they are very durable. I have always wanted tiles where you can build your own rooms and hallways; now I can! I can't wait for more sets to come out.
Nice to use.......2007-04-03
Nice to use, but not absolutely necessary. Helps to design your dungeons.
Best product ever produced for D & D.......2007-02-24
These are high-quality, well produced and very helpful aids to the D & D game. Almost indestructible and in a variety of formations, these can be readily used in most dungeon delving situations. The only drawback noted is that there are no cave/cavern tiles. I have been told that further editions will remedy this. These tiles make miniature use a hundred times easier than it was before. Being that miniatures are being pushed heavily by the 3.5 game, this tile release makes perfect sense and it is nice that "perfect sense" actually meant something to someone at WOTC.
The Best Value D&D Product Out There.......2007-02-22
The tactical nature of 3.5 D&D combat begs for miniatures. A gridded surface to put those miniatures on is almost essential. Dungeon Tiles provide that surface in an attractive and durable package.
You get 6 full sheets of cardboard tiles. Each tile is protected with a finish that has a bit of 'tooth' to keep it from slding around on the tabletop. The art on the tiles is excellent and the first set strikes a good compromise between generic tiles and speciality bits.
I really do think these tiles give the best 'bang for the buck' of any D&D product out there. I don't know of a single DM that wouldn't benefit from a set or two of these in his/her collection.
Product Description
From starfighters to capital ships, Starship Battles presents authentic starship figures from across all eras of the Star Wars saga! This 40-figure series is introduced in Starter Sets containing two exclusive, non-randomized ships (the Super Star Destroyer Executor and the Mon Calamari Star Defender Viscount), 10 randomized figures with stat cards, a game map, a rulebook, and a set checklist. Supplement your Starship Battles campaigns with boosters packed with seven randomized figures.
Customer Reviews:
Great figures, mediocre game.......2006-12-15
Reviewer's note: I wrote a similar review for the starter set, so please excuse me if you see it twice. However, since I didn't know where most buyers would start, I figured it was best to provide the review under both the boosters and the starters to be safe. That said...
I'm a big fan of Star Wars minis (especially Rebel Storm), and I couldn't wait to get my starter and boosters for the new Star Wars Starship Battles minis game. Each booster comes with seven random ships (including one rare ship and one large ship). The game/set includes 60 different ships (30 "light side" and 30 "dark side" -- approximately 1/2 are from the original trilogy, and the other half are from the prequel). I have to admit, the ships look pretty cool (especially the smaller ones like the Millennium Falcon, Salve 1, TIE Fighters, TIE Interceptor, TIE Bomber, B-Wings, X-Wings, Y-Wings, etc.), and as I first read the instructions and looked at the ship stats cards, I was looking very forward to playing. In the end (after playing several games with a friend), however, I was largely disappointed with the game itself. Though there are a few interesting twists (like the command effects),the game is pretty basic, and unfortunately does not allow much room for strategy and/or creativity.
The best advice I can give you is to begin with the starter set, which comes with everything you'll need to play (including two exclusive rare ships -- the big guns in the set, eight randomized common and uncommon ships, map, instructions, command cards, damage counters, D20, etc.). You MIGHT also want to buy a couple of boosters (each booster includes seven randomized ships -- one rare, two uncommon, and four common). This way your buy-in isn't too bad; otherwise, it can get very expensive very quickly. You'll definitely get at least a few good games out of it, and if you like the game more than I did, you can easily buy more boosters (that is much better than the alternative of buying a ton of boosters and not being very happy with the game). Also, if you are interested the minis themselves (i.e., to collect them, for use with the D20 role playing game, or to use with some other Star Wars game/scenario), you'll probably be mostly happy with what Wizards of the Coast came up with.
In sum, the game/rules gets 3 stars, and the minis get 4-5 stars (rounded up to a 4 star rating overall). Hope this helps!
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