Wizards of the Coast — 出版商 (151)
Sea of Swords [图书] Goodreads
publishing house: Wizards of the Coast 2009 - 6
<b>New York Times–bestselling series: Drizzt and the Companions set out to save their imperiled friend in this fast-moving adventure in the Legend of Drizzt saga </b><br /> <br />When the mark of Wulfgar’s legendary warhammer is found on the person of pirate Sheila Kree, Drizzt Do’Urden knows his friend is in dire need of his help. Thus, Drizzt, Catti-brie, Regis, and Bruenor spring into action, determined to save Wulfgar and recover Aegis-fang once and for all. But the road to victory is paved with monsters—from goblins and ogres to Wulfgar’s own personal demons.<br /> <br />Meanwhile, Wulfgar is also searching for Aegis-fang. Hot on the trail of Sheila Kree and her new follower, Le'lorinel—a moon elf and a lifelong hater of Drizzt—he will soon encounter the Companions of the Hall in a startling reunion. Together, they will fight side by side in the last battle for Wulfgar's heart and soul.<br /><br /><i><b>Sea of Swords</b> is the third book in the Paths of Darkness series and thirteenth installment in the Legend of Drizzt. It was formerly the fourth book in Paths and fourteenth book in Drizzt before <b>The Servant of the Shard</b> was moved to the Sellswords Trilogy.</i>
Promise of the Witch-King [图书] Goodreads
publishing house: Wizards of the Coast 2008 - 10
<b>Entreri and Jarlaxle find themselves in the Bloodstone Lands, caught between the ghost of a power-mad lich and the fury of an oath-bound knight</b><br /><br />One of the long-lost books of the late Witch-King, Zhengyi, has been found. Its pages promise unimaginable powers—and the threat of death. But even the fact that the book kills anyone foolish enough to crack its cover does not stop people from fight over it . . .<br /><br />Human assassin Artemis Entreri and his dark elf companion Jarlaxle have come to the demon-haunted wastelands of the frozen north at the request of their dragon patron. It doesn’t take long for them to find themselves trapped in the middle of a struggle between powerful forces that would like nothing more than to see them both dead—or worse. But Entreri and Jarlaxle aren’t just any wandering sellswords, and the ancient evils and bitter blood-feuds of the wild Bloodstone Lands may have finally met their match.<br /><br /><i><b>Promise of the Witch-King</b> is the second book in the Sellswords trilogy and the fifteenth book in the Legend of Drizzt series.<i></i></i>
Road of the Patriarch [图书] Goodreads
publishing house: Wizards of the Coast 2008 - 10
<b>While assassin Artemis Entreri wrestles with his past, dark elf Jarlaxle continues to fight for his place in the surface world</b><br /><br />Ilnezhara and Tazmikella are ancient dragons of great power, accustomed to easily manipulating the humans around them. But not all humans are so easily led. When they pushed Entreri and Jarlaxle into the heart of the Bloodstone Lands, not even they could have imagined the strength of the human assassin’s resolve, or the limitless expanse of the drow mercenary’s ambition.<br /><br />Jarlaxle and Artemis Entreri have begun to make a home for themselves in the rugged Bloodstone Lands, though not everyone is ready to trust a man who's spent his life killing for coin—much less a member of a race of subterranean elves known for their fanatical devotion to a demon goddess. If they want to make it out of the Bloodstone Lands alive, they'll have to learn to trust their enemies, and be suspicious of their friends.<br /><br /><i><b>Road of the Patriarch</b> is the third book in the Sellswords trilogy and the sixteenth book in the Legend of Drizzt series.</i>
The Thousand Orcs [图书] Goodreads
publishing house: Wizards of the Coast 2009 - 6
<b>Fearsome enemies unite to destroy The Companions in this explosive new episode of the long-running Legend of Drizzt saga</b><br /><br />When Obould Many-Arrows and the united orc tribes band together with Gerti Orelsdottr and her frost giants, no one is safe. After a skirmish with the orcs almost ends in tragedy, Drizzt Do’Urden and the Companions join with Dagnabbit and a group of dwarves to warn nearby towns of the impending hordes. <br /> <br />But the fight inexorably comes to them at the Battle of Shallows, where humans and dwarves must unite to defend the settlement against the rampaging orcs and their allies. As blades slash and feet trample, even the heroes may not survive a desperate stand.<br /><br /><i><b>The Thousand Orcs</b> is the first book in The Hunter’s Blades trilogy and the seventeenth installment in the Legend of Drizzt series.</i>
The Lone Drow [图书] Goodreads
publishing house: Wizards of the Coast 2009 - 6
<b>Devastated by the loss of his friends, Drizzt Do’Urden resumes his vicious battle against the orc army and King Obould Many-Arrows</b><br /><br />Drizzt Do’Urden knows what it means to be alone. As a young drow, he was exiled from his home in the Underdark, reviled and feared by his own kind. Only after an arduous journey to Faerûn did he meet the surface dwellers who accepted him, befriended him, and became his steadfast allies. Now, those friends lie dead beneath a fallen tower, leaving Drizzt more alone than he has ever been before.<br /><br />Fueled by his rage and sorrow, Drizzt becomes the Hunter—the ultimate enemy of the orc hordes still ravaging the North under King Obould’s command. Convinced that everything he loves has been destroyed, he vows to do nothing except kill, kill, and kill again until there are no enemies left. But in the midst of Drizzt’s days of endless slaughter, a pair of elves appear with their pegasi, a promise of aid—and a spark of hope.<br /><br /><i><b>The Lone Drow</b> is the second book in The Hunter’s Blades trilogy and the eighteenth installment in the Legend of Drizzt series.</i>
The Two Swords [图书] Goodreads
publishing house: Wizards of the Coast 2009 - 6
<b>The war between Drizzt and King Obould rages on in this <i>New York Times</i>–bestselling conclusion to The Hunter’s Blades trilogy</b><br /><br />Dark elf Drizzt Do'Urden would like nothing more than to kill King Obould Many-Arrows, the leader of the slavering orc army that slaughtered his closest friends. Now, it seems even Innovindil, Drizzt’s new moon elf companion, cannot escape the grip of Obould’s murderous scourge. When the orc king steals Innovindil’s beloved pegasus, Drizzt must accompany her on a rescue mission to the northern lands of the frost giants—even if it means suffering the same fate as the Companions.<br /><br />Except the Companions are not dead . . . yet. Unbeknownst to Drizzt, they are sealed inside the walls of Mithral Hall, awaiting a battle that will either make or break them. As Obould's horde prepares for a siege just outside the gates, Bruenor must mastermind a plan that will defeat the orcs and lead his clan to victory.<br /><br /><i><b>The Two Swords</b> is the third book in The Hunter’s Blades trilogy and the nineteenth installment in the Legend of Drizzt series.</i>
The Orc King [图书] Goodreads
publishing house: Wizards of the Coast 2008 - 10
<b>The war against the orcs is far from over in this opening installment of a bold new trilogy in the Legend of Drizzt series</b><br /><br />The end of winter is near, and it seems the uneasy peace between the dwarves of Mithral Hall and the orcs of the newly established Kingdom of Many-Arrows will not last long. The orc tribes united under Obould are splintering, with some seeking to establish an alliance with a clan of half ogres-half orcs. Drizzt, too, feels himself torn apart, unsure which of the Companions needs him most: As Catti-brie recovers from a serious injury, Wulfgar mourns the death of his wife. Together, the broken pair leaves Mithral Hall for Silverymoon, hoping to find a trail that leads to Wulfgar’s lost adopted daughter. Meanwhile, Bruenor begins his own desperate search. Determined to end the war that nearly cost him his life and everything he has built, he will stop at nothing until he finds the ancient dwarven city of Gauntlgrym.<br /><br />But to truly end the war, drastic changes must be made. Powerful individuals on both sides may have to alter the way they see each other—and perhaps even talk to one another—for it will take more than swords and axes to bring a lasting peace to the Spine of the World.<br /><br /><i><b>The Orc King</b> is the first book in the Transitions series and the twentieth installment in the Legend of Drizzt series.</i>
深水城領主 [游戏] BGG 维基数据
其它标题: Lords of Waterdeep 2013年11月21日
类型: City Building / 奇幻 平台: Boardgame 出版发行: Wizards of the Coast
Game description from the publisher:

Waterdeep, the City of Splendors – the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force!

In Lords of Waterdeep, a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans.

During the course of play, you may gain points or resources through completing quests, constructing buildings, playing intrigue cards or having other players utilize the buildings you have constructed. At the end of 8 rounds of play, the player who has accrued the most points wins the game.

万智牌 [游戏] 维基数据 BGG
其它标题: Magic: The Gathering / Magic: Die Zusammenkunft 1993年8月5日
类型: 卡牌 / Collectible Components 平台: Boardgame 出版发行: Wizards of the Coast




GAME SYSTEM



This entry is to allow for discussion/rating of the game system as a whole. It is not for a specific product or release. Versions will appear on the individual item pages.




From the official website: In the Magic game, you play the role of a planeswalker—a powerful wizard who fights other planeswalkers for glory, knowledge, and conquest. Your deck of cards represents all the weapons in your arsenal. It contains the spells you know and the creatures you can summon to fight for you.

This is the grandfather of the collectible card game (or CCG) genre. Cards are categorized as common, uncommon, rare, and mythic rare. Players collect cards and build decks out of their collection.

Players build a deck of cards and duel against an opponent's deck. Players are wizards attempting to reduce their opponent's life total to zero. The first player to reduce his opponent's life to zero (or meet another set win condition) wins the game.

An important part of the game is deck construction, which is done prior to the actual game by selecting what cards are included in a particular deck. There are over 25,000 different cards from which to build your deck!

Cards can be lands, which usually generate mana of various colors, or spells, which require a certain amount of mana to be used. Some cards (creatures, artifacts, and enchantments) stay on the board and continue to affect the game, while others have a one-time effect.

Players randomly draw spells to see what they get and can play each turn. Although this limits your choices, there is a lot of strategy in how you play those spells. A robust list of game mechanics, including intricate rules for reactive card play called "the stack," provide for rich tactics and tough choices each turn.

Though traditionally a two-player duel, there are several casual and tournament formats to Magic that allow more players to play.

Tyrants of the Underdark [游戏] BGG
其它标题: Tiranos da Umbreterna / Tyrannen des Unterreichs
类型: 奇幻 / 格斗 平台: Boardgame 出版发行: Gale Force Nine, LLC / Heidelberger Spieleverlag
Tyrants of the Underdark is a territory control game with a deck-building element.

Each player leads a house of Drow in a section of the Underdark below the Sword Coast. The Drow house is represented by a deck of cards, with each card being a minion in that player's deck. Each minion belongs to one of five aspects of Drow society, and those aspects correspond to different strategies in the game, e.g., malice minions excel at assassinating opponents' troops, while ambition minions are best at recruiting additional minions and promoting minions to your "inner circle", which is a special zone that increases their value at the end of the game.

When you set up the game, you create an 80-card deck by shuffling two 40-card half-decks together, with the half-decks being Drow, Dragons, Demons, and Elementals.

A central marketplace has new minions that can be recruited through influence, one of two resources in the game; purchased cards are placed in your discard pile, then shuffled together with other cards in your deck when needed. The other resource is power, which allows you to place troops on the game board, expand your forces across the map of the Underdark, manipulate happenings in the city, and assassinate enemy troops.

Players gain points by controlling sites, recruiting valuable minions, promoting minions to your inner circle, and assassinating troops, and whoever ends the game with the most points wins.

西洋棋 [游戏] BGG 维基数据
其它标题: Chess / 체스
类型: Abstract Strategy 平台: Boardgame 出版发行: (Public Domain) / (Self-Published)
棋类游戏
Risk Legacy [游戏] BGG 维基数据
其它标题: Risiko Evolution / Risk Revolution 2011年1月1日
类型: 科幻 / Wargame 平台: Boardgame 出版发行: Hasbro / Avalon Hill
This description is spoiler free, containing nothing outside the initial rulebook for the game. Details on why this is important in the description.

Risk Legacy represents what is if not a new, at least a rare concept to boardgaming: campaigning. At its core, the game, particularly at first, plays much like regular Risk with a few changes. Players control countries or regions on a map of the world, and through simple combat (with players rolling dice to determine who loses units in each battle) they try to eliminate all opponents from the game board or control a certain number of "red stars", otherwise known as victory points (VPs).

What's different is that Risk Legacy' changes over time based on the outcome of each game and the various choices made by players. In each game, players choose one of five factions; each faction has uniquely shaped pieces, and more importantly, different rules. At the start of the first game, each of these factions gains the ability to break one minor rule, such as the ability to move troops at any time during your turn, as opposed to only at the end.

What makes this game unique is that when powers are chosen, players must choose one of their faction's two powers, affix that power's sticker to their faction card, then destroy the card that has the other rule on it – and by destroy, the rules mean what they say: "If a card is DESTROYED, it is removed from the game permanently. Rip it up. Throw it in the trash." This key concept permeates through the game. Some things you do in a game will affect it temporarily, while others will affect it permanently. These changes may include boosting the resources of a country (for recruiting troops in lieu of the older "match three symbols" style of recruiting), adding bonuses or penalties to defending die rolls to countries, or adding permanent continent troop bonuses that may affect all players.

The rule book itself is also designed to change as the game continues, with blocks of blank space on the pages to allow for rules additions or changes. Entire sections of rules will not take effect until later in the game. The game box contains different sealed packages and compartments, each with a written condition for opening. The rule book indicates that these contain the rule additions, additional faction powers, and other things that should not be discussed here for spoiler protection.

The winner of each of the first 15 games receives a "major bonus," such as founding a major city (which only he will be allowed to start on in future games), deleting a permanent modifier from the board, destroying a country card (preventing it from providing any resources towards purchasing troops in future games), changing a continent troop bonus, or naming a continent, which gives that player a troop bonus in future games. Players who did not win but were not eliminated are allowed to make minor changes to the world, such as founding a minor city or adding resources to a country.

It should be noted that although cards are ripped up over the course of the game, there are so many cards added via the sealed packages, that the game does not suffer. Nor is this a "disposable" game, merely a customized one. The game can continue to change beyond the 15 game campaign, and even when it finally does stop changing, you still have a copy of Risk that is completely unique.

Initial games take approximately 30-90 minutes to play, which includes a brief rules explanation and setup.

Forgotten Realms [图书] 豆瓣 Goodreads
作者: Ciencin, Scott publishing house: Wizards of the Coast 2003 - 6 其它标题: Tantras
While Midnight and Adon stand trial for the alleged slaying of Elminster, Bane, god of murder, and his allies search for the lost Tablets of Fate, and Midnight and her companions face betrayal at every turn. Original.
The Pirate King [图书] Goodreads
publishing house: Wizards of the Coast 2008 - 10
Drawn into a battle against nefarious pirates, Drizzt questions if ‘the greater good’ is worth the cost of innocent lives

A shadowy organization of mages and pirates known as the Arcane Brotherhood has long held the city of Luskan in their power, but corruption now eats away at their ranks. Seeing this as an opportunity to finally defeat their leader, Arklem Greeth, legendary pirate hunter Captain Deudermont hatches a plot that will free the city of the Brotherhood’s iron grip.

Elsewhere, Drizzt and Regis depart for Icewind Dale, where they suspect Wulfgar—having returned his adopted daughter to her biological mother—now lives in isolation. When they cross paths with Captain Deudermont on their journey, the pirate hunter reveals his plans and recruits the duo to fight against the Arcane Brotherhood. But rescuing Luskan from itself proves more difficult—and more violent—than anyone anticipated, leaving all to question if they will destroy the city before they can actually save it.

The Pirate King is the second book in the Transitions trilogy and the twenty-first installment in the Legend of Drizzt series.
The Ghost King [图书] Goodreads
publishing house: Wizards of the Coast 2009 - 10
In the gripping conclusion to the New York Times­­–bestselling Transitions trilogy, Drizzt Do’Urden comes face-to-face with a power that will change Faerûn forever

With the collapse of Mystra’s Weave and the onslaught of the Spellplague, all of Faerûn is thrown into chaos. But as magic turns more dangerous and unreliable, an even greater foe presents itself: the Ghost King, an entity that contains the combined might of a dragon, a mind flayer, and the Crenshinibon—the demonic crystal shard thought to be destroyed years ago. When Jarlaxle, a drow mercenary, is targeted by the Ghost King, he knows his life hinges on finding the Deneir priest Cadderly Bonaduce. But to find Cadderly, he must travel to the cathedral in Spirit Soaring, the very place from which he is banned. And to enter Spirit Soaring, he must first recruit his old enemy Drizzt Do’Urden to his cause.

When Catti-brie is struck by an errant strand of the Weave, Jarlaxle is able to convince Drizzt and Bruenor that their plights are one and the same. Together, they travel to Spirit Soaring, where the priests and mages of Deneir—led by Cadderly—rush to arm themselves against the Ghost King. But with many losing faith and time quickly running out, the battle ahead looks more than dire than ever.

The Ghost King is the third book in the Transitions trilogy and the twenty-second installment in the Legend of Drizzt series.
Gauntlgrym [图书] Goodreads
publishing house: Wizards of the Coast 2010 - 10
With nothing left to lose, Drizzt and Bruenor begin an arduous search for the lost dwarven kingdom of Gauntlgrym

The peace between the dwarves of Mithral Hall and the orcish Kingdom of Many-Arrows has not come without its costs. But even grief and old age cannot dissuade Bruenor Battlehammer from pursuing his dream of finding the fabled kingdom of Gauntlgrym—ruins said to be rich with ancient treasure and arcane lore. As always, Drizzt Do’Urden is at his side, ready to make the most of his friend’s final years.

But Jarlaxle and Athrogate are two steps ahead. In their own search for treasure and magic, Jarlaxle and Athrogate inadvertently set into motion a catastrophe that could spell disaster for the unsuspecting people of the city of Neverwinter—a catastrophe big enough to lure even the mercenary Jarlaxle into risking his own coin and skin to stop it. Unfortunately, the more they uncover about the secret of Gauntlgrym, the more it looks like they can’t stop it on their own. They’ll need help from the last people they ever thought to fight alongside again: Drizzt and Bruenor.

Gauntlgrym is the first book in the Neverwinter Saga and the twenty-third installment in the Legend of Drizzt series.
Neverwinter [图书] Goodreads
publishing house: Wizards of the Coast 2011 - 10
Against all odds, Drizzt and Dahlia join forces in the aftermath of battle, united in their desire for vengeance against the sorceress who destroyed Neverwinter

The last of the Companions has fallen. Now Drizzt Do’Urden is alone—and free—for the first time in almost one hundred years. Guilt mingles with relief, leaving Drizzt uniquely vulnerable to the persuasions of Dahlia, a darkly alluring elf and the only other member of their Gauntlgrym search party to survive the cataclysm at Mount Hotenow.

But traveling with Dahlia is challenging in more ways than one. As the pair seeks revenge on the sorceress responsible for leveling Neverwinter—and nearly Luskan as well—Drizzt finds his usual moral certainty swept away by her unconventional views. Forced to see the dark deeds to which circumstance may drive a common man, Drizzt begins to find himself on the wrong side of the law in an effort to protect those the law has failed. As old enemies acquire deadly allies, Drizzt and Dahlia quickly find themselves embroiled in battle—a state he's coming to enjoy a little too much.

Neverwinter is the second book in the Neverwinter Saga and the twenty-fourth installment in the Legend of Drizzt series.
Charon's Claw [图书] Goodreads
publishing house: Wizards of the Coast 2012 - 8
In this third installment of the New York Times–bestselling Neverwinter Saga, Drizzt draws his sword once more for the sake of his friends

Drizzt and Dahlia Sin’felle have defeated the sorceress Sylora Salm, but Dahlia’s thirst for revenge is far from slaked. Now, she speaks of nothing but the moment she will face the evil Netherese lord Herzgo Alegni—a moment she has been waiting for since she was just a child. Though Drizzt and Dahlia’s bond is no longer just one of friendship, there is much he does not know about his new lover. What is the driving force behind the darkness he’s seen within her? Can he justify another battle to settle a grudge he does not understand?

But Dahlia isn’t the only one seeking vengeance against Alegni. Artemis Entreri, Drizzt’s former enemy, offers to aid Dahlia in her mission, hoping it will win him his freedom. But partnering with Entreri poses new challenges: Charon’s Claw, Algeni’s sentient sword, dominates Entreri’s movements—if not his mind. And then there’s the way Entreri looks at Dahlia, causing Drizzt to wonder if the cunning assassin is still more foe than friend.

Charon's Claw is the third book in the Neverwinter Saga and the twenty-fifth installment in the Legend of Drizzt series.
The Last Threshold [图书] Goodreads
publishing house: Wizards of the Coast 2013 - 3
Drizzt navigates a winding path littered with secrets and lies in this suspenseful conclusion to the Neverwinter Saga

Drizzt is tangled up in Dahlia’s dark secrets more than ever. The ties that once held them close now threaten to rip apart as Dahlia’s bonds to Drizzt’s former foe, Artemis Entreri, continue to grow. Determined to stand for what’s right in the Realms once again, Drizzt forges a new road north toward Icewind Dale. Will Dahlia, Entreri, and the rest of his new companions follow? Will he be forced to fight the darkness alone? Either way, he knows now where he’s headed—back to the only place that’s ever felt like home.

Meanwhile, in the caverns of Gauntlgrym, the drow Tiago Baenre enlists the help of the Bregan D’aerthe in his quest to destroy his grandfather’s killer: Drizzt Do’Urden. While making promises they may not keep, the agents of the elite drow mercenary group hide plans of their own . . .

The Last Threshold is the fourth book in the Neverwinter Saga and the twenty-sixth installment in the Legend of Drizzt series.