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Dragon Pass (1980) Board Game

Dragon Pass is a fantasy wargame that was originally released in 1980 by The Avalon Hill Game Co. The game is designed by Robert Corbett and Greg Stafford, and features artwork by William Church, Kenn Nishiuye, Steve Oliff, and Steve Swenston. Dragon Pass is set in the mythical land of Glorantha, where players take on the roles of clan leaders vying for control of the region.

Game Components of Dragon Pass

  • Mapboard: A 22″ × 31″ full-color game board with a hex grid.
  • Counters: Two sheets of die-cut cardboard counters representing various units.
  • Rulebook: A comprehensive rulebook detailing game mechanics and scenarios.
  • Player Aid Card: A card to help players with game rules and setup.
  • Die: A six-sided die for resolving combat and other actions.

    How To Setup Dragon Pass

    To set up the game, players unfold the mapboard, which is divided into various territories and features different terrain types such as forests, marshes, hills, and mountains. Each player selects their faction, either the Lunar Empire, the barbarian nation of Sartar, or independent allies, and places their respective counters on the board according to the scenario being played. The rulebook provides detailed instructions for setting up different scenarios.

    Gameplay Mechanics and Game Objective

  • Unit Movement: Units move within hexes, with different terrains affecting movement and combat.
  • Stacking Units: Unlimited units can be grouped in the same hex to form a stack, exerting a zone of control.
  • Alliance Formation: Players can attempt to gain allies during their turn.
  • Combat Resolution: Combats involve magic, missile fire, and melee, with outcomes determined by Combat Factor losses.
  • Exotic Abilities: Use of magical and special abilities by unique units.
  • Objective: The main objective is to control key territories and defeat opposing factions, with each scenario providing specific victory conditions.

    Player Experience

    Playing **Dragon Pass** immerses players in the Wars of Argrath’s Return, challenging them to manage complex battles, form alliances, and utilize magical abilities. The game is known for its detailed rules, rich lore, and the depth of its world, Glorantha. Players must strategically maneuver units, manage resources, and make critical decisions that can swing the outcome of battles. The game’s complexity and variety of units and scenarios make it both engaging and challenging.

    Pros

  • Rich Lore: Deeply ingrained in the Glorantha universe, offering a rich cultural and historical context.
  • Complex Mechanics: Detailed rules and scenarios provide a high level of strategy and replayability.
  • Immersive Experience: Players are transported into a fantasy world with unique units and abilities.
  • High Replayability: Multiple scenarios and the ability to form alliances add to the game’s replay value.

    Cons

  • Complex Rules: The rulebook is extensive and can be cumbersome, making it difficult for new players to learn.
  • Lengthy Gameplay: Games can be quite long, especially with the inclusion of complex scenarios and magical battles.
  • Balance Issues: Some units have significant power disparities, which can affect game balance and player satisfaction.
  • Random Elements: Critical game-changing events can be decided by a single dice roll, which may not appeal to all players.

    Personal Thoughts on Dragon Pass

    **Dragon Pass** is ideal for experienced board game enthusiasts and fans of fantasy wargames. It offers a deep and immersive experience for those willing to invest time into learning its complex rules. The game is particularly suited for players who enjoy strategic planning, rich lore, and the challenge of managing diverse units and abilities. However, it may not be the best fit for casual players or those looking for a quick, straightforward gaming experience.

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