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Reading: D&D’s Heroes of the Borderlands Starter Set Turns TTRPG Play Into a Board Game
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GenZStyle > Blog > Culture > D&D’s Heroes of the Borderlands Starter Set Turns TTRPG Play Into a Board Game
Culture

D&D’s Heroes of the Borderlands Starter Set Turns TTRPG Play Into a Board Game

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Last updated: September 9, 2025 5:43 pm
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D&D’s Heroes of the Borderlands Starter Set Turns TTRPG Play Into a Board Game
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The latest set of Dungeons and Dragons starters, Heroes of the Borderland We aim to make TTRPGs more accessible by making them like board games.

Heroes of the Borderland It’s a coastal wizard attempt to convert popular TTRPGs into easy-to-picture board games, reportedly accessible to anyone who wants to try them out.

The story of hero of the border area

The game is concentrated in three booklets, or “regions,” set in a general fantasy region with consistent titles such as “Borderlands” and “Cult of Chaos.” It is a world that, in theory, fits into almost any fantasy setting, requiring little or no knowledge of lore to experience.

  • The Wilderness captures the “randomness” of your typical journey in a fantasy TTRPG where players wander the forests, jungles and trails in search of their next adventure. They fight bandits, discover strange hermits, and steal strange creatures through the forest.
  • Keep On The Borderlands is a “social” setting, where players get the opportunity to meet a variety of NPCs, drinks, cavorts, creep up and sell products. They get the chance to kick off criminals, discover strange creatures hidden by their appearance, and perhaps even attend the ball.
  • Caves of Chaos are the “dungeons” section of the experience, where players discover their chances to dig into the caves and ruins of the area and stop the Kobols, Goblins, Oggules and perhaps Chaos cults.

Each booklet contains multiple encounters that players can experience asynchronously. There are “tutorials” encounters where each booklet can be used by DMS to practice, but the majority of the content is a 2-3 page experience that DMs can pick up and run without complicated plans. For example (the Minor Spoiler), in the first cave inside the Cave of Chaos, players come across the Kobols and decide what to do with the Red Dragon Weimerling. The first encounter in the wilderness involves players encountering the possibility of a bandit attack. They are short, simple encounters that are very easy when it comes to storytelling and priorities.

Each booklet is fully executable. Alternatively, players can jump between them when the DM appears to be appropriate. There are story threads that resonate through some of the experiences that DMs can elicit. For example, some items reportedly stolen in one of the Keepplot lines will appear in the Chaos Encounter Cave. Some NPCs and rumors may refer to other content in the game. This is an attempt to create a sandbox that allows players to dance freely.

Heroes of the Borderland

hero As a board game

What is being made Heroes of the Borderland What stands out from past starter sets is its touch as a game. There is a certain “philosophical change” in gameplay and game design Heroes of the Borderland Accept character creation. Previous starter sets were intended to attract players to longer campaigns and become taste tests to play more. hero Everything strives to make it feel self-contained.

For example, a player’s handbook or dungeon master guide is never needed to tell a story. All rules are contained in a single booklet, with all spells, items, classes, and species being represented via cards. This allows players to select the right cards and place them on a “Class Board” (a tool that organizes spells, species, items and weapons into a very board game-like) and create a character’s name or backstory. hero This process is simplified by having only four character classes, four species, and multiple backgrounds. All classes have preset statistics to simplify the process, but also provide guidance on character creation (Elf Sage is the best wizard, criminal halfling is the best rogue, etc.)

Spells, hit points, and gold are also tracked through cardboard tokens. Players can choose to hold items and cards together for future encounters, or return them to the deck in the next session to create an entirely new character.

DM has similarly available support tools. NPCs are represented on cards that define both their personality and rumors. Monsters have detailed stat blocks and new art that you can easily reference during battle.

I was able to run one session as a player and one session as a DM. As a veteran, I found the system and experience to be easy to pick up. As a new DM, the book will help players see their options and provide recommendations on how to effectively engage in the scenario. For example, scenes involving a conflict with a thief in one of the encounters include the choice of deception, persuasion, or threat.

The story is essentially a bare bone, but there are recommendations on how to role-play as a particular character. In theory, new DMs can use this guidance to do things perfectly as they were written, but veterans can turn all these story threads into engaging stories that contain all of the threads. There is no doubt that experienced GMs are eager to incorporate this story and make it their own.

One aspect of the game that I found to be my biggest struggle is leveling up. The game is only level 1 to 3, and will only provide two of the four subclasses for each class that comes with the 2024 Player Handbook. The design was chosen to simplify gameplay design, lead designer Justice Laminerman told Fundamentals. New players simplify decisions in the process and keep character creation in the simplest possible experience. This is great for shorter storytelling, but it will convert hero Long-term campaigns will be significantly more difficult. However, this seems to be against the designer’s interests. They want to change these stories and threads to play on a whim, just like someone plays a game with heavy stories House on the Ghost Hill Without connecting stories between playthroughs.

The self-contained nature may confuse future players. For example, games exchange terms. “Spell Slots” are considered “power tokens” within the game. Heroes of the Borderland More difficult to make a complete ttrpg experience.

Is the Heroes of the Borderlands worth your time?

Heroes of the Borderland It’s an interesting experiment in Wizards of the Coast, and it seems like an attempt to attract new audiences by turning the book’s massive TTRPG hobby into a more board game-like experience. This has increased the price of the product, but has made it easier to “pick up and play” that many might appreciate, as life becomes increasingly difficult on a regular basis for 3-4 hour sessions. It doesn’t provide the tools to get into play in more complicated forms, but it’s a great taste test for new players to try and DMING at some point in their lives. Whether it leads to memorable plays and experiences depends entirely on the table.

Disclosure: Wizards of the Coast provided a copy of Heroes of the Borderlands for review by FanDomentals.

The image is courtesy of the wizard’s coast

Do you have strong thoughts about this piece you need to share? Or is there something else you want to talk to with your fellow fundamentals? Heading to our community A server to join the conversation!

  • Christopher Hutton is a trade for a journalist who cut his teeth by covering Washington, DC’s politics and technology. Currently, he runs TTRPG games in Indiana, covering technology with a full-time job. He also regularly publishes newsletters about the entire TTRPG industry, writing on that side for outlets like fundamentals.

    View all posts

Source: The Fandomentals – www.thefandomentals.com

Contents
The story of hero of the border areahero As a board gameIs the Heroes of the Borderlands worth your time?

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