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Tyrants of the Underdark

Tyrants of the Underdark
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  • Player Ages

  • # of Player

    2 to 4
  • Vendor

    Wizards of the Coast
  • $79.95
  • Save $50
In Stock


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 Elemental Evil.

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.

    Customer Reviews

    Based on 1 review
    D&D deck builder + area control sandwich

    One of the better deckbuilder-with-a-twist games, this is a little like Arctic Scavengers or Star Realms mashed into Risk.

    The individual components of the game are slightly less deep than those games taken individually, but mashed together give you quite a lot of different tracks to score points, and the Drow/Underdark theme lends itself well to holding your real power level secret before booming down your best track, and engaging in a war for territory with very porous and shadowy front lines. The game comes with several different kinds of cards for the market with only two allowed in effect at one time, and the combination you pick changes the gameplay quite significantly - different types of decks emphasise spies, neutral creep elimination, player combat, area control, opponent deck poisoning, card combination plays, card sacrifice, etc. We found an hour was fairly optimistic for a timeframe to complete a session for a couple of players, but the main factor was how many draw-new-cards-from-your-deck kinds of cards were in play.

    A cheap expansion adds 2 more half-decks to the mix which you can combine for up to 15 combinations with the base set, and these change up the play style even more. If you buy the expansion you'll also want opaque backed card sleeves as the card stock and colour is significantly different (the ULTRA PRO Deck Protector Sleeves, Pro Matte Purple Standard, 50ct, 66 x 91 mm x 7 were my choice here).