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Unboxing Video
Intro
Heroes of the Borderlands is one of the newest starter sets released by Wizards of the Coast, and after going through the box, I can confidently say that this is not just another beginner kit. It’s heavier, denser, and more thoughtfully produced than the previous starter sets we’ve seen.
The price reflects that—here in Canada it runs around $60–70, compared to something like Dragons of Icespire Peak which was closer to $30—but you’re getting substantially more in return.
This product is designed as an introductory tabletop RPG experience, and it excels at being exactly that. If you want to introduce new players to Dungeons & Dragons with as little setup friction as possible, this set is probably the best tool Wizards has ever released.
Playable Right Out of the Box
Many starter sets still assume someone at the table already knows how to DM or create characters. Heroes of the Borderlands goes in a different direction. It borrows design ideas from board games to create something tactile, guided, and visually clear.
What stands out immediately:
Large character boards
Equipment and spell cards
Monster tokens
Full-color maps
Simple, smart rules reminders and guides
You can essentially hand people components and start playing—no character sheet deciphering required. New players can see their abilities right in front of them, swap equipment cards, place spell cards, and track rests. This removes so much of the “Did I write that down? What does my ability do again?” confusion that can bog down a first session.
This is easily one of the most inviting D&D products they’ve made.
Adventure Structure
The adventure is broken into three booklets:
Wilderness
Keep on the Borderlands
Caves of Chaos
Even though they’re separated, they function as parts of a single loop:
Start in the Keep → talk to NPCs, shop, gather quests
Travel the Wilderness → encounter creatures and events
Explore the Caves → pick your dungeon path, fight, retreat when needed
Return to the Keep → rest, recover, plan
This structure is excellent for teaching the core pillars of D&D:
Roleplay (Keep)
Exploration (Wilderness)
Combat (Caves)
And interestingly, the product encourages rotating DMs. One person might run the Keep and NPC encounters, another might run the Wilderness, and another might handle the dungeon sections. It’s a surprisingly smart teaching design for groups that are new not only to playing, but to running the game.
Character Boards: Great Idea
Each class (Fighter, Cleric, Rogue, Wizard) gets a physical character board. It shows:
Ability scores
Hit points
Attack modifiers
Spell slots
AC values
Equipment slots
Rest rules
Class reminders
Then, at level 3, each class gets a choice of subclass. That’s huge for new players—it introduces character identity without overwhelming them.
Example subclass pairings:
Cleric: Life or Light Domain
Fighter: Champion or Eldritch Knight
Rogue: Thief or Assassin
Wizard: Evocation or Abjuration
Component Philosophy: Board Game Meets TTRPG
One thing becomes clear using this kit:
It’s built to feel like a board game for the first hour, and then gradually become D&D.
This is extremely intentional—and extremely smart.
Players learn:
How combat works
How abilities function
How items interact
How to roleplay and explore
Without ever being overwhelmed.
Once players reach level 3, the game naturally transitions into standard character sheets—and by then, they’re ready.
Final Thoughts
I would not buy this product digitally or for virtual tabletops—you lose nearly everything that makes it special.
But as a physical box meant for a real table, Heroes of the Borderlands is one of the best introductory D&D products Wizards has ever released.
It’s approachable.
It’s tactile.
It’s thoughtfully designed.
And above all—it’s fun to learn from.
I can’t wait to run this with new players and see how quickly they pick up the game thanks to this structure.
If you’ve tried it already—or have questions—feel free to leave a comment. I’d love to hear your experience.
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