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Have Sword, Will Travel – A Wroth: Paldeyn Board Game Expansion Review

W Updated January 11, 2026
 
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Have Sword, Will Travel – A Paldeyn:Wroth Board Game Expansion Review
There Will Be Games

If you have been enjoying the blitzkrieg area control action of Wroth, you'll likely be looking for ways to expand your experience. Paldeyn is one of the additional factions that are available.

Like the other factions is Wroth, Paldeyn seems to be based on the high fantasy Paladins with healing abilities and the trademark mounted assault. The Horse minis for the grunts are one of my favorites in the game, they just look fantastic galloping around the map.

Player Mat

Just to be clear, this expansion only adds the Paldeyn Clan to Wroth. It's not a fifth player expansion and nothing else is included that doesn't directly relate to making Paldeyn an option to choose in the base game of Wroth. Like the other clans in Wroth, Paldeyn has three feat powers to choose from:

Vanguard Reinforcements: Persistent: Each time Paldeyn would gain a Corra, you may instead immediately deploy a Lyon, Ryder or Ironwill.

Shield Advance: Once Per Game: Gather all Ironwills and deploy them. Then attack each region that has an Ironwill for Two Damage.

Second Wind: Once per Game. After activating the last of your dice, immediately roll four action dice and an all seeing die and activate any or all of the rolled actions.

Feat

Paldeyn is especially powerful in countering The Guild's factions Corra manipulating powers. Vanguard Reinforcements allows you to circumvent them hording all of the Corra and, if they are intent on stealing Corra from you, it also allows you to simply take an Elite instead of holding onto Corra and losing it to the Guild during a battle.

If “OMGWTF” turns is what you crave, may I present the Second Wind Feat. Pulling this out when your opponents think you are taking your final action of the round is a true “Praying to the RNG gods” moment where you roll a total of four action dice and an all seeing die and take an another ENTIRE superpowered turn (superpowered because it actually adds up to almost another turn and a half).

Hand, Foot, and mouth

While the feats may seem overpowered, they are in line with the game breaking powers of the other factions in Wroth. The Elite powers don't quite stand up to some of the other factions. They are:

Lyon: At the start of each round, each Lyon heals one vitality.

Ryder: After moving, a Ryder may move again. On its second move, deal one damage to an opposing troop in the region it moved from.

Ironwill: Deploy to a region you occupy. Cannot Move or be moved. If attacked, Ironwill takes damage first.

more

The reason I say they don't quite stand up to the other factions is that, even with the ability to deploy to a region you occupy, the Ironwill Elites need to be combined with the Shield Advance Feat to thrive. And that feat allows you to gather them to execute the feat, so it's more cost efficient to NOT have them deployed at all and put them out all at once for free. This kind of pales when compared to the Trappers used by the Koda. The Ryder Elites constantly need to move in order to fully take advantage of them and sometimes the dice just aren't available to do that...especially if you are playing with savvy opponents who will hate draft the move dice to hinder you. The Lyon powers are fantastic...and would be even better if the game lasted longer. But don't sell them short, being able to put a multiple hits onto Lyon's instead of losing your basic troops and know they will heal one damage at the beginning of a round makes them virtually immovable when you have more than one in a region.

zoom

If you are thinking of picking this up for the solo/co-op challenge cards, my experience is that they are more than challenging enough. I've only managed to solo one of the three but, as I stated in my original review, it's not really what I signed up for. I'll take the Player versus Player action every single time.

Paldeyn really is the Dungeons and Dragons Paladin class personified: They can heal, they charge around the board like a white stallion and can be the immovable object to the irresistible forces of other factions. If your play style synchronizes with the feats and powers they have on offer, they are just as beautiful as they are powerful.

A review copy of this release was provided by the publisher. Therewillbe.games would like to thank them for their support.

If you enjoyed this review, please consider tipping via My KOFI. All proceeds go to buying more games for review!

Photos

Have Sword, Will Travel – A Paldeyn:Wroth Board Game Expansion Review
Have Sword, Will Travel – A Paldeyn:Wroth Board Game Expansion Review
Have Sword, Will Travel – A Paldeyn:Wroth Board Game Expansion Review
Have Sword, Will Travel – A Paldeyn:Wroth Board Game Expansion Review
Have Sword, Will Travel – A Paldeyn:Wroth Board Game Expansion Review

Editor reviews

1 reviews

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4.0
Paldeyn: A Wroth Board Game Expansion
Paldeyn really is the Dungeons and Dragons Paladin class personified: They can heal, they charge around the board like a white stallion and can be the immovable object to the irresistible forces of other factions. If your play style synchronizes with the feats and powers they have on offer, they are just as beautiful as they are powerful.
Wade Monnig  (He/Him)
Staff Board Game Reviewer

In west Saint Louis born and raised
Playing video games is where I spent most of my days
Strafing, Dashing, Adventuring and Looting
Writing reviews between all the Shooting
When a couple of guys reminded me what was so good
About playing games with cardboard and Wood,
Collecting Victory Points and those Miniatures with Flair
It’s not as easy as you think to rhyme with Bel Air.

Wade is the former editor in chief for Silicon Magazine and former senior editor for Gamearefun.com. He currently enjoys his games in the non-video variety, where the odds of a 14 year old questioning the legitimacy of your bloodline is drastically reduced.

“I’ll stop playing as Black when they invent a darker color.”

Articles by Wade

Wade Monnig
Staff Board Game Reviewer

Articles by Wade

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Jackwraith's Avatar
Jackwraith replied the topic: #344595 12 Jan 2026 09:18
This is great and I agree with you that the Ironwills seem kind of static, literally and figuratively, without the Feat. After you do the other expansion faction are you going to do a 4th piece with your insights on the base game factions the way this one is done? We didn't hear about any of the Elites or Feats of those four in your original review.
WadeMonnig's Avatar
WadeMonnig replied the topic: #344596 12 Jan 2026 10:00

Jackwraith wrote: This is great and I agree with you that the Ironwills seem kind of static, literally and figuratively, without the Feat. After you do the other expansion faction are you going to do a 4th piece with your insights on the base game factions the way this one is done? We didn't hear about any of the Elites or Feats of those four in your original review.


I love that idea! Obviously I wanted to hit the main gameplay in the review but covering the feats and elites in-depth would be fun for the base factions.
hotseatgames's Avatar
hotseatgames replied the topic: #344597 12 Jan 2026 10:34
The name is annoying... it's so close to paladin, just call them paladins. Everyone else will anyway. I don't like it when a common word is changed just to be different.

No, it's not mana, this game uses myna!
Jackwraith's Avatar
Jackwraith replied the topic: #344599 12 Jan 2026 12:51
No, see, this is the ancient race of... space aliens that humans got that word from! So, we're the ones in the wrong, so to speak, because we mispronounced "Paldeyn."

I can see the attraction from a marketing angle. It's supposed to be a game of alien creatures/demons/whathaveyou so you don't want to actually call them "paladins", so you use a linguistic approximation and everyone gets the theme/tone of the faction in question. One of the main box factions is similar: "Aldan" instead of Elven. The Aldan are fast movers with a couple feats that do major ranged damage, so Wood Elves, basically. Not sure how they got to "Ooglan" from what are essentially Orcs, but still starts with the same letter so might be the same thing. Also not sure how they have Ooglan, Aldan, Koda and... Guild. I mean, they didn't want to find an approximation for "humans" so it's something that people might identify with them, since most of us know what a guild is? In Twilight Imperium, they're called Sol, so there are other routes to take. Dunno.