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Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: General:: Lost my Adventure Book

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by Kambuk

Anyone able to help me out with a pdf of this?
Got the Rule book but had no luck tracking down the Adventure book.

Thanks,

Kambuk

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: General:: Re: Lost my Adventure Book

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by shnar

It's not officially available but there are electronic backup copies around that some can forward to you. GeekMail me an email address and I'll see what I can do.

-shnar

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Some Questions after first adventure...

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by jettaz

Hi Steve,

You state that when a player in the group picks up a treasure card they can give it to any member on their team.

The rules explicitly state: "When your Hero defeats a Monster, draw a Treasure Card. You can gain only one Treasure Card per turn, no matter how
many Monsters you defeat during that turn."

It says that when 'you' defeat a monster, 'you' get a treasure card. Where is the reference to handing it over to a teammate? Am I missing something or are you interpreting 'you' in the plural sense in terms of the group as a whole?

Thanks,
jettaz

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Some Questions after first adventure...

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by EverywhereGames

jettaz wrote:

You state that when a player in the group picks up a treasure card they can give it to any member on their team.

You had me wondering if this was just a house rule that I'd assumed was canon. Turns out it's in the rulebook, p13:
Items provide a lasting benefit. When you draw an Item from the Treasure Deck, decide if you want to keep it for your Hero or if you want to give it to another Hero. Once you’ve decided who gets the Item, you can’t give it to another Hero later.

I'm still of the opinion that you "should" be able to trade with another player if you're adjacent, but that's not official. It woulda been nice if this rule ALSO repeated in the bit when you GET treasure but at least it is in the section that explains how the Treasure Deck works.

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Concept: Epic Villian Battle

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by TrueLolzor

Just my couple of thoughts about something like Epic Villains for the game. Disclaimer: this is mainly inspired by Kingdom Death: Monster.

Note that this is not a fully developed variant, but just a concept for the sake of it.

New HP and AI: Instead of an AI table as all other monsters and villians have, the Epic Villian would have his own deck of cards, each of which representing his various abilities (Epic Villian Deck). He would also feature several points of interest on his body, and each of his abilities will be tied to one of this points, depending on them. In addition to being Villian's pool of actions, Epic Villian Deck is also his health, and Villian is defeated as soon as the deck runs out of cards. Whenever Villian takes any amount of damage, the same amount of cards is discarded from the top of Epic Villian Deck, facedown.

Villian Activation: With no more AI Tactics printed to follow, each Epic Villian activation will be drawing top card of the Epic Villian Deck and resolving the printed ability on it. Nothing complicated, I'll get to it later. After being resolved, card goes into the discard pile, facedown. Yes, the Epic Villian is technically damaging himself, BUT he has an enormous HP pool and his abilities would be devastating, so it'll be hard for players to just "wear him down" without dying, also some self-healing mechanic for Epic Villians is not prohibited.

Here is an example Epic Villian I made for this concept:

So, what new you can see here is some rules instead of tactics, and a bodypart table instead of an attack table.

Targeting Bodyparts: When attacking an Epic Villian, a Hero must choose which bodypart he will target. When he chooses the bodypart to target, he adds AC Modifier of that bodypart to the base AC of the Villian and makes the roll. If the attack causes any amount of damage, in addition to discarding cards from the top of Epic Villian Deck, hero places damage tokens on the bodypart table, near the bodypart he targeted.

Strained Bodyparts: As soon as any bodypart has amount of damage on it that equals or exceeds it's HP value (refer to the bodypart table), it becomes strained. Straining an Epic Villian weakens him, rendering all of his abilities that use the strained bodypart less effective, useless or even making him harm himself.

Let me show you:

The lowest text box on this ability is only activates if bodypart which is used for this ability (refer to the top text box of the card) is strained. In this case - Flesh Golem would take 1 damage... howling with a broken jaw isn't that easy, ain't it?

Villian Activation Card Anatomy: Now that I showed you a Villian activation card, I owe you some details. I'll use another reference card for this one:

1) First comes the name of the Epic Villian card in question belongs to.
2) Then goes the bodypart that is involved in the ability of this card.
3) Then, name and some flavor text of the ability.
4) Then goes the ability itself. Players follow the instructions as close as possible. Fot example on this ability, the Flesh Golem would move 2 tiles and attack the Hero. But, if there are no Heroes within 2 tiles, the Golem would just move 2 tiles toward the closest Hero.
5) The final box of the card is only used if the linked bodypart is strained. In this case, it contains an alternate attack table, which replaces the original one if Golem's hands are strained.

Epic Loot: A glorious victory over such mighty foe should not go unrewarded. Each Epic Villian should have some small set of unique items tied to him, and when players manage to bring him down, they randomly draw one of them or something.

Here is an example I made of such item:

It is almost similar to the regular item. It features a slightly different color, it is labelled as an "Epic", and it lists the name of an Epic Villian it was obtained from.

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Cleave interaction with Rejuvenating Onslaught

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by El Tea


Cleave: "Attack one adjacent Monster. If you hit, choose another monster on your tile and move adjacent to it. That Monster takes 1 damage."

Rejevenating Onslaught states: "...whenever a Hero hits a Monster with an attack, that Hero regains 1 Hit Point."

So - is the language meant to be that precise? It looks like the hero didn't hit the monster on the second part of Cleave. Was that intentional? Would the fighter get one or two hit points back after a successful hit with cleave?

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Attacking adjacent, but across tiles

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by El Tea


Are there any rules related to an adjacent attack (by squares) where the adjacent squares cross two tiles?

We've been playing that such attacks are fine (rule book does not address them), but noted today a cheesy outcome with the wraith. Specifically: although it has an ability called "Death Shriek", dealing one damage to all heroes on its tile when it dies, that doesn't hit you when you are right beside it, but technically on a different tile.

Is this simply a good strategy and the game working as intended? I'm OK with cheesy (sometimes) but don't like breaking the rules if it wasn't an intended way to play.

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Attacking adjacent, but across tiles

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by shnar

Adjacency is by squares only, you ignore tiles. So technically you could be adjacent to a figure that's 2 tiles away...

-shnar

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Attacking adjacent, but across tiles

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Cleave interaction with Rejuvenating Onslaught

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by The Wrong One

I would play that as having caused only one "hit", the second monster only takes one damage. That does not come directly from a roll to "hit" merely from a card effect.

Session: Dungeons & Dragons: Castle Ravenloft Board Game:: 11/14/2014

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by Dark Son


Originally posted here: http://www.slightmisplay.com/?p=108

For more gaming and other nonsense, please check out www.SlightMisplay.com

After our somewhat lackluster time with Talisman, we still had about an hour or so left before we had to call it a night. Rick was still in the mood for something “D&D-like,” but I wasn’t up for Descent at that point. I had completely forgotten about the D&D adventure series sitting on my shelf! I grabbed Castle Ravenloft, figuring it would be a good, light, hour-long dungeon-crawling romp. (Wrath of Ashardalon would’ve been another option, but I still haven’t punched anything out of that one, my CR minis are already painted, and I don’t know the rules changes to WoA implements to the system off the top of my head… so that dance-fight was decided right there.)

I picked out the Dracolich mission, as I couldn’t think of anything cooler than taking on an undead dragon. I was Kat the Rogue, as always. Steve the Blonde was the Ranger, and Rick was the Dragonborn Fighter.

I became the weak link early on, getting downed by monsters and traps just a few turns in. I had used up two of our... ahem... three healing surges by my fifth turn or so. We were able to clear out some initial spiders and monsters, but soon we found ourselves facing a skeleton, two gargoyles, and a wraith. The Alarm trap was quite annoying, popping up several extraneous monsters. We also had the something-music environment in play for a while, which made us choose the worse of two baddies every time we drew one. OUCH. The encounters in this game are just awful. We did have some luck in leveling up, as least Steve the Blonde and I did. Rick couldn’t seem to roll above a 7 to save his life tonight, rolling “1”’s on multiple occasions. “Why can’t you roll like that when you’re DM’ing?!”

After regrouping back on the stairs due to an encounter, we revised our “strategy” a bit. We knew the Arcane Circle must be coming up in the tile deck, though we did mis-count due to having drawn several tiles from the bottom of the deck due to… sigh… encounter cards. Steve the Blonde tried exploring the “neglected” passage off the stairway, but he was stymied by a flaming skeleton and then ran away (well, tactically retreated) from a kobold once Rick did draw the Dracolich himself. That thing is nasty. 20 hp of badass. We were lucky and smart enough to avoid his stronger attacks at first. We did have a sound plan, as we placed the Laboratory containing the creatures phylactery quite close to my character. Unfortunately, my character ended up being Immobilized for two turns; I could SEE the damned thing, but couldn’t reach it. Several breath weapons, bites, and lightning bolts later, both Steve and Rick were down, and I was still stuck around the corner, simply hearing the screams of my comrades as the beast tore them to pieces. With lightning. Even with a few cheats and 3 healing surges, we didn’t get more than 2 hp off the Dracolich before being utterly defeated.

Man, as holey and fiddly as the rules are to this game, and as random and unfairly difficult as it can be, this game definitely has a FUN factor to it. Even around midnight, I was tempted to just reset the game and play solo (kawa wookie!) to have another crack at it. It’s not as elegant or polished as Descent, but it does have a lot of the same elements. It is FAR quicker to play, learn, and set-up, and the programmed monsters means that no one has to be the odd-man out as the OL. I think that Descent is a better game overall, for sure, but if I just want to open a box and play a quick dungeon crawl without thinking too much… WotC really hit the mark here, even with their crappy rules, second-rate story, and random random random play. And the minis, while different and overall not as well-sculpted imo as Descent, are still super-cool. Even when the Dracolich was off the board, Steve the Blonde was looking over at it saying, “Man, that thing is SCARY.” Uh-yuh!



Rick was a bit down at his Dragonborn fighter sucking so badly. Indeed, I was surprised at his lack of abilities causing more than one damage, and his support ability didn’t seem to help us much, though I will say we did “go it alone” more than we should have, especially me. I did notice upon clean-up last night there were several other ability cards that Rick probably could and should have chosen to do more damage. Also, if he could have rolled maybe more than ONE success all game, that might have changed his opinion. Hey, it doesn’t matter what your skills are if you continually roll fuck-all-bullshit. Still, the lack of ranged attacks is brutal for him, as it limits his tactics quite a bit. Steve’s character was pretty awesome, I will say.



2 ranged attacks, exploring from a non-edge space, running attacks. Very cool. My rogue kind of let me down. I really should have kept my distance from the monsters and focused on exploring and supporting the warriors. I think I have an overly inflated sense of rogue survival abilities in close combat. This might be due to my initial play of the game years ago, when I continually used Kat to chase after Steve the Bald’s wander-lusting character, saving him from peril at every turn as he continually strayed from the group. I seem to recall more damage-y attacks with the Rogue, but I guess the haunting melody bringing out the more powerful monsters did impede our ability to one-hit kill most things.

As I said before, this is not the most elegant or polished game, but where it fails in style and elegance, it hits the mark in the overall fun and “one more game” categories. (For my full review: http://www.boardgamegeek.com/thread/615391/cobra-kai-inspire...) I definitely want to play this again, and soon.

-kMs

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Sessions:: Re: 11/14/2014

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by Voodoo257

Great story :)...I was surprised last week when a group member chose my CR for gamenight...We chose the Dracolich scenario also...We had Kat,,ranger,fighter and i chose the cleric..we managed to find the beast...but also 2 fiery skellies..lol...so everyone died...i was the last one...so I ran towards the phylactery..and hit it for 10 dmg...just before i died lol..

I own the 3 games,I bought them for solo play but my group insisted on playing them and they all love it...simple,challenging and fun :)

Can't wait for the 4th one next year :)

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Sessions:: Re: 11/14/2014

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by Grove123

Voodoo257 wrote:

Great story :)...I was surprised last week when a group member chose my CR for gamenight...We chose the Dracolich scenario also...We had Kat,,ranger,fighter and i chose the cleric..we managed to find the beast...but also 2 fiery skellies..lol...so everyone died...i was the last one...so I ran towards the phylactery..and hit it for 10 dmg...just before i died lol..

I own the 3 games,I bought them for solo play but my group insisted on playing them and they all love it...simple,challenging and fun :)

Can't wait for the 4th one next year :)


was there a 4th one announced? Judging how WOTC operates they sure like to abandon their game series often

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Sessions:: Re: 11/14/2014

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Sessions:: Re: 11/14/2014

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by Morph Mode

I'm in the same boat as you; only my fully-painted set is WoA so that's the one that gets played the most. There are zero rules differences between one and the other; it's just the missions, encounters and monsters that are all different.

You're right; mechanical issues can crop up and it can be fiddly at times. I have pretty much vowed to never try playing with 5 players again because it just gets bogged down and starts taking forever. Even 4 can be pushing it -- 3 is a great number of players for it though.

Also,

Dark Son wrote:

play solo (kawa wookie!)


I laughed :D

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Re: Silvara Elven Bard for Castle Ravenloft

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by 2e151

Anyone ever get these printed out through printstudio? Trying to figure out if I can do it with a pdf..

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Re: Silvara Elven Bard for Castle Ravenloft

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by Mister_Barista

ninjadorg wrote:

I'm using the bard from an old Kelloggs Cereal miniatures line... :)


PICS PLS!!!

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Re: Silvara Elven Bard for Castle Ravenloft

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by ninjadorg

Mister_Barista wrote:

ninjadorg wrote:

I'm using the bard from an old Kelloggs Cereal miniatures line... :)


PICS PLS!!!


It's not a bard after all, it's the girl from The Black Cauldron!



4th from the left, only mine is red for some reason.

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: General:: Need single HP token

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by bbblackwell

Hello dungeon delvers! I have only 69 of the 70 little shield HP tokens (yellow on front, black on back) and though it's a small matter, I'd sleep better knowing the game was complete. If anyone has one they're willing to part with, I would compensate you to whatever degree you deem fair.

Thank you so much!

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: General:: Re: Need single HP token

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by EverywhereGames

bbblackwell wrote:

I have only 69 of the 70 little shield HP tokens

69 should be plenty enough. Even with bagging up every hero with their level 2 HP requirements, I have extras left over.
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