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


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

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by bbblackwell

EverywhereGames wrote:

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.


Oh yes, certainly I have enough to play. I'm trying to fill in the missing piece for collectibility purposes. I'm a long time toy collector and I just feel this little nagging thorn in my side when I know something is missing! :P

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

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by bbblackwell

Gawain wrote:

Was about to suggest the spare parts resource list, but I see you've already posted there :)


Yes, I found that thread but thought this would help me reach more people. Is that considered inappropriate here? I'm somewhat new to being an active member on the site.

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

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by Gawain

Nono! Perfectly fine (as far as I know). It's just a great additional resource.

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

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by bbblackwell

Gawain wrote:

Nono! Perfectly fine (as far as I know). It's just a great additional resource.


Ah ok. Thank you! I know missing that one little piece is like "cry me a river" but I'd like to fill it in if I could.

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

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by bbblackwell

A hero has emerged to save the day! A very nice man offered to relieve me of my plight by sending me the piece! Thank you guys for checking in!

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

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by Ashale

Good evening all,

This is my first post after recently buying and playing a few adventures of Castle Ravenloft. This post answered several of the questions I had as well and I thank the posters for their sharing of their knowledge and helping us first time adventurers out. I have a quest in regards to a scenario that happened to our party tonight that I have not found an answer to yet through the search or other places across the internet.

Tonight we had a monster that was adjacent to all three adventurers and the text on the monster was "attack an adjacent hero" since all three were adjacent who gets attacked? Do all three get attacked? Does the party member controlling the monster decide or would we roll and lowest die roll get attacked?

Thanks in advance,

Ashale the Wanderer.

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


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

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by Ashale

Thanks for the quick reply SlebRittie, that is what we ended up doing just to progress the game after not finding anything in the rule book and wanting to get on with the adventure.

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Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: The "Start Tile" Definition

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by redcometx

I understand the following ...

The Start tile: The Start tile is where the Heroes usually enter
the dungeon and begin their adventure. It’s twice the size of the
other tiles. The Start tile actually consists of two separate tiles
that are already connected; treat each as its own tile for the
purposes of movement and counting tiles.


... but what do you do with rules like the one on the Flesh Golem's card:

If the Flesh Golem is on a Start Tile, the active hero takes one damage.

In the first rule, the "Start Tile" is only the stairs portion when it comes to game mechanics. In the second rule, are both portions considered the "Start Tile"? That Golem rule is not "movement and counting tiles".

This has happened on a few other situations as well, where there is no clear definition on what the "Start Tile" actually means.

Has there been any official clarification? Or even fan consensus? I have looked, but have never found it.

Thanks in advance for replies!

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: The "Start Tile" Definition

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by Gawain

Only half of the start tile is the actual "Start Tile" when referenced in monster AI etc. I know, they could definitely have worded that better.

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: The "Start Tile" Definition

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by redcometx

Gawain wrote:

Only half of the start tile is the actual "Start Tile" when referenced in monster AI etc. I know, they could definitely have worded that better.


So you are basically saying this?:

The Start tile: The Start tile is where the Heroes usually enter
the dungeon and begin their adventure. It’s twice the size of the
other tiles. The Start tile actually consists of two separate tiles
that are already connected; treat each as its own tile for the
purposes of movement, counting tiles, and Monster/Villain AI
.


... to add to the confusion, both of those Monster AI's say "a Start Tile" not "the Start Tile" making it seem like each of the two connected tiles is a different Start Tile ... :shake:

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: The "Start Tile" Definition

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by juster2

The rules are full of such cheesy holes, so I would suggest the unwritten rule of "Always in favor of the Player".

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: The "Start Tile" Definition

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by EverywhereGames

redcometx wrote:

The Start tile: It’s twice the size of the
other tiles.

The Start Tile IS the start tile. It's twice as big as the other, regular, dungeon/cavern tiles (depends on which game you have). So in the two cases you cited, if the Flesh Golem or Young Vampire are ANYWHERE on THE START TILE, then the active player is going to take one damage. That part of the AI has NOTHING to do with movement or counting tiles.

There's some very basic rules for dealing with the rules for this game:

1) Read the rules carefully and EXACTLY as worded. Don't invent exceptions.

2) Choose in favour of the players.

3) Active player decides.

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: The "Start Tile" Definition

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by achates

Actually I think the rules for this game are excellent. Most of the queries posted in this forum are due to people thinking for some reason that they must mean something other than what they actually say. Alan's three principles are spot on!

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: The "Start Tile" Definition

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: The "Start Tile" Definition

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by redcometx

In mission 9, monsters escape the dungeon when on the "start tile'. Does that mean that they can escape when not specifically on the stairs?

I played that adventure where the "start tile" was just the stairs or else it wouldn't have made sense thematically.

However, I can see (at least mechanically) that the Flesh Golem and Young Vampire can activate that line in their AI on either "sub" tile of the "start tile".

All of the other rules in the game I take at completely face value and they do work perfectly.

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: The "Start Tile" Definition

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by xris

Maybe it would help if you remember that monster movement uses an abstract model. The monsters do not move from square to square to get from A to B like the Heroes do. The game moves the monsters from tile to tile, they do not have to move around corners or squeeze through narrow passageways. You move a Monster to a specific square on a tile, usually a bone pile or adjacent to a Hero, how it gets there isn't covered in the rules and doesn't need to be as the movement is abstract.

In this case, the requirement is that the monster needs to be on the Start tile. It doesn't have to be on the stairs themselves, it just needs to be somewhere on the (double sized) tile. In many ways, the artwork on the tiles is just an abstract representation of a dungeon / cavern / castle. In terms of the rules, the stairs are just "fluff" to add visual flavour to the game.

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: The "Start Tile" Definition

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by redcometx

xris wrote:

Maybe it would help if you remember that monster movement uses an abstract model. The monsters do not move from square to square to get from A to B like the Heroes do. The game moves the monsters from tile to tile, they do not have to move around corners or squeeze through narrow passageways. You move a Monster to a specific square on a tile, usually a bone pile or adjacent to a Hero, how it gets there isn't covered in the rules and doesn't need to be as the movement is abstract.

In this case, the requirement is that the monster needs to be on the Start tile. It doesn't have to be on the stairs themselves, it just needs to be somewhere on the (double sized) tile. In many ways, the artwork on the tiles is just an abstract representation of a dungeon / cavern / castle. In terms of the rules, the stairs are just "fluff" to add visual flavour to the game.


OK - in a purely mechanical way I see what you mean and will play that way regarding how to interpret the "start tile" going forward. Monster movement has always completely made sense to me except where the "start tile" was concerned.

... and on the topic of the artwork on the tiles being fluff ... I'm interpreting the art of the stairs themselves (and art on all tiles) to be able to be stood on and walked through. I know WOC has officially acknowledged that coffin images can be stood on (so they don't block corridors). I'm interpreting that it also translates to the stairs, workbench, tables, etc. ... just not the black tile "walls".

Thanks for all the replies. :)
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