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

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by Gawain

EverywhereGames wrote:

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.


I think you've misunderstood here, or just need to take your own advice #1. "treat each as its own tile for the purposes of movement, counting tiles, and Monster/Villain AI." So if they're on different halves of the start tile piece, they are NOT on the same tile.
On page 3 of the rules, they have highlighted just one half of the start tile to give as an example of what A TILE is. On the same page, when counting tiles, again the start tile is shown to be two different tiles.

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

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by redcometx

I added in the "Monster/Villain AI" part in that post. It is not normally there in the rulebook, I was questioning if it should be.

The others that have replied believe that Monster/Villain AI should treat the "start tile" as one big rectangle that sets off their AI when referencing "start tile".

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

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by xris

redcometx wrote:

In summation:

[...]
Monster AI = 1 big tile.

... is what I think people are agreeing on.

I'm not saying that, I'm not sure about others but I don't think they are saying that either.

I'm not sure what you imply by "Monster AI". To me, Monster AI is when you (as a player) determine what the monster does during it turn (e.g. who it attacks or where it moves). In those cases I think you treat the Start tile as two separate tiles, they do after all have bonepiles on both parts of the double tile.

As for Adv 9, I would say that if a monster is on either part of the Start tile, then at the end of the Villain Phase, it's removed and 1 HP token is removed from the Start tile. This is the only time I would say that you treat the Start tile as "1 big tile".

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

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by redcometx

I think we are both agreeing, I'll clarify.

Movement (Heroes and Monsters) = 2 separate tiles.
Counting Tiles (any circumstance) = 2 separate tiles.
Any time the "Start Tile" is referenced in the rules, specific adventure, or villain card (outside of Movement and Counting Tiles) = 1 big tile.

Examples:

Mission 9: Monsters escape at the end of the villain phase if on the Start Tile.

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

If the Young Vampire is on a Start Tile, the active hero takes one damage.


RE: Art on the tiles, this is from the official FAQ:

Coffins on Tiles: Coffins on tiles have no associated rules unless
otherwise specified by the adventure. Heroes can move freely through them just like any other square.


Not the coffin tokens ... the coffins on tiles... so that is why I'm thinking any other tile art is able to be moved through as well? Or again, taking this statement completely literally, is this specific to "coffin art" and not other tile art since they mention no other type of art in their answer?

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

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by xris

redcometx wrote:

I think we are both agreeing, I'll clarify.

Ah yes, we are agreeing :)

redcometx wrote:

RE: Art on the tiles, this is from the official FAQ:

Coffins on Tiles: Coffins on tiles have no associated rules unless
otherwise specified by the adventure. Heroes can move freely through them just like any other square.


Not the coffin tokens ... the coffins on tiles... so that is why I'm thinking any other tile art is able to be moved through as well? Or again, taking this statement completely literally, is this specific to "coffin art" and not other tile art since they mention no other type of art in their answer?

I think the FAQ is specifically talking about Coffin tokens, not coffin artwork on an existing tile.

It's not clear if it means "Coffin [tokens] on tiles..." or "Coffin [artwork] on tiles..." but my view is that since it references that they "have no associated rules unless otherwise specified by the adventure" then it must be talking about Coffin tokens.

There isn't any written reference to coffin artwork in any of the Adventures but there is reference to Coffin tokens in Adventure 13, I taken this to mean that the FAQ is only talking about the Coffin tokens.

Adv 13 tells you to place the Coffin token face down on the map, the FAQ is just reminding us that these tokens don't block movement or anything, they are just there to randomise where Strahd appears.

Adv 1 shows a tile with coffin artwork in the Adventure Setup but there is no mention that is has special significance as such. In fact, the diagram for that Adventure suggests that the coffin artwork does block movement since you may not place a Hero on the coffin artwork. Just like the Start tile, the diagram shows that the Coffin artwork isn't one of the blue squares a Hero can be placed on.

For me, this reinforces the idea that the Stairs (and the coffin artwork) isn't a valid square for movement purposes. All IMHO of course :)

Introduction to the Challenge

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by Aaron Thorne

I think it was October of 2014 before I became aware of the 'play 10 games 10 times' challenge here on the Geek. I really liked the idea, but it was way too late in the year for me to participate. But, there is always next year, right? For the last eight years or so I have been randomly picking games from my collection, playing them, and writing about them on my personal blog. As that has been going on for a number of years I wanted a new challenge, and this looks like fun. So, for 2015 I am going to take a break from that and focus on playing 10 games 10 times, using this blog to record my thoughts. I hope that others here on the Geek will follow along with me as I go through this new challenge.

Because the theory behind this challenge is to force yourself to play a game enough times to uncover its hidden depths that would get missed through only one or two cursory plays, as I went through my game collection to identify games to play I decided to institute some basic rules for game selection. First, a game could only be chosen if I had less than 10 plays already recorded for it. For example, I really like the game Memoir '44, and would happily play it ten times in 2015. However, I already have 25 plays logged, and have a really good feel for how the game plays and relevant strategies, so that game will not get picked for the challenge. I am focusing on games I don't already have significant experience with. Second, a game and all of its expansions count as one game. So, if I select a game like Runebound, which has lots of expansions, the base game and all expansions that I choose to play with count as one expansion. Third, if there is a set of games with the same basic rules that allow for the games to be combined, then that also counts as one game.

As of this writing I still have a week and a half until 2015 begins, so this list is subject to change (I could get something amazing for Christmas that I just have to add to the list), but as of right now here are the 10 games that I am planning to play:
A) Descent: Journeys in the Dark (2nd edition)
B) Lost Battles
C) Space Infantry
D) Field Commander: Napoleon
E) The Great War at Sea: Mediterranean
F) the Anima card games (Shadow of Omega, Beyond Good and Evil, and The Twilight of the Gods)
G) Commands and Colors: Napoleonics
H) Abaddon
I) Empires in America
J) Darkest Night

Alternates (in case it turns out that I hate one of my selections and can't stand to play it anymore) are as follows:
K) Sentinels of the Multiverse
L) Castle Ravenloft

I should point out that I expect most of these games to get played solitaire, and in fact some of them are dedicated solitaire games. While I have a regular weekly play group, the types of games that get played there are simple wargames or strategy games, and this challenge lets me tackle some other types of games that will probably never see the table otherwise. In addition, many of these games have different scenarios, so don't expect me to play the same thing over and over; different scenarios result in different experiences, so I plan to get a lot of variety in the way I set up the various game plays.

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Start abilities and traps

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by jureidinim

Hi all,
Two questions here:

1) All heroes have the standard 5 cards to choose from the 1 utility/1 daily / 2 at-will powers. However I noticed all heroes EXCEPT the ranger also has a specific power card listed as well (example the fighter has Dragon Breath, the wizard has Fey Step...etc). Is that intentional?
does it mean then that all heroes except the ranger starts with that named power AS WELL As choosing 5 other powers?

2) Once a trap is revealed, can any hero try to disarm it or only the active hero? (i'm guessing only the active one..).
Does the trap stay there and fire off every players villain phase?


Thanks

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Start abilities and traps

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by Gawain

1) Almost, the others have a named one plus 4 choices, so 5 total. The heroes from the other games in the series vary even more. Some have 2 named + 3 chosen, 4 named + 1 choice, etc. And yes, it is intentional, as far as I know. I haven't found her to be much weaker than the others.

2) Deactivating the trap is something to be done instead of making an attack, so yeah you have to actually have an attack, which as far as I can remember only active heroes do.

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Start abilities and traps

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by jureidinim

Gawain wrote:


2) Deactivating the trap is something to be done instead of making an attack, so yeah you have to actually have an attack, which as far as I can remember only active heroes do.


thanks - so does that mean then if it goes off in one players villain phase - is the trap stipp going to attack again in the next players villains phase - and keep doing so until its disarmed? Or is it a one-shot attack and then does nothing in future turns?

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: Re: Start abilities and traps

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by Gawain

Traps trigger during the Villain phase, just like monsters, so it will (at least usually) only trigger during the turn of the controlling player. Just like the cards say "Trigger the Trap during your Villain Phase".

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

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by redcometx

I'm think I'm going to read it a bit differently, where the "art" coffins and "art" stairs are able to be stood on.

Reasons:

1) The other tile art (besides coffins and stairs) you can see "squares" under ... so they can be stood on.

2) The FAQ generally mentions "coffins" so I'll take that to mean art and tokens.

3) When you cover a tile with a trap token ... it covers up the squares underneath (like coffin art and the stairs) and you are still able to walk across it and stop on it as if there were 4 squares under it.

4) It looks to me like the coffin art in Adventure 1 IS also blue like the rest of the squares. Putting the Strahd tile next to that page in the book, the one on the book definitely has a blue hue.

5) Allowing movement on these "art" spaces makes the game less complex, which is what I think is the ultimate intention of a "light" D&D adventure.

Thanks for the feedback and discussion. :)

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

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by juster2

Coffin Artwork:

If it blocks movement, then you are creating new rule issues.

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

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by achates

I house rule that it costs an extra movement point to enter obstacle squares such as coffins. Monsters are unaffected except they can't be placed on a coffin square unless no others are free.

I could imagine adding rules for cover etc as well if I was using the line of sight variant.

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: General:: Re: Will combining Castle Ravenloft with Wrath of Ashardalon increase # of players...

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by DomaGB

joshking518 wrote:

People probably dont look at this thread anymore but I am trying this tonight. With 6 players. I will let you guys know how it goes!:D


never happened, perhaps he got lost in the adventure.

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: News:: A.D. Designs expansion for D&D Adventure System games coming in march

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by addesigns

We will be releasing our expansion to the D&D adventure system games in March 2015 coinciding with WotC's release of the 4th D&D adventure system game.

Our expansion will contain 6 new player characters and a 4 scenario campaign. We will download the files in the file sections for the existing D&D Adventure System Games.

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: News:: Re: A.D. Designs expansion for D&D Adventure System games coming in march

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: News:: Re: A.D. Designs expansion for D&D Adventure System games coming in march

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: News:: Re: A.D. Designs expansion for D&D Adventure System games coming in march

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by August222

addesigns wrote:

We will be releasing our expansion to the D&D adventure system games in March 2015 coinciding with WotC's release of the 4th D&D adventure system game.

Our expansion will contain 6 new player characters and a 4 scenario campaign. We will download the files in the file sections for the existing D&D Adventure System Games.


I hope one of the new classes is a Spamslayer.

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: News:: Re: A.D. Designs expansion for D&D Adventure System games coming in march

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by ninjadorg

addesigns wrote:

We will be releasing our expansion to the D&D adventure system games in March 2015 coinciding with WotC's release of the 4th D&D adventure system game.

Our expansion will contain 6 new player characters and a 4 scenario campaign. We will download the files in the file sections for the existing D&D Adventure System Games.


With respect, who are you?
Assuming you're not the guys who make subwoofers??

Reply: Dungeons & Dragons: Castle Ravenloft Board Game:: News:: Re: A.D. Designs expansion for D&D Adventure System games coming in march

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by Beckikaze

Hmm...it would be interesting to know if it is a crossover expansion or if every existing title will get their own expansion.
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