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Tayaya
09-27-2010, 08:52 AM
Finally got a chance to crack this bad boy open with some co-workers last night, utilizing the massive table in the conference room for some evening dungeon crawlin'.

I have to say that while limited in rules and very heavily dependant on luck, Castle Ravenloft is a fantastic, somewhat addictive "players vs the board" game that still feels like D&D, but provides an ease-of-learning and short play time that allows even your non tabletop RPG playing friends to feel like a hero for the night. And it won't hesitate to beat your party into submission, as we learned all too well.

First - the bits! This is one of the higher quality dungeon crawlers out there, featuring a whopping 13 sheets of punchable cardboard tiles and tokens that'll take you about an hour to punch out and organize, 40 or so miniatures (which while unpainted, are the same molds as the normal D&D minis, so we're in the process of replacing my minis with the actual painted D&D minis), a lone d20, and a whole lotta cards. I think Descent has higher production value, but I like this new game a bit more because it never feels like they gave you "too much" to manager, instead they gave you "just enough" bits, and a great box to manage it all with for easy transport. After our 3 quests last night, tear down and pack-up took maybe 5 minutes. I highly recommend saving the empty frames from the tiles you punch, and slipping those under the plastic insert - this keeps the top of the insert flush with the box lid, AND since all the tile-holes line up, provides 4 extra pockets under the insert for storing the many cardboard tokens that the game comes with.

Rules and complexity: Like I said in my summary, the game is simple enough to let anyone sit down and play, regardless of tabletop experience. Every player gets a chance to "build" a character, choosing from a stack of 5 characters (Fighter, Wizard, Cleric, Rogue, or Ranger), and chooses 4-5 powers from a deck of 9-10 available powers for that class (usually 2 at-wills, 1 utility, and 1 daily power, all named after and modeled to behave like our D&D favorites). Expected stats like AC, speed, HP, and surge value are all displayed on the hero tile for the selected hero.

Monster cards work the same way - they have the monster's AC, hit points (most monsters only have 1 or 2...bosses have more), attacks, and a "tactics" section that defines how that monster moves and behaves, and when it uses which attacks. A gargoyle, for example, will not do anything at all if there's no hero within 1 tile of it, but will move to and attack all heros on a a tile if there ARE heroes within one tile of it. A skeleton will always move 1 tile closer to the heroes, no matter how far away it is, will charge with a powerful attack when it's within one tile of a hero, and will use a weaker attack if it has no room to charge anymore. This is a cool system, because the monsters move and behave automatically, allowing all players to work together, and means no one player has to be a DM. It also allows for solo play, if you just want to practice.

Other than that, there's not much to know about the basics - if a player is at the edge of a tile with open floor at his feet, he can place a new tile (which will always pop a new monster, but may also pop an encounter card if it's a black tile). Players that don't play new dungeon tiles must play an Encounter card. Encounter cards are almost always bad, triggering traps or changing the environment of the dungeon, or doing other things like teleporting players to other parts of the map. It's a good way to keep the party moving forward, because some of the encounters are truly nasty. Luckily, encounters can be canceled out by spending experience points earned from killing monsters. Exp can also be cashed in to level up, but only if the player rolls a natural 20 and has 5 exp to spend. The dungeon tiles themselves are randomized, but each quest so far has had a designated goal tile, like a chapel tile for example, that gets shuffled into a group of 4 tiles, and then that group is placed under the 8th tile in the stack - resulting in a fixed game length of 9-12 dungeon tile draws.

Combat is a lot like D&D, but very stripped down. Each player gets a move and an attack (or 2 moves). To attack, they choose one of their powers (at-wills can be used, well, at-will, Utility and Daily powers get flipped over after use and stay that way until some other event allows that player to get their powers back). Every attack has a set damage (usually just 1 HP, 2HP for dailys), special conditions, and an attack modifier that gets added to a d20 roll. Compare that to the target's AC, and you know if you hit or not. Same goes for the enemies. It's very, very basic, with no other stats, no saving throws (slowed an immobilized conditions only last 1 turn, always), no attacks of opportunity or flanking, no ongoing damage, etc. That said, the character powers are still varied (the fighter had attacks that could draw in enemies from the next tile over, or he could jump in and swap places with a character to absorb the hit for them... the ranger has a daily that does 2 damage (or 1 on a miss) to 2 targets at range, etc).

Finally, nearing the end... the actual impressions of gameplay. TLDR people - read here!

Overall, I love what WotC has done here. They've taken the dungeon crawler, made it into a miniature version of the D&D system, and supplied players with a box of goodies to use with the new system. And it truly is a system... user created content is already popping up en masse, and D&D Insider will have more quests to add to the pile soon. There's another game coming out at the end of the year, taking the same system out of Castle Ravenloft and introducing new classes and creatures, and because it's a true system, the products will be compatible with one another.

While the gameplay itself is simple, fun, and streamlined, there are some potentially dealbreaking issues to be found if you're the kind of player that absolutely hates the devastation that good ol' bad luck can bring. In one of the 3 games we played last night, we were unfortunate enough to pull nothing but "black" tiles from the tile stack (meaning every new tile brought both a monster AND an encounter card into play), and of the monster cards we pulled, all of them were strong, 2HP monsters capable of doing both damage on a miss and either 3HP on a hit or a 2HP attack on ALL heroes on the same tile as the creature. When the wizard has 6 HP max, a monster that does 3HP on a hit and also 1HP to tall nearby characters when defeated can end things very quickly. This was made worse by an encounter card that caused all natural rolls of 17 or more to do +1HP damage, for both us and the Monsters. Even giving the group an extra healing surge (think of them as "lives") to lower the difficulty, things ended rather quickly, though we were just one tile pull away from the "goal" tile. I don't think we would have beaten the boss in the state were in, even if we did survive against 2 gargoyles and a wraith.... but man did shit get ugly that game!

So far after 3 quests, we've still not attained victory. I think a lot of it had to do with our cleric wanting to rack up kills rather than focus on healing, but I haven't looked at the cleric powers in depth yet, so maybe he was just never in a place where he could pull off a heal. We played a bit sloppy... I'm not afraid to admit that, and I think it cost us the game 2 of the 3 times. Game 3 we had our act together, and were doing really well until we got to the above mentioned string of the worst possible luck all hitting us at once, right up at the end. It was a little frustrating, but we all took it well and no one was really upset when we lost again... if anything it just made everyone want to return to the table next week and do it some more.

All in all, I'd recommend this over Descent to anyone looking for a good crawler, or even for someone that plays a lot of "standard" D&D. It's fun, it's easy to pick up, every game runs almost exactly 1 hour, and there's more content coming from both WotC and the fan community. The mechanics are solid, the monster AI is very cool, the game scales well with any number of players, and other than the problems caused by extremely bad luck, the game always seems tough but fair.

Karak
09-27-2010, 09:16 AM
Thanks. This mirror's the reviews and our experience with it as well. I agree that this is better than Descent but then again I would rather hammer my nuts with two painted rocks than play that piece of shit game any more than I have.

We have been trying to figure out a way to get something to help us through the bad luck. Normally I would be fine with this but the reviews, now your review, and our own games all indicate the strangely lethal bad luck. As almost every game has a string of it which I am unused to and frankly bad luck is a part of life, but if it happened this often in real life man would have never climbed out of his caves to discover fire:(

This one really begs for some thought and some house rules before the first game.

Tayaya
09-27-2010, 09:55 AM
Thanks. This mirror's the reviews and our experience with it as well. I agree that this is better than Descent but then again I would rather hammer my nuts with two painted rocks than play that piece of shit game any more than I have.

We have been trying to figure out a way to get something to help us through the bad luck. Normally I would be fine with this but the reviews, now your review, and our own games all indicate the strangely lethal bad luck. As almost every game has a string of it which I am unused to and frankly bad luck is a part of life, but if it happened this often in real life man would have never climbed out of his caves to discover fire:(

This one really begs for some thought and some house rules before the first game.

Hey.... I kinda like Descent! But yes, I acknowledge that I am alone there.

We gave our group an extra surge going in, since we had two brand new players on that last game, but once the bad luck hit, hoo boy! We got a string of all the bad stuff you could possibly get, and it just never let up. I really don't see shit getting that brutal every time you play, and the playtime is short enough that we would've happily gave it another go if it wasn't already our 3rd game. Even with the bad luck, I think if our cleric played a little better and if our party made more of an effort to create some distance between the monsters and ourselves, we could have fared much better than we did. The boss was 1 tile from popping when the last surge was spent, but the last gargoyle was able to take down one more player by virtue of doing damage on a miss, thus ending the game.

I think the first house rule would be to allow the surviving players to keep forging ahead after the last surge has been spent, turning any monsters controlled by the dead player over to the survivors, but I don't know how this would upset the balance of the game.

One of the guys at the table said that the game was designed to let the players win only about or slightly less than 50% of the time. I'm not sure how true that is, but since we're at 0% right now, I definitely vouch for it being a tough-as-nails opponent.

Did you ever draw an encounter card that says "if the start tile is in play, discard this card and draw a new encounter card?" When is the start tile considered "in play?" I can't think of any situation that it wouldn't be, if "in play" means "has been placed on the board... since.. you know... it's the START tile. Yes, there's one quest in the game that didn't appear to use the start tile, but it just seemed odd that there would be multiple cards with a condition that 12/13 times using the example quests is going to negate the card's use.

Karak
09-27-2010, 10:47 AM
Hey.... I kinda like Descent! But yes, I acknowledge that I am alone there.

We gave our group an extra surge going in, since we had two brand new players on that last game, but once the bad luck hit, hoo boy! We got a string of all the bad stuff you could possibly get, and it just never let up. I really don't see shit getting that brutal every time you play, and the playtime is short enough that we would've happily gave it another go if it wasn't already our 3rd game. Even with the bad luck, I think if our cleric played a little better and if our party made more of an effort to create some distance between the monsters and ourselves, we could have fared much better than we did. The boss was 1 tile from popping when the last surge was spent, but the last gargoyle was able to take down one more player by virtue of doing damage on a miss, thus ending the game.

I think the first house rule would be to allow the surviving players to keep forging ahead after the last surge has been spent, turning any monsters controlled by the dead player over to the survivors, but I don't know how this would upset the balance of the game.

One of the guys at the table said that the game was designed to let the players win only about or slightly less than 50% of the time. I'm not sure how true that is, but since we're at 0% right now, I definitely vouch for it being a tough-as-nails opponent.

Did you ever draw an encounter card that says "if the start tile is in play, discard this card and draw a new encounter card?" When is the start tile considered "in play?" I can't think of any situation that it wouldn't be, if "in play" means "has been placed on the board... since.. you know... it's the START tile. Yes, there's one quest in the game that didn't appear to use the start tile, but it just seemed odd that there would be multiple cards with a condition that 12/13 times using the example quests is going to negate the card's use.

Actually I noticed there were 2 or 3 cards like this that seemed. Oddly impossible to not be used:) I just considered them instantly used *shrugs*. I couldn't figure another way.

I would have to say your friend may be right about 50%. It feel a bit like Pandemic in that luck can ruin the best laid plans. And sadly you can almost tell if your going to have a horrid endgame by what you get early. We have been bantering about how to figure out how to make it so that you can't tell you will have a horrid string of luck if you had a great band of luck at the starting.

I like the game but...either you, me and most of the reviewers are playing it wrong, or they have some adjustments that need to be made:)

mightbe
09-27-2010, 11:43 AM
Disclaimer: I work for Wizards of the Coast.

I freakin' love the game. A fully co-op easy to pick up board game with more than a dozen hours of unique missions.

Plus, all of the minis are standard size for use next to other D&D minis.

Tayaya
09-27-2010, 12:01 PM
Disclaimer: I work for Wizards of the Coast.

I freakin' love the game. A fully co-op easy to pick up board game with more than a dozen hours of unique missions.

Plus, all of the minis are standard size for use next to other D&D minis.

Disclaimer: I just noticed the bigass typo in my thread title. Can you fix it? Though, a rave loft is probably a good place to party.

I was wondering when you, or resident WotC employee, would come in and offer us some promo cards and what-not for our Ravenloft boxes. Welcome to the discussion!

What's your take on the "if the start tile is/is not in play" Encounter cards, mightbe. Does "in play" mean "on the table," which it almost always is, or "is a factor in the current situation the Heroes are in," which is what I though it COULD mean.... like something would happen if there was a hero or monster/villain on the start tile, making the tile a factor in the current battle or exploration phase.

hunterx280
09-27-2010, 12:02 PM
I've really been wanting to pick this up. Not sure when I'll have time to play but when some free time comes up, I might give it a go.

Karak
09-27-2010, 12:07 PM
Disclaimer: I work for Wizards of the Coast.

I freakin' love the game. A fully co-op easy to pick up board game with more than a dozen hours of unique missions.

Plus, all of the minis are standard size for use next to other D&D minis.

I would love it as well if I worked for them.

But I am not sure what you mean about the mini's. I didn't pay what I paid for a couple mini's:)

Hawkzombie
09-27-2010, 12:22 PM
You guys make me want to get this. But I have no idea who i'd play with :p

Tayaya
09-27-2010, 12:41 PM
You guys make me want to get this. But I have no idea who i'd play with :p

Yourself! The rules allow it..... but they don't help you feel a little less weird or nerdy for playing a board game solo.

mightbe
09-27-2010, 12:56 PM
Disclaimer: I just noticed the bigass typo in my thread title. Can you fix it? Though, a rave loft is probably a good place to party.

I was wondering when you, or resident WotC employee, would come in and offer us some promo cards and what-not for our Ravenloft boxes. Welcome to the discussion!

What's your take on the "if the start tile is/is not in play" Encounter cards, mightbe. Does "in play" mean "on the table," which it almost always is, or "is a factor in the current situation the Heroes are in," which is what I though it COULD mean.... like something would happen if there was a hero or monster/villain on the start tile, making the tile a factor in the current battle or exploration phase.

We have no more promos that I can give away, sadly.

In play means on the table, yup!

mightbe
09-27-2010, 12:57 PM
I would love it as well if I worked for them.

But I am not sure what you mean about the mini's. I didn't pay what I paid for a couple mini's:)

I meant just what I said, they are on 1" (or in the case of the large minis 2") bases so that they can be used on all of the D&D maps as well as in Castle Ravenloft.

Tayaya
09-27-2010, 01:30 PM
In play means on the table, yup!

Thanks for clearin' that up!

I pre ordered the other board game coming out this December as well, since last night's experience with this one was so positive.

mightbe
09-27-2010, 01:43 PM
If you ever have any rules questions or any other questions about Wizards products, game support is always happy to help!

http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=489

LongStepMantis
09-27-2010, 01:53 PM
I'll have to look into this, especially since Ravenloft is one of my all-time favorite D&D settings.

Also taya, Raveloft just makes me think of Strahd, wielding glow sticks. Cursed glow sticks.

Karak
09-27-2010, 01:53 PM
I meant just what I said, they are on 1" (or in the case of the large minis 2") bases so that they can be used on all of the D&D maps as well as in Castle Ravenloft.

Oh ok. Well I guess...that's some kind of strange value.

Karak
09-27-2010, 01:55 PM
You guys make me want to get this. But I have no idea who i'd play with :p

I would wait. Its a time investment and a money investment and needs some fixing before I think it could be suggested to those people who are not accustomed to making their own house rules and such.

So basically its like any other massive boardgame. In need of revisions. They all need that at first:)