| Post/Author/DateTime | Post |
|---|---|
| #1Smoke_JaguarMay 31, 2010 22:18:28 | So, the thought of a "board game" having anything to do with role playing at first makes me cringe. So, when I first saw this that is exactly what I did: html_removed www.wizards.com/dnd/Product.aspx?x=dnd/p... However, accidentally coming across another site with more information I think this product may have some useful items, especially if those maps are of the whole castle. html_removed www.ddmspoilers.com/ps_castleravenloft.p... Forty figurines, thirteen interlocking gridded castle maps scaled for miniatures. Maybe I'm not weighing this against other options, but it looks good on it's own. |
| #2jordanscottJun 16, 2010 12:14:43 | I'm looking fwd to it. I've always loved the Ravenloft realm and all the extras associated with it. Will want to see some gameplay reviews before I run out and buy it in Aug but it is on my radar. |
| #3Obvious_NinjaJul 28, 2010 9:52:53 | Really looking forward to this too. I'm hoping that DDI will have a conversion for us to run the full Ravenloft Adventure with the d&d full rules. |
| #4KM.549Aug 07, 2010 18:13:26 | critical-hits.com/2010/08/07/gen-con-201... Well after watch a video of the unboxing of the Castle Ravenloft boardgame I have one thing to say. Rip off. This is a total rip off of Fantasy Flight games Descent boardgame. |
| #5Cyber-DaveAug 07, 2010 18:51:11 |
No its not. It is actually one of a long line of Fantasy board games, which used to be very popular in the late 80's and 90's. Hero Quest, Hero Quest II, Warhammer Quest, an old D&D board game, all predated Descent. Descent, like this game, is nothing but another game in the genre. This game hasn't ripped anyone off. Or, if it has, the game it ripped off is the same game that Descent ripped off. In any case, I will probably buy it. It looks pretty neat. |
| #6KM.549Aug 08, 2010 8:56:54 | After looking at it more its not a rip off. But this and Decsent have alot in common. |
| #7Cyber-DaveAug 09, 2010 17:54:14 | After looking at it more its not a rip off. But this and Decsent have alot in common. So does Descent and Warhammer Quest/Hero Quest. |
| #8KM.549Aug 17, 2010 8:58:58 | So is this game coming out today the 17 or the 31? WOTC says the 17 but alot of other places say the 31. If it was pushed back whats the reason? Also how do we know WOTC won't lie to us again and push it back again in 2 weeks? |
| #9starglyteAug 17, 2010 14:54:04 | Some stores get WOTC products two weeks early. That is why you might be seeing two different dates. |
| #10CatmanJimAug 21, 2010 13:43:36 | The release date was pushed back, supposed there were some delivery issues from the production facility in China. The main game product page for the Castle Ravenloft board game was updated with the new expected date: www.wizards.com/dnd/Product.aspx?x=dnd/p... The linking bit on the main Wizards D&D page was not updated, and still shows "Available Now". |
| #11ravenharmAug 25, 2010 13:10:59 | i saw some videos pertaining to the board game an official one released by one of the devs and a few from regulaar joes at a convention. that said: after a fair and good look, im feeling somewhat reserved from being totally excited, im not sure what it was... the quality of the pieces and board bits seem fine enough. the art on the tiles is impressive, and i have no issue with solid uncolored miniatures. i think i put unreal expectations on the game and fell for a downer after i saw the sneak peak. i am not looking to rain on anyones parade or happiness over this game coming out, ravenloft is after all my main favorite product to come out of DnD but i did wonder if anyone else felt the same? |
| #12jadaarAug 25, 2010 15:20:59 | I have to admit I just watched the video and was disappointed. I've been looking forward to this for quite some time and have had one pre-ordered with my local game shop for many months. I don't recall why I thought this but I was under the impression the minis were going to be painted. When I saw the ugly unpained pastic minis today I really wish it was a month earlier as I would go in and cancel my order. It's too late now and I don't want to screw my game shop over, so I'll still purchase it, but I was really disappointed to see the unpainted minis. |
| #13KM.549Aug 25, 2010 17:47:40 | I'd like to know why WOTC can't stick to a solid relase date for this game. First they said Aug. 17. Then it got pushed back to Aug. 31. Now I see on the barnes and Noble website it has a date of Sept. 10. Whats going on with this game? Will it EVER come out? Can we trust WOTC with anything they say for a street date for it now? |
| #14CatmanJimAug 25, 2010 18:26:40 | I would be more disappointed that absolutely EVERYTHING is made in China now. Are there no industries left in the Americas or Europe that could have made the parts for this game, or printeries that could have completed the production? Everything I have heard blames the delay on production and distribution issues. I am confident that WotC would prefer to delay a launch rather than deliver a sub-standard product, but PLEASE consider using labor from 'the developed world', I would pay more for it. |
| #15KM.549Aug 25, 2010 19:03:49 | I know what happened. it got delayed in the big traffic jam over in China, LOL. |
| #16spellbinder5150Aug 31, 2010 15:19:58 | I got mine at my local FLGS yesterday. I was surprised how big and heavy it was. |
| #17albatrossmagnetSep 01, 2010 2:18:21 | I got it yesterday and I'm pretty pleased! I like that it is fairly simple and easy to play as a solo experience. That said, I'm still a little unsure of some of the movement rules. I don't like it that you stop your movement whenever you come to an unexplored tile edge. Also the movement of the monsters 'one tile towards the closest hero' seems a bit ambiguous. Exactly where do you put the monster on the tile? I suppose it moves to the edge of the next tile? I would have preferred the movement to be in squares, just so that it's a bit easier to quantify. |
| #18Cyber-DaveSep 04, 2010 0:37:25 | So, I got the game, and I love it! They did a great job on this. I hope they do as good of a job on the Ravenloft Campaign Setting/standalone game (and the standalone game aspect of the product has me really worried). |
| #19darkwing_bmfSep 05, 2010 1:38:29 | I got it yesterday and I'm pretty pleased! Me too! Also the movement of the monsters 'one tile towards the closest hero' seems a bit ambiguous. Exactly where do you put the monster on the tile? The consensus over at boardgamegeeks.com says place it wherever you want. As I discovered last night, always putting the monsters in the optimal position (from the heroes' point of view) might make the game too easy. I recommend just sticking to the flavor of the game and don't try to "game" the system too much. |
| #20crazymikeSep 05, 2010 21:54:04 | We played it today and had a blast. We played the Icon of Ravenloft adventure. We were kept on the edge of our seats through the whole game. We were always close to death, and afraid that just one more monster would wipe us. The decision to explore and place a tile, or pull an encounter card was agonizing! In the end we had to really pull together for the finale, but we pulled it off. We really enjoyed it and now that we're familiar with the rules, I expect that future sessions will be even better. |
| #21MWSAberSep 05, 2010 22:19:44 | We too, got it today and just finished the "Icon of Ravenloft" scenario. TENSE is one way to describe it. A couple of observations: 1: Monsters are placed on the "pile of Bones" on each tile 2: W just drew a monster card, I could not find where the Monster "Tile" were to be used. Reviewing them it looks like you should place the Tile and then see what it is, as Villian are only on the Tile. 3: we also place a Coffin token on each one that was printed on a tile. 4: Monsters seem to ALWAYS attack first (you find them After you move and attack). Takes more thinking on order of play! Don't lead with the wizard and always take a cleric! Let us know if you find an errata! |
| #22jahatcherSep 06, 2010 18:16:16 |
We did this also at first, but actually you only use the Coffin tokens in a certain scenario, I believe it's #13. They definitely need to come out with a FAQ and some rule clarifications, but we've played through scenarios #2 and #3 so far and really enjoyed it. We ended up losing #3 due to some really bad luck that forced us to use the last healing surge right before the main Villain appeared. We were playing with the ranger, thief, warrior, and cleric. One thing we didn't notice the first time we played is that if a player doesn't expose a new tile then they still have to draw an encounter tile. That made the game much tougher than the first time we played. This game needs it's own support forum, a FAQ, and some game play examples. I still definitely recommend the game, but we spent a good bit of time trying to dig out details from the rulebook that could have been made a bit clearer. |
| #23MWSAberSep 07, 2010 9:35:32 | Re-readig found most of the answers, the were just hidden the the body of the paragraph, not deliniated. We played the Raid last night and we almost dropped everyone when we had 11 treasures (palying with a FULL party. "I think this game is designed to kill you..." |
| #24Cyber-DaveSep 07, 2010 11:09:14 | The game really is designed to kill you, which is part of what make sit so fun. It is sort of like a "tomb of horrors" (which would have made an awesome boardgame as well) approach to a D&D dungeon crawl boardgame. I love it! Losing characters in a real D&D game sucks. But there is no attachment to these characters. It is just a fun experience in seeing how long you can survive/if you can make it to the scenario's conclusion. And there is no feeling like a DM is out to get you, because there is no DM. I am LOVING Castle Ravenloft. It is getting me very stoked for the Ravenloft RPG in 2011... |
| #25plassteelSep 09, 2010 12:50:32 | I like this box set simple for the most part as rules go. the parts of the set are great quality. Adventures simple and challaging. I am looking foward to making my own adventures and to see what wizard would come up. |
| #26nelphineSep 26, 2010 13:53:15 | Having now played several 5 player games, I have come to the decision that you draw encounter cards too often. The monsters themselves are very well balanced, and players -like- killing monsters; but encounters often do as much (or much more) damage as any monster, and it's not very exciting to 'disable that trap'. Or never use your dailies because of that shrieking skull following around behind you. Anyway, the Encounters seemed a little too harsh (in the large number of player games). So, does anyone have any suggestions here? What would anyone think if we were to spawn two monsters instead of a monster and an encounter card when you explored into a black triangle tile? |
| #27Sans_SerifSep 28, 2010 18:53:50 | I have a question about the board game... am I correct in thinking that for black-arrow tiles, you both activate the monster AND draw an encounter card? That what it looks like in the rules, but it seems harsh so I want to clarify. It's both - not just draw an encounter card? |
| #28MWSAberSep 29, 2010 10:33:00 | Yep, it is both. It does make it very scary sometimes |
| #29Cyber-DaveSep 29, 2010 20:23:28 | Having now played several 5 player games, I have come to the decision that you draw encounter cards too often. The monsters themselves are very well balanced, and players -like- killing monsters; but encounters often do as much (or much more) damage as any monster, and it's not very exciting to 'disable that trap'. Or never use your dailies because of that shrieking skull following around behind you. It seems fine to me the way it is. |
| #30MWSAberSep 30, 2010 11:21:11 | Biggest "complaint" I've seen is the "I died and was neverr attacked by a monster" effect of the envrionment cards. More players, more draws, more potentila of "bad stuff" |
| #31The_JesterOct 01, 2010 22:24:13 | Biggest "complaint" I've seen is the "I died and was neverr attacked by a monster" effect of the envrionment cards. More players, more draws, more potentila of "bad stuff" There is quite a few uninteresting and non-damaging Encounter cards but it can be very easy for players to be squished by encounters that are more accurate than monsters and hit harder. The wizard is especially prone to this. Low hp and defences are meant to balance with better ranged damage, but it doesn't compare favourably with the ranger and there is no advantage to staying a tile back from the monsters because you'll draw encounter cards instead. Having now played several 5 player games, I have come to the decision that you draw encounter cards too often. The monsters themselves are very well balanced, and players -like- killing monsters; but encounters often do as much (or much more) damage as any monster, and it's not very exciting to 'disable that trap'. Or never use your dailies because of that shrieking skull following around behind you. A mistake I made when first playing was drawing monsters with white triangles and encounters with black triangles, so something always happened, but it was one or another and not both. It made the game a little easier but more fun as it cut down on the combat glut and punishing number of encounters. I enjoy the game, but it can be a little much for new players. For brand new gamers I might do the above while sticking to the actual rules for experienced board game players. |
| #32ghostrider1025Oct 02, 2010 23:28:34 | Two questions: 1. When monsters move from one tile to another, what square in the new tile do they move to? 2. What do the skulls on the tiles mean? Do they have a function? I couldn't find these in the rules, unless I just plain missed them. Any help would be great! -GR |
| #33CatmanJimOct 03, 2010 9:12:30 | Well, FINALLY!! I was determined to buy this game at a real brick & mortar game store, even though I could have saved $20 buying it on-line (and free shipping thrown in!). I was unable to buy this game in my hometown, and the only gamestores in Kansas City (90 miles distant from me) had sold out of their stock. I was on a business trip to St. Louis this weekend, a phonecall to the Fantasy Shoppe not far from the airport held a copy for me. That IS a heavy box, I made it my carry-on & stowed it under the seat ahead of me on the flight back. Just opened the box last night, just a quick comment, G.R.1025, do you mean the skulls that indicate solid walls on the tiles? |
| #34The_JesterOct 03, 2010 9:20:16 | 1. When monsters move from one tile to another, what square in the new tile do they move to? If they are moving from a square without a hero to with a hero they usually move right up to the hero. If they're moving closer to a hero but end up on a tile without a hero then it doesn't matter which square. Usually I move them from pile of skulls to pile of skulls.
I assume you mean the big skulls in the corner of some of the tiles. Like most of the tokens, this is used for a scenario or two. There's alot of unique little bits and pieces in the game that don't really overlap in purpose with the majority of the game. |
| #35callinostrosOct 06, 2010 15:16:56 | Being able to "buy off" the Encounter Cards with xp you have gained from killing monsters negates some of the harshness of the cards. There are also some cards that have no effect due to the circumstances of the board setup when the card is drawn. As it is, I think the balance is fine, even when you get a monster + encounter card. Part of our recent strategy is to not reveal a new tile (and its accompanying monster) and use our accumulated xp cards to get rid of an encounter card we don't like. |
| #36nelphineOct 07, 2010 23:17:12 | Having played a further number of games, what I'm finding is that the encounter cards are a little too streaky: Specifically, if you draw some of the more powerful traps (Fire Trap + Crushing Walls + Crossbow Trap) all in the first turn or two, most of your players wind up all but dead almost immediately. Defeating traps is also significantly harder than defeating monsters; and it doesn't feel as 'rewarding' to players, so traps are often ignored when monsters are on the board.. even though the trap will do far more damage to the players. Anyway, combining all this, simply means that bad luck on encounter cards can quickly wipe a group out; whereas monsters are almost always 'enjoyed' by the players. (The only time a monster was a problem was in a 5 person game, where the rogue ended up on the far side of the main villain from the rest of the party; the rogue spawned a Kobold who proceeded to kill the Rogue before the Rogue ever got to go again, even though the rogue had 6 HP when the Kobold was spawned. A kobold!) Conclusion: Large person games seem to require a lot more teamwork, but that's usually not viewed as being as much 'fun' by most players; they want to do what seems interesting, not be forced into decisions because that's the only way the party will survive. For casual players, 2 or 3 at a time is best; 4 to 5 person games should only be for hardcore tacticians. Which of course is usually the opposite of the reality of how many of each type of person you have in a given group. Seems slightly backward. |
| #37FloLeBlancOct 08, 2010 3:10:42 | Our group seems to fit in your "hardcore tactician" style - we greatly enjoy optimizing our plays for exploring in a way where the Fighter has to take the most hits (much to our enjoyment, making comments - our fighter is an experienced rpg/boardgame/mmorpg tank and can take some teasing). Compared to other games I'll have to say nonetheless that the "hardcore tactician" approach is not that hardcore at all in my opinion. If you compare the amount of preparation for a move with ghost stories having the promo "brainstorm" village tile (sorting the ghost deck every 2nd turn), Descent (oh my god don't get me started - a single dungeon level lasts 2 hours+), or other coop games it's rather ok for "beginning hardcore tacticians" in my humble opinion. (I'd rather be turned off if the wizard could run forward and survive on a regular basis to be honest) As for traps - we counter many of them if possible (wizard, xp), if we are low on xp we only counter the area of effect traps (crossbow turret) and take the hits from the harmless ones. (well that is the fighter and perhaps the cleric/rogue/ranger) take them ![]() (Tip for beginners: if you have the choice between using the wizard counter power and discarding xp always use the wizards power first - a treasure card might flip it up again!) |
| #38weloiavalaOct 08, 2010 3:31:57 |
Wow. So, having not played the game or even seen it, you make a critical judgment displaying nothing but ignorance as to both games. Other than the fact that both involve running around a dungeon killing things, their incredibly disimilar. Ravenloft is a quick-playing (1 hour) randomly-generated game, with simple rules and easy tactics. It's cooperative and can be played solo. Descent doesn't play in under 4 hours (unless playing Road to Legends, but then that stretches the full game length to days), is competitive (players vs Overlord), is not random generated, and has a very hefty set of complex rules and interaction that bring a much deeper level of tactical play. But yeah, otherwise, a total rip-off. By the way, when did the Ravenloft name come into play? Pre-Descent? |