by Demian Katz
Castle Ravenloft
Published by Wizards of the Coast (2010)
Design and Development by Bill Slavicsek, Mike Mearls and Peter Lee
Additional Design by Rob Heinsoo
Cover Illustration by Jesper Ejsing
Interior Illustrations by Andrew Hou, Warren Mahy and Wayne Reynolds
Dungeon Tiles by Jason A. Engle
Contents: 1 Dungeon Tile "Start" Tile, 40 interlocking Dungeon Tiles, 5
Hero Figures, 7 Villain Figures, 30 Monster Figures, 5 Hero Cards, 4
Villain Cards, 1 20-sided die, 60 Encounter Cards, 50 Power Cards, 30
Monster Cards, 5 Sequence of Play Cards, 5 Adventure Cards, 50 Treasure
Cards, 10 Condition Tokens, 40 Monster Tokens, 70 Hit Point Tokens, 10
Coffin Tokens, 10 Monster Damage Tokens, 1 Sun Token, 3 Cloud Tokens, 17
Item Tokens, 1 Character Token, 5 Healing Surge Tokens, 5 Time Tokens,
12 Trap and Power Markers, 6 Reaction Tokens, 1 Dragon's Breath Token, 1
Mistform Token, 1 Rulebook, 1 Adventure Book
1-5 players
$65.00
This game is featured in the OgreCave Christmas Gift Guide 2010.
The Castle Ravenloft board game was one of the most
anticipated releases of the summer. This is not surprising; Ravenloft
is one of the most enduring Dungeons & Dragons properties,
and resurrecting it as a cooperative board game was a stroke of
brilliance, since it captures both the board-gaming and role-playing
audiences. The fact that the game is presented as a gigantic box full
of goodies probably didn't hurt the excitement factor in the weeks
leading up to its release! Hype is a dangerous thing, as it often leads
to disappointment; however, now that I have a copy of this game in my
hands, I have to say that I am not disappointed.
Inside the Box
If you've seen the Castle Ravenloft box on the shelf, you know
that it is quite large. Not Twilight Imperium or Tide of
Iron large – it's only a square box – but very deep.
Inside, you'll find thirteen sheets of counters and tiles waiting to be
punched out, two thick bundles of cards, two booklets, a d20 and more
than 40 miniatures (one of which is a huge Dracolich). The box also
comes with a segmented plastic insert that does a respectable job of
storing all of the bits once they are separated, though it's a tight
fit, and a couple more molded compartments might have helped keep things
separate.
It's a fairly good haul for the price tag, and there are only a few
minor ways in which you might be disappointed. The miniatures are
unpainted, and are recycled molds from the D&D Miniatures
line (I recognized the skeletons from the old third edition starter
set). I prefer to paint my own miniatures, and the recycled designs are
good ones, so this doesn't bother me. The dungeon tiles interlock using
a puzzle piece mechanism, which is great for keeping the board together
during play but which limits their suitability for reuse in a separate
D&D campaign. The full range of polyhedral dice is not used
here, which may upset the dice-lovers in the audience. Fortunately,
none of these potential complaints does anything to diminish the fun of
the game itself!
The Basics
Not surprisingly, Castle Ravenloft is built around a
much-simplified variation of Dungeons & Dragons: Fourth
Edition. A lot of the details are stripped down or changed, but the
basic feel is retained. At the start of the game, one or more tiles are
set up as the starting location for the player or players. Characters
are created by selecting one of the five character cards and then
picking a set of cards representing at-will, daily and utility powers.
Daily and utility powers flip over after being used, only coming back
with the help of certain treasure cards; at-will powers may be used
without restriction. Each turn, the current player can either move
twice, or move and attack. Moving is simple – your speed is
printed on your character sheet, and squares printed on the dungeon
tiles show how far you can go. Attacking is also straightforward:
decide which power to use, roll the d20, add the attack bonus associated
with the power, and hope that you exceed your target's Armor Class. If
you hit, you deal a predetermined amount of damage as specified by the
card. Hit points have been scaled back in order to make it easier to
keep track of them with counters, so one hit point of damage in
Castle Ravenloft is considerably deadlier than its equivalent in
regular D&D.
Of course, at the start of the game, there is nothing to attack yet.
That changes quickly! Every time a player ends their turn on an
"unexplored edge" of a tile, they attach a new tile to the board and
draw a monster card. Every tile has an arrow on it which shows how it
must attach to the existing layout. Tiles are also equipped with bone
piles which show where new monsters come into play. After adding the
tile to the layout, the player finds the appropriate monster miniature
and puts it in place. The player also holds onto the monster card: this
will be important later.
After exploration comes the encounter phase. If the active player
explored a new tile, and the tile happened to feature a white arrow, all
is well – nothing happens. However, if no new tile was explored,
or if the new tile featured a black arrow, an encounter card must be
drawn. These are never good – either a new hostile environment
comes into play, or a trap is set off, or extra monsters appear, or
something arbitrary and horrible happens to somebody. The encounter
cards really help drive the game forward – you don't want to waste
time in Castle Ravenloft, because standing around in a seemingly
safe area is just as good a way to get yourself killed as charging into
battle.
Once the encounter has been resolved, the monsters get their turn.
Every player is responsible for resolving the actions of the monsters
that he or she drew. This means that players almost always get
immediately attacked by the monsters they discover during exploration.
It also means that, depending on the number of players in the game, you
may have a few turns to kill a monster before it strikes again. There
is one critical exception: if two players hold the same monster card,
BOTH monsters of that type attack on BOTH players' turns. You really
don't want to end up in a dungeon full of gargoyles – it's not a
pretty thing. There is one minor detail of this rule for which players
should be grateful: no player can have more than one of the same monster
card, so there is at least some limit on how far the odds can be stacked
against you.
When activated, each monster card provides simple tactics that must
be followed – usually something along the lines of "attack the
adjacent hero if there is one; otherwise, move one tile closer to the
nearest hero." When attacking, monsters operate just like heroes,
rolling a d20, adding a bonus, and comparing the result to their
target's Armor Class. Some monsters also have special abilities that
need to be remembered during the course of play – the wraith, for
example, unleashes a deadly scream when killed, damaging anyone unlucky
enough to share its tile at this point.
There are a few ways in which monsters are not all bad. First of
all, when you kill them, you get treasure cards, which provide not just
physical treasures but also intangibles like healing and recovery of
used powers. Additionally, monster cards are worth experience points.
The players stack defeated monsters into a shared experience pool, and
experience points may be spent five at a time to prevent unwanted
encounters from occurring. Experience can also be used to level up; if
a player rolls a natural 20 during combat, he or she may immediately
spend five experience points to level up, thus flipping over their
character card to reveal more hit points, better armor class and the
right to add new power cards. Sure, it's not much like regular
D&D, but it works well enough in the context of a board
game.
Not surprisingly, Castle Ravenloft provides ample opportunity
for the players to lose. If any single character dies, the whole team
loses the game. Players do have a small, shared pool of healing surges
which can be used to save a character who has run out of hit points, but
these are exhausted quickly. While there are many ways to die, there is
generally only one way to win... and this varies from game to game.
The Adventures
One of the main limitations of the cooperative game genre is that once
you have defeated the game, the novelty tends to wear off. Sure, you
can increase the difficulty or add new expansions to freshen things up,
but eventually the new ideas run out. By tapping into the Dungeons
& Dragons model of adventuring, Castle Ravenloft has done
a great job of ensuring that things stay fresh for a long time. The
game is packaged with thirteen different adventures (two for solitaire
play, eleven for group play). Two extra adventures are already
available on the game's official website, and the fan community is
frantically building more.
Each adventure provides its own special setup and victory conditions.
While all of the adventures use the same core dungeon tiles and card
decks, each adventure adds its own unique twists: special items from the
"adventure treasure" deck, an increasingly powerful series of villains,
new meanings of specific room tiles in the stack, or special counters
with their own rules. Considering that each adventure may well take you
a few tries to defeat, there is a lot of gameplay packed into this box.
It will be quite a while before you can say that you have seen
everything this game has to offer... and by then, there's a good chance
that the follow-up game (Wrath of Ashardalon) will be out,
offering a whole new set of possibilities.
The only thing I'm a little disappointed about is that the adventures
don't all link together into a single huge campaign. While the
adventures build upon each other by providing challenges of increasing
difficulty, for the most part, they are designed to stand alone. The
only direct connection between two scenarios I have seen is that one of
the free online adventures allows you to hook into one of the other
adventures from the box with a bonus item if you succeed. Characters
can't advance past level 2, so there isn't the sense of long-term
advancement that you get from Dungeons & Dragons. Available
powers are fairly limited, so you may find yourself wishing for variety
in character options before you tire of other game features. Of course,
it isn't fair to call these things flaws in this game – if I
really want a long-term D&D campaign with unlimited character
options, I can always just play D&D. I understand why
introducing campaign play to the board game would unreasonably increase
its complexity. Really, it's a testament to how well the game captures
the D&D feel that it can leave you wanting more in this
way!
Conclusions
I'm a big fan of cooperative board games, I have a lot of nostalgia for
the Ravenloft setting, and (thanks to the recent red box Starter Set
release) I am intrigued by Dungeons & Dragons: Fourth
Edition. Castle Ravenloft managed to satisfy me on all
counts – it condensed the D&D experience into a
cooperative board game that I can play with my non-role-playing friends;
it provided the right atmosphere (complete with Count Strahd himself)
while integrating the look and feel of the latest D&D era.
D&D purists may be disappointed that this game won't
integrate directly into their D&D game and may object to some
of the liberties it takes in simplifying the game system, but most
players should be too caught up in the dungeon-crawling, vampire-slaying
gameplay to worry about such details. Wizards of the Coast has made a
great entry into the cooperative board game market, and I hope they
continue to build on this success with future products.
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