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I started out at 1st level, but a mechanic in the game allowed me to advance to 2nd level during the session. On one side were stats as a first level character, on the back, stats for a 2nd level version.
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Each character had a stat card (on very thick card stock-the same as the dungeon tiles sets). Heroes are based on the races and classes from D&D-for the game, I played a Dragonborn Fighter, while the other players had similarly familiar races and classes. The first thing to note is that many of the game mechanics are based on the D&D 4th Edition game. Up first was the first game I played at the con. Originally I planned to draft a long post covering all the things I saw, played, and thought during the three days I was there (from early Wednesday through late Friday), but rather than one catch all post, I've decided to write up a number of short posts, all under the "Gen Con Aftermath" title, on various topics related to the convention. You get less minis in the next two as well.Having been home from Gen now for two days (I had to cut my visit short as I had family obligations on Saturday), I thought I should jot down some of my experiences, and thoughts. I've heard the last one is downright terrible. which had fewer minis and I hear they weren't as fun as Ravenloft. Anyway I don't regret owning this one, but it wasn't good enough to justify going after the next two. they seemed to think this would somehow entice people into 4e or something (even on that note why not use a streamlined ruleset similar to 4e which would have been fine). It is sad they didn't have some "endless play" rules written up for it, but of course they didn't want that. Don't get me wrong the game is fun and as you point out it is a GREAT value for what you get in the box (at the solid discount prices you can find it at across the net) but the base game mechanics leave much to be desired. But typical Hasbro/WoTC they botched the execution of it. It seemed like it had some potential to be a Descent like game. The original game was so exciting when it first came out. I will take a look at the missions and tiles to see if I can come up with some designs for people to try. This probably leaves you with a game that is very much D&D light but not the D&D Random that the games play as now. I would then switch the monsters over to square from tile movement and have attacks of opportunity. I would then use a die to determine events like new monsters appearing or an encounter card activating. I would probably design and populate a core of the dungeon for the adventure at the start, while placing a few upside down possible destination tiles at the edge. While the core adventures have some nice details to them, I think that many could use some different core structuring to the game. The game play is more strategic where you are resource managing your hit points than tactical where you are trying to optimize you positions to make best use of you abilities. While this might simulate exploring a total unknown dungeon by torch light, you find your hero essentially surprised every turn.
#Castle ravenloft board game series#
It is not that these issues make the game hard, it is just that you lose by just getting hit by a bad series of traps or monsters even if you defeat them at the first time you can act. You can not explore a new tile, but this automatically causes a new encounter card which means generally more damage. So I would say regardless of who you are or what you do every new tile you open averages probably 1.5 damage units to you before you can do anything to really influence the results. The new monster essentially gets to attack you (or another hero) right away. This ends you turn and immediately places a new tile there with a monster and possible encounter card(these are usually just one off attacks). You expose a new tile by stopping your move at an open edge of a tile and exploring the new tile. So a lot of the focus of the game is getting through that tile stack while taking the least damage possible. Often the adventures involve getting to a specific tile so the rules have you place this tile either at a specific depth in the stack or in a range by shuffling it with a small group of tiles and then inserting those at a specific point. Now to review the way the game plays, each adventure starts with you organizing the tile deck.