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If an Immobilized Hero isn’t placed on a new tile, should you still move the monsters? And if not, should you draw a new monster if there are less than two in play? (After all, there is no “after he or she is placed” if the Hero was never placed.) If there are less than two Monsters in play, place a new Monster adjacent to the active Hero after he or she is placed.” Okay, let’s consider Strahd’s Minions: “Place the active Hero and the two Monsters that are closest to that Hero on the tile farthest from the active Hero. If they aren’t moved, do you still check to see if they are slowed? And if you do, do you use the tile they’re currently on or the tile they would have been placed on if they were moved? Should Overwhelming Terror move an Immobilized Hero to a new tile? Does the flavor text (“ A cacophony of shrieks and howls rises up around you, and you flee in terror.“) change your opinion? If a Hero is on the same tile as a Monster after being placed, that Hero is slowed.” But can you still use At-Will, Utility, or Daily powers that allow you to move? What if another character uses a power that would move you… is that allowed? What if an encounter card is triggered with a trap-like effect that would ordinarily force you to move - does the Immobilized condition prevent that movement, too? What if the effect in question doesn’t use the word “move” to describe the positional change, should that be allowed?įor example, here’s the text from the Overwhelming Terror encounter card: “Place each Hero 2 tiles closer to the Start tile. Okay, that means that you can’t use a Move action to move (since your Speed has been reduced to 0). The complete rules for the Immobilized condition read: “If your Hero is Immobilized, your Speed is reduced to 0 - you can’t move!” To quickly sum up the problem: Castle Ravenloft pretty much can’t be played without house-ruling nearly every facet of the game. With that being said, I now want to discuss the inadequacies of the rulebook in a bit more detail. It continues to deliver a consistently fun experience. I’ve now played the game a total of 18 times. (Including one memorable turn where we ended up semi-intentionally spawning 7 monsters at the same time.) Both plays were great fun, with quite a few really tense moments. Then a couple of players left and a new player showed up and we played through it a second time using all of the rules correctly. The first time we played it, we screwed up the respawning rules for the monsters. This adventure completely inverts the strategy of the game in almost every way. In this scenario the layout of the dungeon is largely predetermined at the beginning of play and groups of monsters are moving towards the dungeon’s entrance, seeking to escape and ransack the village. We then moved to Adventure 9: Gauntlet of Terror. With a good deal of scrambling, however, we were able to strand a gargoyle, reconcentrate the enemies, and then blast our way out of the castle. We were able to conserve our big AoE attacks until reaching the Chapel, but then two bad Encounter draws ended up teleporting two of our Heroes to opposite ends of the dungeon while spawning even more monsters. It’s a good way to get introduced to the basic gameplay, and then wraps up with a climactic fight in the Chapel. This is essentially the plain, vanilla version of the game.
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Today I want to expound upon that a little bit.īut first, let me mention how the session we played last night went: We had a couple of newbies at the table, so we started with Adventure 2: Find the Icon of Ravenloft. One of the things I mentioned was the horrific quality of the rulebook.
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A couple days ago I posted my first thoughts on the Castle Ravenloft boardgame.
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