Castle Ravenloft Rulebook Pdf
A couple days ago I posted on the boardgame. One of the things I mentioned was the horrific quality of the rulebook. Today I want to expound upon that a little bit.
But 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. This is essentially the plain, vanilla version of the game. Sakura Card Captors Torrent Legendado. It’s a good way to get introduced to the basic gameplay, and then wraps up with a climactic fight in the Chapel. 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. 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 then moved to Adventure 9: Gauntlet of Terror.
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. This adventure completely inverts the strategy of the game in almost every way. The first time we played it, we screwed up the respawning rules for the monsters. How To Install Softwares For Nokia Lumia 510. 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. Both plays were great fun, with quite a few really tense moments. (Including one memorable turn where we ended up semi-intentionally spawning 7 monsters at the same time.) I’ve now played the game a total of 18 times. It continues to deliver a consistently fun experience. Windows Vista Business Oem Iso.
THE RULEBOOK With that being said, I now want to discuss the inadequacies of the rulebook in a bit more detail. To quickly sum up the problem: Castle Ravenloft pretty much can’t be played without house-ruling pretty much every facet of the game. EXAMPLE 1: IMMOBILIZATION The complete rules for the Immobilized condition read: “If your Hero is Immobilized, your Speed is reduced to 0 — you can’t move!” Okay, that means that you can’t use a Move action to move (since your Speed has been reduced to 0). 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?
For example, here’s the text from the Overwhelming Terror encounter card: “Place each Hero 2 tiles closer to the Start tile. If a Hero is on the same tile as a Monster after being placed, that Hero is slowed.” 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 your flee in terror.“) change your opinion? 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?