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Review of Castle Ravenloft
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<blockquote data-quote="MerricB" data-source="post: 5442734" data-attributes="member: 3586"><p>Very <em>Betrayal at House on the Hill</em>-like, wouldn't you say?</p><p></p><p></p><p></p><p>Funny: we've played several games with the Wizard and he's managed to survive. Indeed, I've even won a solo game <a href="http://www.boardgamegeek.com/thread/559767/game-7-the-fastest-wizzard-of-them-all-solo-pictor" target="_blank">with the wizard</a>.</p><p></p><p>Every character will normally lose hit points each turn; it's part of the game. Exploring and revealing a new tile will, on average, lose you more hit points than not exploring. So, why are you exploring with the Wizard again?</p><p></p><p>As in the real game of D&D, a Wizard on his own is weak. He gets better when there are more characters to take the monster hits, and to reveal lots of monsters - scorching burst is a great power that takes out multiple monsters. The rogue and fighter do a lot of damage to one opponent; the wizard deals damage to several at once.</p><p></p><p>It should be noted that some characters have powers that do allow them to react to the revelation of a monster, it hitting them or an encounter being drawn. You can also cancel encounters later in the game by spending 5 XP - something very, very important if you want to play the game well.</p><p></p><p></p><p></p><p>Unfortunately, Descent has similar requirements as a session of D&D: about 3-4 hours of play time, a DM and 3-4 players. And it's not as satisfying as most games of D&D. That isn't to say that Descent isn't a good game: it is, and I have all its expansions to prove it. However, comparing it to a 45-60 minute light co-operative game that doesn't require a DM/Overlord is a massive stretch. </p><p></p><p></p><p></p><p>Yes. It is also infamous for badly balanced scenarios. You can have great games... or games which give the traitor no chance or the heroes no chance. It's extremely random.</p><p></p><p>In contrast, Castle Ravenloft is pretty balanced. The wild swings of fate can go against you (or for you) at times, but mostly you'll end up in the middle. It also allows for more tactical and strategic decisions throughout the game, something lacking from the first half of Betrayal and possibly lacking as well in the second half. (I've had many games when you're reduced to exploring room after room, hoping to find the chamber you need to win the game).</p><p></p><p>I like both Betrayal and Descent, but neither of them actually are that close to Castle Ravenloft. </p><p></p><p>Does this mean you're wrong to not like Castle Ravenloft? Of course not. All of the flaws you list are parts of the game that some people won't like. However, most of them exist for a reason, and it isn't bad design: it's just a design you don't agree with.</p><p></p><p>It should be noted that later scenarios *do* change the basic rules of the game. Some scenarios have not every tile holding a monster, for instance. I generally prefer the later missions, as they're more intricate to resolve than the "find monsters and kill them" of the earlier ones. I'm also not a fan of mission #4, which is badly described and balanced. </p><p></p><p>Castle Ravenloft is a light, co-operative game for 1-5 players. You enter the dungeons of the Castle to pursue a pre-selected mission. The dungeons are hostile: almost everything there is trying to kill you, and they know the dungeons better than you do. The game is attritional, and you'll be losing hit points and using up your powers and items throughout, but good play will bring you to your goal before you die.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5442734, member: 3586"] Very [i]Betrayal at House on the Hill[/i]-like, wouldn't you say? Funny: we've played several games with the Wizard and he's managed to survive. Indeed, I've even won a solo game [url=http://www.boardgamegeek.com/thread/559767/game-7-the-fastest-wizzard-of-them-all-solo-pictor]with the wizard[/url]. Every character will normally lose hit points each turn; it's part of the game. Exploring and revealing a new tile will, on average, lose you more hit points than not exploring. So, why are you exploring with the Wizard again? As in the real game of D&D, a Wizard on his own is weak. He gets better when there are more characters to take the monster hits, and to reveal lots of monsters - scorching burst is a great power that takes out multiple monsters. The rogue and fighter do a lot of damage to one opponent; the wizard deals damage to several at once. It should be noted that some characters have powers that do allow them to react to the revelation of a monster, it hitting them or an encounter being drawn. You can also cancel encounters later in the game by spending 5 XP - something very, very important if you want to play the game well. Unfortunately, Descent has similar requirements as a session of D&D: about 3-4 hours of play time, a DM and 3-4 players. And it's not as satisfying as most games of D&D. That isn't to say that Descent isn't a good game: it is, and I have all its expansions to prove it. However, comparing it to a 45-60 minute light co-operative game that doesn't require a DM/Overlord is a massive stretch. Yes. It is also infamous for badly balanced scenarios. You can have great games... or games which give the traitor no chance or the heroes no chance. It's extremely random. In contrast, Castle Ravenloft is pretty balanced. The wild swings of fate can go against you (or for you) at times, but mostly you'll end up in the middle. It also allows for more tactical and strategic decisions throughout the game, something lacking from the first half of Betrayal and possibly lacking as well in the second half. (I've had many games when you're reduced to exploring room after room, hoping to find the chamber you need to win the game). I like both Betrayal and Descent, but neither of them actually are that close to Castle Ravenloft. Does this mean you're wrong to not like Castle Ravenloft? Of course not. All of the flaws you list are parts of the game that some people won't like. However, most of them exist for a reason, and it isn't bad design: it's just a design you don't agree with. It should be noted that later scenarios *do* change the basic rules of the game. Some scenarios have not every tile holding a monster, for instance. I generally prefer the later missions, as they're more intricate to resolve than the "find monsters and kill them" of the earlier ones. I'm also not a fan of mission #4, which is badly described and balanced. Castle Ravenloft is a light, co-operative game for 1-5 players. You enter the dungeons of the Castle to pursue a pre-selected mission. The dungeons are hostile: almost everything there is trying to kill you, and they know the dungeons better than you do. The game is attritional, and you'll be losing hit points and using up your powers and items throughout, but good play will bring you to your goal before you die. Cheers! [/QUOTE]
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