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23 Posts

Dungeons & Dragons: Castle Ravenloft Board Game» Forums » General

Subject: Is this game awesome? rss

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Chris Tannhauser
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"Gagging on the arrow in your neck, clutching at the last fleeting shreds of life as the light grows dim, you find comfort in the knowledge that you've just done your very best to help an orc level up."
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Poll
Is the Castle Ravenloft Board Game awesome?
It does, indeed, inspire pants-wetting, face-melting awe.
"Awesome" is just a word uttered by insufficient human mouths. If you were able to bark the actual runic tetragrammaton that describes this game in it's awesome totality it would be like coughing up the Great Wheel in one go. Your head, including all past and possible future heads, asplode.
No, but then I am a hater filled with the wretched understanding that separation from this game is one of the manifold definitions of hell.
      63 answers
Poll created by HiveGod

All subsequent commentary is superfluous.
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Arnold
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With the hundreds of threads a day, you'd think it's the second coming.

So...I'm going to play my copy today. *wanders away humming "battle hymm of the republic"*
 
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Scott Muldoon (silentdibs)
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King of All Simians — Not a Mere Diplomat
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Listen, this is no set of rules. I'm not tellin' you what to do, all I'm saying is I'm bringin' up three things that are, like, so important to the whole world, I don't happen to find much importance in.
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Wired_Wolf wrote:
With the hundreds of threads a day, you'd think it's the second coming.

So...I'm going to play my copy today. *wanders away humming "battle hymm of the republic"*

Well, to be fair, at least half of those threads are asking, "What do I do with these extra pieces?"
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Chris Tannhauser
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Holmes! wrote:
Well, to be fair, at least half of those threads are asking, "What do I do with these extra pieces?"

Pfft. I should think it would be obvious -- you use them to stop up your eye-holes so your eye balls don't explode all over the map during play.
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Tor Sverre Lund
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And the other half (all of them English speaking too) can't understand what "within 1 tile" means.
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The Galaxy is Just Packed!
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Gawain wrote:
And the other half (all of them English speaking too) can't understand what "within 1 tile" means.


Within 1 tile of what...?

BAZINGA!
 
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Carbon Copy
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Gawain wrote:
And the other half (all of them English speaking too) can't understand what "within 1 tile" means.


In fairness, this wording made me pause for thought, and I am a writer by trade.

It is actually the best wording to mean "the same tile or any orthogonally adjacent tile" but without a definition in a glossary, I can understand why people might scratch their heads.

I hope WotC have read the threads here and add a few clarifications for Wrath of Ashardalon (including a note to explain that "special" tokens and icons are only used when indicated by the adventure). If they do that, I guarantee a lot less questions next time around
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Tor Sverre Lund
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bryanwinter wrote:
BAZINGA!
http://instantbazinga.com/
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Arnold
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Gawain wrote:
And the other half (all of them English speaking too) can't understand what "within 1 tile" means.


Well...I gotta admit, when I read the rule book, and it talked about the difference between tiles and squares. I knew what they were talking about.
 
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The Galaxy is Just Packed!
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Gawain wrote:
bryanwinter wrote:
BAZINGA!
http://instantbazinga.com/


Oooo... I didn't need to know about that.

Must...resist...red...shiny...Sheldon...button....
 
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Mike Forrey
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Wired_Wolf wrote:
With the hundreds of threads a day, you'd think it's the second coming.

So...I'm going to play my copy today. *wanders away humming "battle hymm of the republic"*


In all fairness the second coming would be fitting if FFG all the sudden posted that they were re-releasing Warhammer Quest. However i am not holding my breath that GW would allow them to do something so awesome,
 
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Fantasy Quester
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bearn wrote:
In all fairness the second coming would be fitting if FFG all the sudden posted that they were re-releasing Warhammer Quest. However i am not holding my breath that GW would allow them to do something so awesome,


If FFG do that, and make the WHQ pieces cross compatible with the Descent pieces, they might just be able to stop this WOTC behemoth from sucking every other dungeon crawl into it like a monstrously unstoppable black hole...

sauron



PS. Best thread so far!
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ninjadorg wrote:
bearn wrote:
In all fairness the second coming would be fitting if FFG all the sudden posted that they were re-releasing Warhammer Quest. However i am not holding my breath that GW would allow them to do something so awesome,


If FFG do that, and make the WHQ pieces cross compatible with the Descent pieces, they might just be able to stop this WOTC behemoth from sucking every other dungeon crawl into it like a monstrously unstoppable black hole...

sauron



PS. Best thread so far!


Unfortunately, I believe that the FFG licencing agreements with Games Workshop prevent them making any game that uses miniatures that might in any way prevent people buying Games Workshop miniatures - so, the minis in Chaos in the Old World are fine because they are just busts of the demons and not usable in something like Warhammer Fantasy Battle. Games like Fury of Dracula were fine, because they were not using creatures from the Warhammer universe.

While the sizes would be all wrong if the minis were like Descent pieces, I still think making WHQ would be something GW would not agree to.
 
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Fantasy Quester
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RedMonkeyBoy wrote:
PS. Best thread so far!

Unfortunately, I believe that the FFG licencing agreements with Games Workshop prevent them making any game that uses miniatures that might in any way prevent people buying Games Workshop miniatures - so, the minis in Chaos in the Old World are fine because they are just busts of the demons and not usable in something like Warhammer Fantasy Battle. Games like Fury of Dracula were fine, because they were not using creatures from the Warhammer universe.

While the sizes would be all wrong if the minis were like Descent pieces, I still think making WHQ would be something GW would not agree to.



I agree. Which means Castle Ravenloft wins!
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  • Last edited Fri Sep 3, 2010 11:37 pm (Total Number of Edits: 1)
  • Posted Fri Sep 3, 2010 11:36 pm
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Bryce K. Nielsen
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So far, I am not impressed. In fact, after playing the 4th mission, I'm sorely disappointed in this game. There are many things that make the game less enjoyable to play and many things that could have been so much better...

-shnar
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Fantasy Quester
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shnar wrote:
So far, I am not impressed. In fact, after playing the 4th mission, I'm sorely disappointed in this game. There are many things that make the game less enjoyable to play and many things that could have been so much better...

-shnar


Sad to hear that, Shnar, we've been loving it and after 12 plays I can't wait for another session. What don't you like about it and what could be better?
 
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The Galaxy is Just Packed!
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shnar wrote:
So far, I am not impressed. In fact, after playing the 4th mission, I'm sorely disappointed in this game. There are many things that make the game less enjoyable to play and many things that could have been so much better...

-shnar


I'd love to hear your reasons. No, seriously, I really would. Your's is one of the few negative commentaries I've heard so far about the gameplay.
 
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Bryce K. Nielsen
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It's so.... meh. I got it, played through 4 times (once solo, 3 times with a friend). I loved the components of the game (except the cards, they seem cheap) and had really high hopes for this to play fast and fun, but so far it fails to be entertaining and at times feels just frustratingly stupid. At first the simplicity felt like it might be a boon, but turned out to become extremely repetitive. The monsters are not varied enough. After playing through one scenario, the next scenarios even with their minor tweaks still pretty much felt like the same game. The variability and replayability dropped dramatically. The treasures lacked anything exciting and the heroes were so few as to be stale.

The last game really tipped the scales for us (the one where you're trying to find 12 treasure items) since we battled and battled and rarely came up with treasure that stuck with us (they seemed to all be non-Items). We ended up winning but only by exploiting what I would consider a glitch. We found the Alarm trap and just let it go, moved back a tile or two and just waited for the enemies to come to us and slowly kill them off, hoping for Treasure items. The game lasted over 2 hrs burning through the treasure deck before we *finally* had all the items we needed to win and fled the dungeon (the sun never set since we stopped exploring. We figured 1 Encounter per turn was better than the possible 2 after the sun set, plus we had plenty of Experience to block the bad encounters). If we hadn't found this "glitch" and played normal, I think we would have ran out of tiles!

My friend I played with had a great comparison. He said it felt like we were playing Basic D&D but your characters were stuck at first level. Even in the basic set, the first few levels sucked and players did their best to level-up as fast as they could to make the game more enjoyable. The repetitive nature of the game failed to capture our attention.

-shnar

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Mike Forrey
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RedMonkeyBoy wrote:
ninjadorg wrote:
bearn wrote:
In all fairness the second coming would be fitting if FFG all the sudden posted that they were re-releasing Warhammer Quest. However i am not holding my breath that GW would allow them to do something so awesome,


If FFG do that, and make the WHQ pieces cross compatible with the Descent pieces, they might just be able to stop this WOTC behemoth from sucking every other dungeon crawl into it like a monstrously unstoppable black hole...

sauron



PS. Best thread so far!


Unfortunately, I believe that the FFG licencing agreements with Games Workshop prevent them making any game that uses miniatures that might in any way prevent people buying Games Workshop miniatures - so, the minis in Chaos in the Old World are fine because they are just busts of the demons and not usable in something like Warhammer Fantasy Battle. Games like Fury of Dracula were fine, because they were not using creatures from the Warhammer universe.

While the sizes would be all wrong if the minis were like Descent pieces, I still think making WHQ would be something GW would not agree to.


I think the only way they could get it to happen is if they first stuck a fork in descent, which they really should anyway. Then license it and adapt it to terrinoth and keep the name. However even if they did all of that i am not sure they could produce all the needed miniatures and stick it in a coffin box for a $100. Still i know plenty of people that dream for the day of a WHQ reprint.
 
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shnar wrote:
It's so.... meh. I got it, played through 4 times (once solo, 3 times with a friend). I loved the components of the game (except the cards, they seem cheap) and had really high hopes for this to play fast and fun, but so far it fails to be entertaining and at times feels just frustratingly stupid. At first the simplicity felt like it might be a boon, but turned out to become extremely repetitive. The monsters are not varied enough. After playing through one scenario, the next scenarios even with their minor tweaks still pretty much felt like the same game. The variability and replayability dropped dramatically. The treasures lacked anything exciting and the heroes were so few as to be stale.

The last game really tipped the scales for us (the one where you're trying to find 12 treasure items) since we battled and battled and rarely came up with treasure that stuck with us (they seemed to all be non-Items). We ended up winning but only by exploiting what I would consider a glitch. We found the Alarm trap and just let it go, moved back a tile or two and just waited for the enemies to come to us and slowly kill them off, hoping for Treasure items. The game lasted over 2 hrs burning through the treasure deck before we *finally* had all the items we needed to win and fled the dungeon (the sun never set since we stopped exploring. We figured 1 Encounter per turn was better than the possible 2 after the sun set, plus we had plenty of Experience to block the bad encounters). If we hadn't found this "glitch" and played normal, I think we would have ran out of tiles!

My friend I played with had a great comparison. He said it felt like we were playing Basic D&D but your characters were stuck at first level. Even in the basic set, the first few levels sucked and players did their best to level-up as fast as they could to make the game more enjoyable. The repetitive nature of the game failed to capture our attention.

-shnar



Sorry to hear you aren't enjoying it.

The issue of repetitiveness is always a concern with co-op games. Castle Panic only has a few different monsters to deal with, Ghost Stories only has a small deck of ghosts. I'm not concerned about that. If this was a traditional dungeoncrawler I would see a problem, but not in a "themed" co-op game.

One quick question: How did you manage to sit back and slowly kill off monsters without exploring and manage to survive for so long? You would have been getting smacked with multiple encounters every turn, and they can be really nasty.
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Scott G
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Shnar,

Very interesting perspective.

After being annihiliated in my first solo game with the Ranger, I largely breezed through my second, again with the Ranger, by exploring, suffering an attack, then choosing Careful Attack from me. Rinse and repeat. Had to flex a bit for critters with 2HP but generally the same move every turn.

Interersting to see how it goes when I go to multiple Heroes.

Regards,

Fentum
 
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Bryce K. Nielsen
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We're probably going to tinker and major house-rule this game. When I first opened it, I was very impressed. I liked the components and the quantity of them. The rules seemed simple enough that I could get in and enjoy it. I had high hopes this was going to be a really fun game with high replayability. But then as we played, it became apparent that the game really missed its mark. With such potential and great components, we can't just leave it where it is and have to toolkit it to make it the great game it's supposed to be. And we will

As for managing to survive so long, that particular adventure would force us to draw an extra encounter every turn once the sun went down. We were two white tiles away from that, and we figured we'd have to draw at least one encounter anyways every turn, so why make the sun go down and possibly draw two? Let's just wait here and draw one and let the monsters come to us. Since we were two tiles away from the trap (which had unexplored sides), the monsters would just spawn and run to us and we would mop them up next turn. Better that then exploring, having a monster spawn and immediately attack us and eventually kill us. It took us an extremely long time even with that "cheat" to finally get 12 treasures (we cycled the monster deck, twice). We weathered the encounters, and since we were killing a lot of monsters, we cancelled a lot of encounters too.

-shnar
 
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