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Posted 20 hours ago

Dungeons & Dragons: Castle Ravenloft Board Game

£13.495£26.99Clearance
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ZTS2023
Joined in 2023
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I can’t answer why I even started this model, as it’s a pretty awful example of sculpting, casting, posing (WTF is he supposed to be doing? They mention that it's a very good game with a long life span, and that it has great components and game play. Each hero has unique powers and abilities, some you always start with such as giving bonuses to your comrades or healing, but others you pick with each game like the Rangers twin-shot power, the wizards freezing cloud or the rogues great leap ability. Instrucciones claras solo que viene en inglés para que lo consideren, el juego está muy bueno y puedes jugarlo solo. It’s another example of a model that’s now done that I can pretty much never concern myself thinking about again.

They then draw a monster card, to represent what appears from out of the gloom and attacks, following a pre-set AI routine printed on the card, and often an encounter card representing such things as events and traps. A quick note here to let visitors know that I’m still *slowly* working my way through the blog, un-Photobucketing the various posts. The game feels like a toolbox in a good way, not by providing you with lots of components that aren't covered by the rules, but by inviting the player to use their skill and imagination to expand the game in whatever direction they choose. After that, people often spend their Hero phase dealing with the monsters activated by the previous player's turn. I've modded my game quite a bit, if you are interested I'd head over to BoardGameGeek and do some looking at the variant and session forums for the game.

In spite of the fact that it has a decent amount of board game style strategic meat on its bones it really feels like a stripped down role-playing session: each turn the heroes move and the dungeon unfurls slowly before them as they draw tiles from a stack and add them to the board. In most cooperative games when the players are going up against the board there is an element of change each time through and so you feel like you are playing a different game (though similar). Once the scenario is chosen you lay down the starting tile, which is the dungeon entrance, and put your minis (included) on it. I recognized early on that this made it very easy for us to see what was what on the board, but I still found it disappointing. It would certainly help you to feel that you’d found a cool item to see it pictured instead of just a line of text telling you that it gives you +1 to attack rolls.

Also, the bright colour draws the eye to the model’s head where black or a dark colour would have dulled it down.This was such a natural visual cue that I found myself making Zelda-esque sound effects as I flipped them, as if I was gaining or losing hearts in a video game. They mention that it is a very good game with a long life span, it has great components and game play, and is better than video games.

Because of the monochromatic heroes and monsters, and the fairly repetitive-looking dungeon tiles, it's only a 4 in Style. If you spawn 3 monsters on your turn, someone needs to save your butt before your next turn comes up when those monsters can act again.I thought that the dungeon crawling experience went well, and I enjoyed the cooperative nature of the game. Again, we got so caught up in the adventure we forgot all the help we could have used from treasure and cancelling events. Each player gets on action (an attack, for example) each turn and usually they’ll reveal a monster on their turn. If it's white, something else happens depending on which scenario you're playing (for instance, the daylight timer advances, or you get to gain a new power). There’s also the fact that the game adds pressure to the players by making them get behind on their use of actions.

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