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

Subject: use of monster tokens rss

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Ran
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Hey, I don't have Ravenloft, but wanted to know- how are the monster tokens used?
Upon each new tile revealed, you see the number of monsters spawned..
Are they all controlled by the player who revealed them, or do you hand one out to each of the players, like in Ashardalon's chambers?
 
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Vayda
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I think they were technically only used for 1 or two missions.

At the time of RL, I don't think they had rules for spreading the monsters out like in WoA. So when you drew 3, it was really bad.
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Mark Campo
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I give them the person that spawned them..
be nice to there other options/opionions though
 
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Arto Hietanen
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According the rules the person who drew the token gets them all. But it could be a nice house rule that the active player takes the first, the player on his left the second monster (if any) and so on.

I might need to try that, as I use the tokens in all my games I have managed to spawn 10 monsters at once in a game of WoA.
 
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Ran
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Okay. Thanks!
 
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Commander Crud
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Given how turn order works, spreading them out to other players can make the game harder. The player that revealed them should get them.
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Arto Hietanen
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Yep, with duplicate monsters it might get harder. I think that with this variant it would be better to check for a duplicate monster both for the active hero and the hero that receives the monster. But not to confuse anyone, this is not the actual rule, I am just musing how the Variant could work.
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Rhys Corlett
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We use them almost every game. There are a few things you should know:
- The tokens range from 0 to 4
- There is a single 4
- There are only a few 0s
- There are not many 3s
- There are lots of 1s and 2s
- There are tokens for each of the villains (whichever games you do have, you'll notice tokens for each boss)

It's going to make the game a lot harder (MUCH harder if you have villains in there). We compensate by watering down the encounter deck... We took all the non-item treasures and mixed them in with the encounter deck (we use card-covers, so they mix perfectly).
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Arto Hietanen
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The four monster token is included in the LoD game and is not part of the original CR set. If you do not use the four monster token and the villain tokens, the expected number of monsters encountered per tile is just slightly over 1.

I think that using tokens makes the game a bit more swingy (sometimes you meet more monsters, sometimes less), but on the other hand I think that on average it plays pretty well. Using the monster tokens automatically makes monster "clusters" when you draw multiple monsters. Those are easily dispatched with an area of effect (AoE) attack, so if you have those kinds of attacks available, I think that it at least counters the effect of having an average of over 1 monster / tile.

Personally I prefer the fact that those tokens add uncertainty, add safe turns (tile with 0 monsters and a white arrow, phew!) and also add to the importance of having different kinds of heroes, AoE attacks for dealing with monster groups and heavy hitters for tougher solo monsters.
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Orlando Neto
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Rio das Ostras
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I use the tokens for campaign. As Rhys told, I use monster token instead of drawing many enconters. I don't use the "if don't explore draw an encounter" rule.
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Rhys Corlett
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We've tried a rule where all the villain tokens are in there, but drawing one means drawing a 4xp Dungeon Command monster from a separate deck. All the fun of being ambushed by a mini-boss, no getting annoyed by sudden red dragon attack.
A bit sad not having random 4xp monsters in the 'main' deck, but it stops too much craziness happening when two or more 4xp monsters are dawn at once.

Sometimes we also assume that 0=4 for monster placement.
But then again, we want less encounters and more fighting, so that works for us.
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Alan Stewart
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Tel Prydain wrote:
But then again, we want less encounters and more fighting, so that works for us.

I like those changes. Sometimes some of the more theme-y encounters are cool, but some of them are just ways of taking hit points away that you just can't do anything about.
 
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Rhys Corlett
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EverywhereGames wrote:
Tel Prydain wrote:
But then again, we want less encounters and more fighting, so that works for us.

I like those changes. Sometimes some of the more theme-y encounters are cool, but some of them are just ways of taking hit points away that you just can't do anything about.

Yeah - it's the random attrition that we try to avoid. I've said previously that Ravelofts mean encounters are fine... because you're defying a god-like power in his own home. The other games feel cheap when that happens.

 
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