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

Subject: Seems Black and White to me. rss

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Bonaparte
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DesMoines
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After a few plays I may not be in a place to make a definitive comment, but it seems to me that the deciding element to success or failure in Ravenloft is the percentage of White/Black tiles that are drawn, (Excluding bad rolling which always effects these type of games). When our group has drawn more black tiles, forcing more encounters which run from mild to devestating, we lose. If we draw significantly more white tiles, thus avoiding extra conflict and destruction, we win. I am curious if this has been anyone elses experience or observation?
 
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Fred Methot
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SAINTE-JULIE
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Dave Davies wrote:
After a few plays I may not be in a place to make a definitive comment, but it seems to me that the deciding element to success or failure in Ravenloft is the percentage of White/Black tiles that are drawn, (Excluding bad rolling which always effects these type of games). When our group has drawn more black tiles, forcing more encounters which run from mild to devestating, we lose. If we draw significantly more white tiles, thus avoiding extra conflict and destruction, we win. I am curious if this has been anyone elses experience or observation?


Use this and re-discover Castle Ravenloft:

http://boardgamegeek.com/thread/566063/encounter-monster-and...

There's also Barkam's system that is not bad, but personal taste, I prefer Lincoln's system.

Kudos to both for awesome ideas though!

Cheers!
 
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Bryce K. Nielsen
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Elk Ridge
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I wouldn't say it's the black/white tile ratio, but rather how the Encounters work in general. They're just overall too punishing and unavoidable so it drains the enjoyment of the game and makes it more of a crap shoot (kind of like DungeonQuest (third edition)) rather than a whole lot of tactical thinking.

However, I have seen games go the wrong way because players didn't recognize the time limit that Encounters put on you. They dilly-dally too much and too long and then they lose. The game makes you think you can go along fairly well, since there are no obvious threats on the board, but then an Encounter pops up and kills the whole game.

-shnar
 
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TS S. Fulk
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That's what XP is for. Negating horrible Encounter Cards.

I agree with the parent. Lots of white=walk in the park. Lots of Black=pain.
 
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