Uwe Heilmann
Germany
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Hi from Germany,

Castle Ravenloft - Wrath of Ashardalon - Legend of Drizzt.
Three games, three boxes full of material and ideas ...

Maybe the most significant addition of the third game: the Cavern Edge tiles.
Those small tiles have the potential to change the character of the dungeons and caves explored by the tireless adventurers.
Turning them into a valid exploration result provides some new effects. And now there is the option to declare a dungeon/cave "complete".
Using Tile cards make all this possible.


Merge all three games! The options are endless.
Just think about the Dungeon/Cave tiles.
There are now three different Start tiles and 3 double-tiles.

A total of 40+26+32 white and black Corridor, Room, and Named Room tiles.

And finally 14 Chamber tiles.

Markings like the skulls and the volcanic vents allow further parameter settings for adventures. And do not forget the doors (those printed on tiles as well as those linked to narrow walls).
Add the option of overlays.

In addition to the tiles, merging the cards also provide tremendous new variety and surprises to game play.
The Encounters ...
Monsters ...
... and Treasures ...
... for example.
Note the three different genuine sets for each card group and the BGG enthusiasts "material".

Now some additions.
Like furniture or treasure chests.
I incorporated HEROQUEST stuff some time ago. Now the first such elements are also part of LoD.

Add a Search function. That's what the adventurers are permanently doing apart from fighting, of course.

This way each "empty" location may become a place of treasure seeker interest but such doing may also trigger the appearance of some nasty fellows.

Don't limit yourself to the monsters and villains provided by the original games. BGG fans provide legions of "terror".

Another "classic" dungeon crawl element are spells.
Two examples.

I am sure if there is a next game published, spells will be part of it.
Looking forward for more stuff!

Anybody interested in a "Sequence of Play" overview incorporating many new elements as indicated above?


Cheers
U.L.H.

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K.Y. Wong
Singapore
Gardens by the Bay
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Uwe, I think it's fair to say that yours is the most enormous variant for this enormous dungeon-crawling platform that we have now.

Please do post your overview. The more details the better.
 
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Vayda
United States
New Jersey
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Agreed!
 
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Christian Müller
Germany
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absolutely cool...
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Berseko Duval
United States
New York
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I hope they keep these games coming. I own CR, WoA and LoD and I love every iteration. I would really like the system to get bigger and better. Levels 3 and 4, more chambers, tiles, monsters, expansions.... a universe of possibilities!!

Do you think there will be more games in the series? If so, what would you like to see?
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Uwe Heilmann
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Here we go.

First:
Summary of the original Player Turn Procedure (or Sequence of Play)

(1) Hero Phase
(1.1) If the active adventurer is down to 0 HP use a Healing Surge or the game is over.
The active adventurer must execute exactly one of the following 6 options:
(1.2) Do nothing. (This IS a valid option.)
(1.3) Conduct one Move action.
(1.4) Conduct one Attack action.
(1.5) Conduct one Move then one Attack action.
(1.6) Conduct one Attack then one Move action.
(1.7) Conduct one Move then another Move action.


(2) Exploration Phase
Check location of active adventurer.
If not on a square of an unexplored edge, goto Villain Phase.
Otherwise draw topmost Dungeon/Cavern tile and add it to the unexplored edge. Draw a Monster card and place the corresponding monster on the adversary entry square of the tile just placed. Note special case of "redundant" monsters.


(3) Villain Phase
If the active adventurer did not place a new tile or placed a black arrow tile, draw one Encounter card and apply its results.
If there are villains in play, activate them "round the table".
All monsters and traps "under control" of the active adventurer are activated in the sequence of their placement. Note special case of "multiple Monster cards".


That's it!
Short and effective.

But ...

After playing the first 3 or 4 games, the fixed game turn structure hits hard:
Adventurer moves/attacks and explores followed by new monster placed, a roughly 50% chance for an Encounter followed by adversaries closing-in (and attacking).
Or, if adventurer does not explore: 100% chance for an Encounter followed ...

And there is a rather hidden flaw ... I'll come back to that later.

The real game fan never gives up! Why not adding some (even a catalogue of) options?

Here is a summary of my current Sequence of Play for CR-WoA-LoD.

Sequence of Play (a player’s turn)

Hero Phase
[1] If the adventurer has 0 HP, a Healing Surge must be expended or the team has lost.
[2] Activate all henchmen under control of the adventurer.
[3] The adventurer must perform exactly one of the following activity sequences:
[3.1] Nothing.
[3.2] Execute one attack by using an eligible power (Attack).
[3.3] Move up to the adventurer’s Speed many squares (Move).
[3.4] Attack & Move.
[3.5] Move & Attack.
[3.6] Move & Move.
[4] Option to flip one adjacent Coffin token.


Note: a Move action may be used to SEARCH, i.e. the adventurer does not move but checks the location or a piece of furniture, a treasure chest, picks up a treasure counter, an Item counter and so on.

Exploration Phase
[1] If the adventurer occupies a square adjacent to an unexplored edge, goto [2]. Otherwise check the #tiles currently placed ([1.1] or [1.2]).
[1.1] If this # is > than twice the #adventurers currently in the dungeon, draw 1 Dungeon counter and place that counter face down on the tile farthest away from the active adventurer not already containing a Dungeon counter, adversaries, traps, or other adventurers. Goto [1.3].
[1.2] If this # is < the #adventurers currently in the dungeon, nothing special takes place. Goto [1.3].
[1.3] Go to Villain Phase.
[2] If the unexplored edge of the active adventurer’s tile consists of only 2 squares, goto [2.1], otherwise goto [2.2].
[2.1] Place a Closed Door marker next to this edge (if there is not already one). The adventurer must check the door. If the door opens, goto [2.2]. Otherwise, the Exploration phase is over (the Closed Door marker remains in play) and go to Villain phase.
[2.2] Draw a Tile card and place the corresponding Dungeon tile with its triangle adjacent to the unexplored edge. If the new tile contains door symbols, place Closed Door markers there (if such a marker is currently available).
If a Cavern Edge tile (CET) is to be placed, the Exploration phase is over.
If the triangle is white/brown, the adventurer draws a Room/Corridor Content card [R/CC card] and applies the results.
If the triangle is black, the adventurer draws an R/CC card and applies its results. If the dungeon consists of more tiles than the #adventurers currently in the dungeon (ignore the 2 tiles of the Start Tile if in play), draw 1 Monster card (this is called the “black case”). If monsters were to be placed, they would appear on the tile farthest away from the active adventurer.
Continue with Villain phase.


Villain Phase
[1] If the adventurer did not play a tile during this turn’s Exploration Phase, or if the adventurer placed a new tile with a black triangle, the adventurer draws an Encounter card. Note: If there are more conditions, traps, monsters, villains and encounters currently present in the dungeon than the #adventurers at start of the adventure, do not draw any Encounter card during Villains Phases of the adventurers. This does not affect the drawing of Encounter cards due to the results of R/CC cards etc.
[2] All villains in play are activated (in given sequence of controlling players).
[3] The adventurer activates each monster and trap under her/his control, in turn, in order the adventurer drew them.


Yes, this SoP is quite a bit "longer".
But the core structure is identical to the original one.
The differences are more subtle and they involve new game elements, like the Tile cards but they also adjust the activities of the dungeon/cavern to the actual game situation. There no longer is a fixed sequence of actions conducted by the "enemy".

I hope the following two examples will demonstrate the differences and help to get an idea what my game system is aiming at.

Situation (valid for both examples): any adventure. The team consists of 4 adventurers, all at level 1. There are no henchmen. A couple of turns have been played, a total of 7 tiles (in addition to the two tiles of the Start tile) were placed, the adventurers are dispersed, exploring different parts of the dungeon/cavern. (Not a bad doctrine as many Encounters hit whole tiles, but there is the disadvantage of losing synergy of team members fighting together ...).

It is ENESHA's turn.

She killed a monster during her previous turn (the treasure was a Healing potion she instantly swallowed bringing her back to her full complement of HP).

Two of her companions currently have one monster under their control.
First (and only action): Move to unexplored edge. Done.
Exploration phase: a black corridor is drawn, a Skeleton appears. Done.
An Environmental Encounter card is drawn and applied (no effect so far). The skeleton uses its tactics, assaults Enesha and scores a hit.
Done.

Hmmm ...
As you will have recognized, the team size and quality, the situation in the dungeon etc. had no influence on this flow of events.

Now let's see how this would work applying my game system.

The situation at start.
Note the placed markers. The HP tokens indicate how many times each tile can be searched. The Skull marker indicates a killed monster. It takes a Search action occupying a square with such a marker to draw a Treasure card then. The somewhat strange procedure to automatically draw a Treasure card whenever killing a monster (even if tiles away) is no longer valid.

I think you already recognize a new quality now ...
What should the Black Warrior do? Pick up a treasure? Would cost her both Move actions. As this would result in no new tile to be placed, a Dungeon counter (DC) would be added to the dungeon. Those DC can be very nasty ... If you know the DESCENT games, you will know what I mean.

Or should she simply search the black room ahead? Or move "backwards" to previously placed rooms and search them?

The type of dungeon/cavern is also of interest as each provides a specific Search table. And not all Search results end up in Gold or nice weapons or useful pieces of armor. Or should she not search at all? Searching nearly always provides clues ... collecting clues could end up in a really biiiig treasure or fantastic magic item. But it is also risky with a poor chance for such a success.

Hmmm ...

Enesha does not want to waste time. The mission is most important. She moves to the unexplored edge of the black room and stops there. She cannot search from there as searching whilst on a square of an unexplored edge is not allowed (imagine to look around and turning your back to an unknown extension of the place you are currently in; this requires more than nerves of steel ...).

End of Enesha's Hero phase.
Note the unexplored edge! Only two squares. That results in the placement of a Locked Door token. And Enesha MUST check the door. She is actually testing it.

Ooops! Of course, those doors are always trapped.
Exploration now starts in earnest.

First of all, a Tile card is drawn. It's an Overlay. That requires to draw a further Tile card but this time from the bottom of the deck (remember, nearly all adventures cleverly integrate a time and dungeon/cavern size effect by having specific tiles placed at a specific range within the deck of Tiles (or Tile cards)).
This extra card reveals a black corridor (to keep this situation in line with the first one).

Enesha - still in pain from the tiny dart that hit her right arm - carefully opens the door and ...
"There is something right in the center of this corridor!"
She recognizes the small pool full of a red liquid.
"No good! Looks like poison."


Now the "inhabitants" of the new tile must be determined. It is NOT automatically a single monster.
This is the R/CC card drawn.
Note the four possible cases! The "black corridor" is to be used, of course.

"Anybody there?" The warrior is relieved as nobody seems to be waiting for her here.

Nothing! (the Monster counter shows a "0"). But another R/CC card must be drawn.

"There is something next to the Poison pool!"

1d20 on the "Place 1 Item" result in the placement of a Treasure counter. But even another R/CC card must be drawn.

"This corridor is bathed in light. There seems to be ..."

The second Tile card (which is drawn from top again) shows a Cavern Edge! Bingo. Exploration is over ...

Not quite. Remember, the first (and decisive) tile placed was a black corridor. As the dungeon is already quite large, a "black case" is to be applied. A Monster card is drawn: A Skeleton (as for the first case described above). But this time, there is no single Skeleton placed on the corridor tile but a horde of 5 Skeletons is placed on the tile farthest away from Enesha, the active adventurer. If this tile is occupied by another adventurer ... surprise!
(Another example how a doctrine followed could end up in serious problems.)
Why 5? This is the result of a calculation which involves the levels of the adventurers and the size of the team.

Now the Exploration phase is really done.

Villain Phase. Draw an Encounter card? No. There is now a total of 7 monsters in the dungeon/cavern and 1 Environmental Encounter card. The total (8) exceeds 4, the team size.

This way, the amount of trouble is automatically limited for the adventurers. But Encounter cards, for example, could still be drawn due to Search results, R/CC cards etc. And once enough monsters were slain, the total will be below 4 again. This way, the team is kept under constant pressure but never at overwhelming odds. On the other hand, no adventurer can ever really calculate what will happen next.

I hope all this provides some food for thought.
I will continue to improve my system. There is no limit but one's own imagination.


Cheers
U.L.H.

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Olof Bertilsson
Sweden
Vindeln
Västerbotten
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What an amazing job you have done! Looks awesome!
 
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