Castle_Ravenloft_RuleBook.pdf

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AGE 12+
RULEBOOK
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COmpONeNts
1 “Start” Tile
iNtrOduCtiON
In an ancient time and place, magic permeates the land and
monsters stalk the shadows that gather along the edges of civi-
lization. In this age of dungeons and dragons, the world needs
Heroes. Encased in varied types of armor and armed with
swords, bows, staves, and spells, these Heroes explore ancient
ruins, take on daring quests, and challenge the most fearsome
monsters. One such quest takes Heroes to a dark and mysteri-
ous place called Castle Ravenloft.
Castle Ravenloft
The master of Castle Ravenloft is having guests for dinner—and
you are invited!
40 interlocking Dungeon Tiles
5 Hero Figures
7 villain Figures
30 Monster Figures
5 Hero Cards
tABLe OF CONteNts
INTRODUCTION
4 villain Cards
1 die
60 Encounter Cards
50 Power Cards
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30 Monster Cards
5 Sequence of Play Cards
GAME OvERvIEW
3
10 Adventure Treasure Cards
50 Treasure Cards
WINNING THE GAME
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10 Condition Markers
40 Monster Tokens
Game Setup
4
70 Hit Point Tokens
10 Coin Tokens
Taking Turns
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10 Monster Damage Tokens
1 Sun Token
The Dungeon Tile Stack
5
PLAyER SETUP
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3 Freezing Cloud Tokens
15 Item Tokens
THE HERO CARD
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1 Kavan Token
5 Healing Surge Tokens
PLAyER TURN
6
5 Time Tokens
12 Encounter Markers
Hero Phase
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The castle rises over the dark forests of the land of Barovia,
looking down upon a sad, frightened village surrounded by an
endless sea of dense fog and mist. The master of the castle,
Count Strahd, is a vampire, and the night and its creatures
belong to him. As long as Strahd exists, Barovia and the land
around it will never be safe.
6 Reaction Tokens
1 Dragon’s Breath Marker
Exploration Phase
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1 Mistform Marker
1 Rulebook
Villain Phase
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1 Adventure Book
MOvEMENT
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When Do You Move?
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How Do You Move?
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Credits
Design and Development
Condition: Slowed
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A group of Heroes has recently arrived in Barovia, stepping out
of the mists to ind themselves caught up in the evil emanating
from Castle Ravenloft. These Heroes have chosen to enter the
castle and discover the secrets waiting within. The dangers are
great, the monsters are deadly, and only the bravest Heroes
stand a chance of surviving or defeating Strahd and his minions.
Condition: Immobilized
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Bill Slavicsek, Mike Mearls, Peter Lee
ATTACKS
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Daily Powers
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Additional Design
Rob Heinsoo
At-Will Powers
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Editing
Cal Moore
Utility Powers
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D&D Senior Art Director
Jon Schindehette
COMBAT
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Art Director
Mari Kolkowsky
Targeting
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GAme Overview
The Dungeons & Dragons: Castle Ravenloft Board Game is a
cooperative adventure game. You and your fellow Heroes must
work as a team to succeed in the adventures that unfold within
the castle. You either win together or lose together.
Cover Illustration
Jesper Ejsing
AC and HP
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Graphic Designer
Keven Smith
Attack Bonus
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Making an Attack
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Interior Illustrations
Andrew Hou, Warren Mahy,
Wayne Reynolds
Damage
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Defeating Monsters
10
Dungeon Tiles
Jason A. Engle
Defeating Heroes
10
Prepress Manager
Jeferson Dunlap
Healing Surges
10
Each player selects a Hero, who has come to Barovia to discover
the secrets of Castle Ravenloft. Choose from the Dragonborn
Fighter, Human Rogue, Dwarf Cleric, Eladrin Wizard, Human
Ranger, or a Hero from another D&D® Adventure System
board game. Heroes explore the dungeon beneath the castle,
solve mysteries, ight Monsters, and uncover magic treasure.
Imaging Technician
Sven Bolen
Other Actions
10
Production Manager
Raini Applin Rosta
THE MONSTER DECK
11
Playtesting
Logan Bonner, Andy Collins, Mike
THE ENCOUNTER DECK
12
Donais, Genevieve Gorman, Nina
THE TREASURE DECK
13
Hess, Mons Johnson, Kenneth Nagle,
Eric Pope, Stephen Radney-MacFarland,
ExPERIENCE POINTS
14
Bill Rose, Peter Schaefer, Trevor
Canceling Encounter Cards
14
The game runs the Traps, Events, Monsters, and Villains con-
tained within the halls of Castle Ravenloft (with a little help
from you).
Schrock, Rob Schwalb, Matthew
Leveling Up
14
Sernett, Chris Sims, Jennifer Tatroe,
RULES FOR LATER ADvENTURES
14
Kevin Tatroe, Rodney Thompson,
Chris Tulach, James Wyatt
Choosing Power Cards
14
Making Adventures More or Less Challenging
14
Number of Players
The game can be played with any number of players, from 1 to
5. Each player controls one Hero—and the game does the rest!
Inspired by the original Dungeons & Dragons ® Roleplaying Game adventure by Tracy and Laura Hickman.
DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, Castle Ravenloft, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, and the distinctive likenesses thereof are
property of Wizards of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC.
This product is a work of iction. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in
CHINA. ©2010 Wizards of the Coast LLC.
D&D Adventure System
You can combine this game with other D&D Adventure System
board games to create new and unique experiences. Check out
www.DungeonsandDragons.com for more information.
300-20779000-001 EN 9 8 7 6 5 4 3 2 1
First Printing: August 2010
ISBN 978-0-7869-5557-2
Visit our website at www.DungeonsandDragons.com
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To start playing:
The Dungeon Tile Stack
You draw Dungeon Tiles from the Dungeon Tile stack to build
the dungeon beneath Castle Ravenloft. Each time you play, the
dungeon has a diferent layout.
Shule the Monster Cards into their own deck. Do the
wiNNiNG the GAme
You win by completing the objective in the adventure you are
playing. For example, you might have to destroy an evil dragon
in one adventure, while in another you must ind a magic arti-
fact and escape from the dungeon.
same for the Encounter Cards and Treasure Cards. Place
these three decks in easy reach of all the players.
Give each player a Sequence of Play card as a reminder
Each Dungeon Tile features a bone pile (the square where Mon-
sters are placed) and a white or black triangle (used to specify
less dangerous and more dangerous tiles). Many tiles have
walls, a few tiles have special features, and some have names to
distinguish them for use in certain Adventures.
of how play proceeds.
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Place the die and the various igures in easy reach.
Unless stated otherwise in an adventure, you lose if any Hero
is at 0 Hit Points at the start of that Hero’s turn and there are
no Healing Surge tokens left to play. You also lose if you are
defeated by the adventure you are playing. Each adventure lists
its speciic victory and defeat requirements.
Game Setup
There’s a lot of stuf in this box. You don’t use it all at once. The
following components are usually used in every adventure.
Pick an adventure from the Adventure Book. If you’re
playing your irst game alone, play through the irst
adventure, “Escape the Tomb.” If you’re playing your irst
The Start tile: The Start tile is where the Heroes usually enter
the dungeon and begin their adventure. It’s twice the size of the
other tiles. The Start tile actually consists of two separate tiles
that are already connected; treat each as its own tile for the
purposes of movement and counting tiles.
game with friends, play the second adventure, “Find the
Icon of Ravenloft.”
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Check the “Adventure Setup” section of the Adventure
Book to see if your chosen Adventure calls for any of the
game pieces you set aside.
Unexplored Edge: A Dungeon Tile with an unexplored edge is
a tile where you could place a new tile. This means that an edge
of the tile is open and doesn’t have another tile adjacent to it.
Unless the Adventure says otherwise, place the Start Tile
in the center of the table and place two Healing Surge
tokens beside it. These are the group’s surges for this
Hero Cards
Hero Power Cards
40 standard Dungeon Tiles
1 Start Dungeon Tile
Encounter Cards
Monster Cards
Treasure Cards
Condition markers (Immobliized, Slowed)
Healing Surge tokens
Hit Point tokens
Encounter markers (3 Powers, 7 Traps)
Item marker (Glyph of Warding)
3 Freezing Cloud tokens
Die
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Adventure.
Tiles and Squares
Game cards refer to both tiles and to squares.
Each player chooses one of the ive 1st-level Heroes. When
you choose a Hero, take that Hero’s Hero Card, Power
Cards, and the blue igure that matches the Hero.
Adventures and cards refer to the players as “Heroes.”
When counting tiles, you do not count diagonally and you count
around tiles. The Skeleton, for example, is 3 tiles away from the
wizard.
A tile is the basic building block of the dungeon, drawn from
the Dungeon Tile stack.
Unless the Adventure says otherwise, place each Hero
igure on the Start Tile, in a square adjacent to the stairs.
The name of each Hero is printed on the base of the igure.
Each Hero Card tells you how many and which Power
Cards you can choose for that Hero. In your early games,
use the Power Cards suggested at the front of the
Adventure Book. Set aside any Power Cards that
aren’t used in this adventure.
Each player also draws a Treasure Card. Draw and discard
Set aside the following game pieces. You use these pieces only
if the adventure you are playing requires them (see the Adven-
ture Book for details). We recommend storing these pieces in a
plastic bag to keep them separate until you need them.
until you gain a Treasure Card with an Item on it.
Set up the Dungeon Tile stack (the deck of tiles) using the
setup instructions in the adventure you have selected. You
are now ready to begin play. The adventure tells you any
other rules you need in the “Special Adventure Rules”
10 Adventure Treasure Cards
1 Kavan character token
5 Time tokens
6 Reaction tokens
1 Mistform marker
1 Dragon’s Breath marker
40 Monster tokens
10 Coin tokens
1 Sun token
15 Item tokens
7 Villain igures
4 Villain Cards
section, or any rules that change the general game rules
presented in this book.
Taking Turns
Play progresses around the table, starting with a player of the
group’s choice and then proceeding clockwise. You can also roll
the die and let the player who rolled highest go irst.
A tile is a component of the game board, highlighted in yellow.
A square is a part of a tile, highlighted in red. The Start Tile is a
special tile: it is treated as two tiles.
An unexplored edge is an edge of a tile without a wall that is not
adjacent to another tile. There are 6 unexplored edges in this
diagram, highlighted in blue.
A square is one of the spaces on a Dungeon Tile.
Your turn consists of three phases, one for your Hero, one for
Exploration, and a Villain Phase for the Monsters and Traps in
your control.
Diagonal Movement: You can move diagonally when you are
moving by squares, unless your path is blocked. You cannot
move diagonally when moving by tiles. Remember: If you are
counting squares, you can move diagonally, even between tiles.
If you are counting tiles, you never count diagonally; you have to
move in straight lines, not diagonal lines when you count tiles.
Triangles: Each tile features a triangle. When you place a new
tile, the triangle points toward the unexplored edge of the tile
it is attached to. If the tile has a black triangle, you draw an
Encounter Card during the Villain Phase of your turn.
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villain Phase
This is the phase in which you draw and play Encounter Cards,
as well as when you activate the Villain (if the Villain is in play)
and any Monster and Trap Cards you may have in front of you.
Surge value: When a Hero is at 0 Hit Points, he or she must
use a Healing Surge token at the start of his or her next Hero
Phase. After using the Healing Surge token, the Hero
recovers this number of Hit Points (see page 10).
pLAyer setup
Place your Hero Card (1st level), your Power Cards, and your
Treasure Card face up in front of you.
Special Ability: Each Hero has a Special Ability, as
1 . If you didn’t place a Dungeon Tile in your Exploration
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described here.
Phase, or if you placed a Dungeon Tile with a black
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triangle, draw and play an Encounter Card.
Powers: This tells you how many of each type of Power
As you acquire more Treasure Cards, they also go face up in
front of you.
Card you can select for use in an adventure, as well as any
A
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2 . If the Villain is in play, activate the Villain. (There may be
2
Power Cards the Hero automatically gets to use (see page 8).
more than one Villain in play, depending on the adventure.
1
2
3
5
In this case, activate each Villain, one at a time.)
As you acquire Monster Cards and Trap Cards, place them to
one side of your Hero Card, in the order in which you received
them.
pLAyer turN
Each player’s turn consists of three phases. On your turn, com-
plete these phases in this order:
C
3. Activate each Monster and Trap Card, in turn, in the order
1
3
B
you drew them. Follow the tactics on the Monster Card to
determine what each Monster does on its turn. If there
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is more than one Monster with the exact same name in
the herO CArd
Here’s what a Hero Card looks like. The parts of a Hero Card are
briely described here and explained in detail on the
listed page of this book.
D
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play, activate each of those Monsters on your turn. So, if
Hero Phase
you have a Kobold Monster Card and another player has
a Kobold Monster Card, you activate both Kobolds
Exploration Phase
during your Villain Phase. If both Monsters survive until
the other player’s Villian Phase, that player will activate
You can move to any square, even diagonal ones, with a few minor
exceptions. You cannot enter a square with a monster (A). You can
move around walls but cannot enter a wall square (B). You cannot
move between two adjacent walls (C). You cannot end your move in
another Hero’s square (D).
villain Phase
both Kobolds again!
Hero Phase
This is the phase in which your Hero moves through the
dungeon and makes attacks against the Monsters encountered
along the way.
Hero’s Name, Race, Class, and Level: The top lines show
When you are done with your Villain Phase, the player to your
left begins his or her turn.
your Hero’s race and character class. The Hero’s level is
shown in the bottom right corner.
mOvemeNt
During your turn, your Hero moves through the dungeon to
attack Monsters, explore, and achieve the adventure’s objective.
Use the following rules for movement.
AC (Armor Class): The Hero’s defense score. An attack hits
the Hero if it equals or exceeds this number (see page 9).
1. If you have 0 Hit Points, use a Healing Surge token if one is
HP (Hit Points): The Hero’s health. Damage reduces the
available (see page 10).
Hero’s Hit Points (see page 10). You can never regain more
2. Perform one of the following actions:
Hit Points that your Hit Point total.
Move and then make an Attack.
Speed: The number of squares the Hero can move by using
When Do you Move?
Your Hero usually moves during the Hero Phase of your turn.
Attack and then Move.
a single move action (see page 7).
Make two Moves.
The efect of a Power Card, Treasure Card, or Encounter Card
can make your Hero move at other times, as well.
How Do you Move?
Your Hero moves according to his or her Speed, which is the
number of squares you can move your Hero during your turn.
When you inish all the steps in your Hero Phase, your
Exploration Phase begins.
Exploration Phase
This is the phase in which you add new Dungeon Tiles, draw
Monster Cards, and place Monsters.
Think of your Hero’s Speed as your movement budget. Each
time your Hero moves a square, you spend 1 point from that
budget. When you have no more Speed left, your Hero can’t
move any more.
1. If your Hero occupies a square along an unexplored edge
(see page 5), go on to Step 2.
If your Hero doesn’t occupy a square along an unexplored
edge, you don’t draw and place a new Dungeon Tile. In this
case, go on to the Villain Phase.
Each turn, you can spend up to your Speed budget to move
your Hero. Your Hero can attack either before or after moving,
or move twice instead of making an attack.
2. Draw a Dungeon Tile and place it with its triangle pointing
to the unexplored edge of the tile your Hero is exploring
from.
Your Hero can move in any direction, including diagonally,
If a creature with a base larger than one square is on more than
one tile, it counts as being on all the tiles that the base is on. For
example, Gravestorm the Dracolich counts as being on all the blue
tiles. All the green tiles are one tile away from Gravestorm.
3 . Place a Monster on the new tile. To place a Monster, draw
as long as you have the necessary Speed to spend.
a Monster Card and place the corresponding Monster
You can’t move your Hero into a square illed with a wall.
igure on the bone pile of the newly placed Dungeon Tile.
(The name of each Monster is printed on each igure’s
You can’t move your Hero into a square occupied by a
base.) If you draw a Monster Card that matches a Monster
Monster.
Card already in play in front of you, discard that Monster
Card and draw again. If another player has a matching
You can move your Hero through a square occupied by
Monster Card, however, that’s okay.
another Hero, but you can’t end your movement there.
When you have inished all the steps in your Exploration Phase,
your Villain Phase begins.
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AttACks
A Hero makes attacks using either his or her Hero’s Power
Card powers or the powers of Treasure Cards. Most Power
Cards are related to the Hero’s class, but some Heroes also have
a racial power.
Power Card Back
COmBAt
As you explore the dungeon below Castle Ravenloft, skeletons,
zombies, and other Monsters emerge to oppose you and your
allies. You need to defeat the Monsters to complete each
adventure.
Targeting
When you decide to attack, irst determine which Monsters
your Hero can target. A power speciies what Monsters you can
target, ranging from only Monsters in an adjacent square to a
Monster as far as 3 tiles away.
Power Card Face
At the start of every adventure, you select Power Cards that
you have available for that adventure. Set the remaining Power
Cards aside. For your irst few adventures, use the Power Cards
listed at the front of the Adventure Book. Once you become
more familiar with the game, you can select which Power Cards
you want to use.
Condition: Slowed
A spider’s web wraps around a Hero, making it diicult for
the Hero to get away. A massive nets falls from the ceiling and
entangles the Hero in ropes. These attacks and others like them
cause a Hero to be Slowed.
Whenever you attack, you pick a power you have in front of
you (either from a Power Card or a Treasure Card) and use it as
described in Combat (see page 9).
Daily Powers
Daily powers represent a signiicant attack or a spectacular
efect. When you use a daily power, you lip it over and cannot
use it again until some other efect (usually a Treasure Card)
allows you to lip it back up. Daily powers are the strongest
attacks you have access to in the game.
At-Will Powers
At-will powers are relatively simple attacks, spells, or prayers.
Using an at-will power requires no special efort. It is weaker
than a daily power, so when you use it you do not lip it over.
You can use it again on your next turn.
Utility Powers
Utility powers are special maneuvers that don’t actively attack
Monsters, but instead provide other advantages. These advan-
tages include a specialized move or the ability to counter a
Monster’s attack. Many of these powers don’t require an Attack
action to use, instead specifying when to use the ability. When
you use a Utility power, you lip it over and cannot use it again
until some other efect (usually a Treasure Card) allows you to
lip it back up.
Remember the diference between squares and tiles when
making attacks (see page 5).
If an attack or other efect causes your Hero to become
Slowed, put a Slowed marker on your Hero Card. You can
have only one Slowed marker on your Hero Card at a time.
Most important, keep in mind that you can never trace a
diagonal path between tiles. If a power lets you attack a
Monster within 1 tile of your Hero, that does not include
Monsters on a Dungeon Tile that is diagonal to yours.
You also cannot attack a Monster within 1 tile of your Hero
if a wall completely blocks paths between your tile and the
Monster’s tile.
AC and HP
The AC (Armor Class) of a Hero or a Monster determines
how diicult it is to hit. It represents a combination of physi-
cal armor, agility, and natural toughness. HP (Hit Points) show
how much damage a Hero or Monster can take before being
defeated.
Attack Bonus
Most attack powers and Monster attacks have an Attack Bonus.
A power with a higher Attack Bonus is more likely to hit than
one with a lower bonus.
Making an Attack
For each enemy a Hero’s power or a Monster’s attack targets,
roll the die and add the power’s Attack Bonus.
If your Hero is Slowed, his or her Speed is reduced to 2.
At the end of your Hero Phase, discard the
Slowed marker.
Condition: Immobilized
A ghoul’s paralyzing claws infect a Hero with a deadly toxin that
stops him or her from moving. A magical trap blasts an area
with ice, freezing a Hero in place. These attacks and others like
them cause a Hero to be Immobilized.
If an attack or other efect causes your Hero to become
Immobilized, put an Immobilized marker on your
Hero Card. You can have only one Immobilized
marker on your Hero Card at a time.
If your Hero is Immobilized, his or her Speed is reduced
to 0—that Hero can’t move!
At the end of your Hero Phase, discard the
Immobilized marker.
If the result of the die roll plus the bonus is equal to or greater
than the target’s Armor Class, the attack hits.
Damage
If an attack hits, it deals the listed damage to the Monster or
Hero. Damage that reduces a Monster’s Hit Points to 0 defeats
that Monster. Damage that does not reduce a Monster or Hero
to 0 Hit Points stays on that Monster or Hero (use the Hit Point
tokens to track that damage). Some Monsters have powers
that let them heal damage. Many Hero powers allow
you to heal varying amounts of damage that one
or more Heroes have sufered.
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