January 14th, 2011
CASTLE
RAVENLOFT - RULEBOOK WOES
A couple days ago I posted my
first thoughts on the Castle
Ravenloft boardgame. One of the things I
mentioned was the horrific quality of the rulebook. Today I want to
expound upon that a little bit.
But first, let me mention how the session we
played last night went: We had a couple of newbies at the table, so we
started with Adventure 2: Find the Icon of Ravenloft. This is
essentially the plain, vanilla version of the game. It's a good way to
get introduced to the basic gameplay, and then wraps up with a
climactic fight in the Chapel. We were able to conserve our big AoE
attacks until reaching the Chapel, but then two bad Encounter draws
ended up teleporting two of our Heroes to opposite ends of the dungeon
while spawning even more monsters. With a good deal of scrambling,
however, we were able to strand a gargoyle, reconcentrate the enemies,
and then blast our way out of the castle.
Good times.
We then moved to Adventure 9: Gauntlet of Terror.
In this scenario the layout of the dungeon is largely predetermined at
the beginning of play and groups of monsters are moving towards the
dungeon's entrance, seeking to escape and ransack the village. This
adventure completely inverts the strategy of the game in almost every
way.
The first time we played it, we screwed up the
respawning rules for the monsters. Then a couple of players left and a
new player showed up and we played through it a second time using all
of the rules correctly. Both plays were great fun, with quite a few
really tense moments. (Including one memorable turn where we ended up
semi-intentionally spawning 7 monsters at the same time.)
I've now played the game a total of 18 times. It
continues to deliver a consistently fun experience.
THE
RULEBOOK
With that being said, I now want to discuss the
inadequacies of the rulebook in a bit more detail. To quickly sum up
the problem: Castle
Ravenloft pretty much can't be played without
house-ruling pretty much every facet of the game.
EXAMPLE
1: IMMOBILIZATION
The complete rules for the Immobilized condition
read: "If your Hero is Immobilized, your Speed is reduced to 0 -- you
can't move!"
Okay, that means that you can't use a Move action
to move (since your Speed has been reduced to 0). But can you still use
At-Will, Utility, or Daily powers that allow you to move? What if
another character uses a power that would move you... is that allowed?
What if an encounter card is triggered with a trap-like effect that
would ordinarily force you to move -- does the Immobilized condition
prevent that movement, too? What if the effect in question doesn't use
the word "move" to describe the positional change, should that be
allowed?
For example, here's the text from the Overwhelming Terror
encounter card: "Place each Hero 2 tiles closer to the Start tile. If a
Hero is on the same tile as a Monster after being placed, that Hero is
slowed."
Should Overwhelming
Terror move an Immobilized Hero to a new tile? Does the
flavor text ("A
cacophony of shrieks and howls rises up around you, and your flee in
terror.") change your opinion?
If they aren't moved, do you still check to see if
they are slowed? And if you do, do you use the tile they're currently
on or the tile they would have been placed on if they were moved?
Okay, let's consider Strahd's Minions:
"Place the active Hero and the two Monsters that are closest to that
Hero on the tile farthest from the active Hero. If there are less than
two Monsters in play, place a new Monster adjacent to the active Hero
after he or she is placed."
If an Immobilized
Hero isn't placed on a new tile, should you still move the monsters?
And if not, should you draw a new monster if there are less than two in
play? (After all, there is no "after he or she is placed" if the Hero
was never placed.)
Should an immobilized rogue be allowed to move as
part of their Deft
Strike ability? ("Before the attack, you can move 2
squares. Attack on adjacent Monster.") If not, should the immobilized
rogue be allowed to move when the cleric uses Hallowed Advance?
("Hit or miss, each other Hero can move one tile.") If not, can the
fighter use Bodyguard
when the immobilized rogue is attacked? ("The attack misses instead,
and you swap positions with the Hero that was attacked.") Can the
fighter use Bodyguard
if the fighter is the one who's been immobilized?
In order to have a nice, consistent ruling for
being immobilized, our table has been playing "Immobilized" to mean:
(1) The immobilized Hero cannot change their own
location through the use of any action or power. Any other power,
ability, or effect which would change the immobilized Hero's location
takes effect normally -- including other Heroes using their powers,
attacks from Villains and Monsters, and Encounter cards.
But other reasonable interpretations could include:
(2) "Immobilized" simply reduces the Hero's speed
to 0. Any effect (including their own powers) which allows a Hero to
move without taking a Move action can be performed normally.
(3) An immobilized Hero "cannot move". Nothing
will cause them to leave they're currently standing in.
(4) 4th Edition's definition of Immobilized: "You
can't move from your space, although you can teleport and can be forced
to move by a pull, a push, or a slide."
Since forced movement isn't defined as part of the
Castle
Ravenloft rules (and "pull, "push", and "slide" are terms
of art which are not used), this would still leave gray areas. But you
could try to formalize something close to it by saying:
(5) An immobilized Hero has a speed of 0 and
cannot move using a Move action. A Hero cannot use any of their own
abilities to move. (Exception: The eladrin's Fey Step ability
can be used normally.) Any ability or effect which says that a Hero
"may" or "can" change their position cannot be used by the Hero.
Abilities or effects which do not give the Hero a choice in whether or
not to move affect an immobilized Hero normally.
Of course, all of these variant interpretations
result in significantly different gameplay. And many of them don't
provide clear guidance in resolving the tack-on issues of effects like Strahd's Minions.
(One of the reasons we use the interpretation we do is because it
doesn't have any gray areas in resolving abilities or powers found in
the game. It may occasionally give "illogical" results based on the
flavor text, but it can be applied with absolute consistency.)
EXAMPLE
2: GAUNTLET OF TERROR
Adventure 9: Gauntlet of Terror, like most of the
adventures in the game, introduces several scenario-specific rules. For
example:
When
an active
Hero moves within 1 tile of a tile with a face-down Monster token on
it, or onto a tile with a face-down Monster token on it, flip that
token over.
Seems simple enough. But does that mean that a
Hero can avoid flipping Monster tokens by simply not moving on
their turn? And if that's the case, then we've also re-opened the whole
"what counts as a move?" can of worms. Are we only talking about Move
actions? What if you take a Move action (which may or may not be
mandated by the game) but move 0 spaces? Or use your Move action to do
something other than move? What if you're immobilized?
And so forth.
(We interpreted this rule as, "If the active Hero
is within 1 tile of a face-down Monster token or on the same tile as a
Monster token at any point during their Hero phase, flip
that token
over."
This seems to match the intention of the rule as
written, but may be a distortion if "move" should be interpreted to
include movement from Encounter cards (which are drawn after the active
player's Hero phase is completed). On the other hand, if we changed the
rule to read "if the active Hero is within 1 tile of a face-down
Monster token (...) at any point during
their turn" we end up with a different kind of distortion
because the Monster tokens can also be moved within range during their
turn but after the Hero has moved. The rules as written clearly don't
suggest those tokens should be flipped over... but maybe they should? I
don't know.)
Complicating this, here's another example from the
same scenario:
Discard
the token [you flipped over]. Then place a new Monster token from the
box top face down on any tile (except for the Start tile) that doesn't
have a Monster token on it.
Does that mean we can place a Monster token on the
same tile as the Monster token we just flipped over? And, if so, should
we immediately flip it over again?
Another point of confusion: The rule as written
reads, "When an active Hero moves within 1 tile (...) or onto a tile."
That's a strange way of writing it because "within 1 tile" is
interpreted consistently elsewhere in the game to include the tile
you're on. It's probably just needless redundancy, but should it be
interpreted to mean that "within 1 tile" doesn't include "the tile the
Monster token is on" in this particular case? If so, does that mean if
you start your turn on a tile with a Monster token on it that you can
actually move around on that tile without flipping the token over
(since you wouldn't be moving onto the tile)? Or
even move diagonally off the tile (which would result in you being two
tiles away and never "within 1 tile" due to the tile-counting rules)?
Final example:
Shuffle
the
Dungeon Tile stack and take out 15 tiles. One at a time, each player
takes a turn placing one of those tiles adjacent to the unexplored edge
that it closest to the Start tile until all 15 tiles have been placed.
This rule is problematic because it doesn't tell
you how to orient the tiles you're placing. Since the monsters and
monster tokens in the scenario follow the arrows on the tiles, the
vagueness of the rule technically allows the players to construct a
board in which all of the monsters move away from the Start
tile (making the scenario ridicuously easy).
THE
NEED FOR A REVISED RULEBOOK
Needless to say, these radically different
interpretations and/or patchings of the rulebook are not trivial
matters in terms of gameplay.
For example, if Monster tokens can be placed on
the same tile you just removed a Monster token from and they can be
triggered as you place them, you can actually end up in scenarios where
all the remaining monsters in the game spontaneously generate.
On the other hand, consider the difference between
(1) "characters moving as a result of encounter cards flip a monster
token" and (2) "characters only flip monster tokens while using a Move
action" when dealing with an encounter card like Strahd's Minions
("Place the active Hero and the two Monsters that are closest to that
Hero on the tile farthest from the active Hero. If there are less than
two Monsters in play, place a new Monster adjacent to the active Hero
after he or she is placed.").
In the first scenario, you end up with a situation
where a Hero can be teleported to the far side of the board and
immediately spawn multiple monster tokens which will (probably) all
attack them simultaneously on the same turn.
In the second scenario, however, the Hero is
stranded in a far corner of the dungeon surrounded by prowling
monsters, allowing the other players to move the monster tokens away
from their location and prevent the mass-spawning which would otherwise
occur on their next turn.
Off-hand, I can't tell you which one makes for the
more interesting game; nor can I tell you which one makes for a more
balanced game; nor can I tell you which one the designers (Mike Mearls
and Peter Lee) intended me to play.
And these are not isolated problems. Both the
Rulebook and the Adventure book are filled to the brim with this kind
of vagueness and inaccuracy. I can't really classify this as bad game
design (I'm pretty certain the underlying design is actually quite
robust and thoroughly playtested). It's atrocious rules-writing, not
bad rules-design.
But given this woeful shortcoming in the game,
it's surprising that Wizard's response to the problem has been an
overwhelming and deafening silence: No errata. No FAQ. No official
clarification or support of any kind.
So, to conclude: Fun game. Very much worth
grabbing a copy of. But be prepared to put in a little sweat equity to
make the game function properly.
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