176 Open Daily games
0 Open Realtime games
  • Status: Retired
  • Version: 14.0
  • Designer: Thingol
  • Rating:
  • Rating Score: 9.57 out of 10 [7 ratings]
  • Difficulty: Beginner
  • Created Date: 16th Jan 2019
  • Release Date: 1st Mar 2017
  • Games Played: 0

Design Information
Territories 385
Continents 751
Advanced Features Artillery Borders
One-way Borders
View Only Borders
Fortify Only Borders
Attack Only Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 2,3,2,3,2,3,2
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Svalich Woods
Village of Barovia
The Swamp
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Cleric A Default Default
2 Wizard B Default Default

Board Description

Ravenloft

Based on the Ravenloft game/map/setting.

Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

Setting:

From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

Goal:

Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - magic items and persona must be matched in order to get any usefulness out of either. One without the other is useless.

Personas are as follows and each magic item generates a factory bonus, bonuses calculated based on the personas acquired by the player, at the start of their turn.

  • Rogue (no impact from/on magic items, but special ability below), max 3 units
  • Ranger - one of the heroic personas, max 12 units
  • Fighter - one of the heroic personas, max 12 units
  • Wizard - one of the heroic personas, max 12 units
  • Cleric - one of the heroic personas, max 12 units
  • Vampire (also special ability below); note - border to this persona is one-way; Max 10 units
  • Paladin (see below for all the special abilities)
  • Magic items generate positive or negative bonuses (based on persona) to life force and/or persona. There are 7 magic items with a variety of bonuses based on persona. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 2 in the village, 2 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn and +1 persona bonus per turn.
  • 15 attacks maximum per turn.
  • Fortifies are unlimited. Fortifies are across any connected territories.
  • Placement is enabled on life and persona flasks as well as magic items and some rare locations.
  • In the 2-player version, there is an additional factor to worry about - wandering monsters (ghouls, wolves, zombies and vampires) that wander the woods and roads. If they should attack your player, it will be a -1 on road and -2 for non-road territories. These attacks, it should be noted are relatively rare and do not include the locations of magic items, guardians, indoor areas, etc.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 bonus to persona. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health, most useful to the Ranger.
  • Owning the Burgomaster's Mansion yields a +1 life bonus, placeable. The mansion houses one of the magic items, the Holy Symbol of Ravenkind, most useful to the Cleric.
  • Mad Mary's affords the controlling player a place to house unlimited units, with secret one-way outlets to multiple streets. After Mad Mary has been calmed, her house acts as a +1 persona bonus to the player.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors. It has locations which have a 1 die artillery attack to each player's heroic (ranger, fighter, wizard, cleric) and vampire personas and thus, gives the player a chance to view his opponent's personas obtained.
  • Bildrath's Mercantile - features a smithy for each player whereby the player can craft a weapon to add +1 life. Each location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used - but beware, your opponents may steal it from you to keep you from using it.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • There are two Haunted Houses in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 persona bonus if the player has the cleric persona and a +1 persona bonus if the player has the vampire persona. These are limited to 3 units max.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (3 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare which is prized by the wizard. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with +1 advantage.
  • The magic fountain has 2 locations, 1 on each side of the fountain, which generate a +1 to persona.
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull. This item favors the vampire.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units, +2 to each of life and persona flasks. Enemy rogues often turn this effort of retention into a tearful one. Max unit count is 1 per location. The carnival is guarded by the carnival barker. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 factory bonus on itself per turn. Placement is enabled here.
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards an item, the Moonfriend Stone. This item grants a +1 bonus to both life and persona. Should a player have the vampire persona, these bonuses are negated.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 persona per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Madame Eva's curse - taking this position results in a -2 bonus applied to your opponents persona flasks. But beware, it acts as a -1 bonus to the controlling player. Recommended only for those who know they're ahead in persona bonuses.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Arrigal the assassin can be hired to kill your opponent's Rogue persona. It has a limit of 4 units but attacks the Rogue with advantage. This often sends the Rogue into hiding, prompting it to go into hit-and-run tactics.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd, which is most useful to the ranger, cleric and vampire personas.
  • The Dayheart Tower houses the Dayheart Amulet, coveted by the Vampire.
  • The Crypts house the powerful Sunsword, prized by all, especially the Cleric and Ranger and feared by the vampire. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin, see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has locations which generate a +1 life bonus and +1 persona bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • A player's Vampire persona can artillery attack other player's heroic (ranger, fighter, wizard, cleric) personas. The cleric defends slightly better against the vampire.
  • The ranger, wizard, cleric and vampire personas, if taken and subsequently lost, reset to max neutral count 2 (increment is 1 neutral per turn).
  • A player's Rogue persona can be sent to directly artillery attack several locations far away which can assist your long-distance pursuits. Rogue's have a max unit count of 3. The Rogue's courage stops at the castle entry, however. He won't go beyond the sentry. Nor will he enter a haunted house. The Rogue cannot attack magic items, though he can make their acquisition easier as he can backstab their guardians. At the least, this affords the player the visibility of the guardians and if they are still in place. The Rogue, by his nature, is not detectable by enemy vampires or the Tavern.
  • Immediately acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Finally, he can attack opponent's vampire personas. Note, if the player owning the Paladin also has a vampire persona, the factory +4 turn bonus is nullified. Among other things, the Paladin can see all the happenings within the castle. (also see Sunsword above for acquiring the Paladin)
  • How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring any four of the magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 385
    Continents 941
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Svalich Woods
    Village of Barovia
    The Swamp
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Cleric A Default Default
    2 Wizard B Default Default

    Board Description

    Ravenloft

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - magic items and persona must be matched in order to get any usefulness out of either. One without the other is useless.

    Personas are as follows and each magic item generates a factory bonus, bonuses calculated based on the personas acquired by the player, at the start of their turn.

  • Rogue (no impact from/on magic items, but special ability below), max 3 units
  • Ranger - one of the heroic personas, max 12 units
  • Fighter - one of the heroic personas, max 12 units
  • Wizard - one of the heroic personas, max 12 units
  • Cleric - one of the heroic personas, max 12 units
  • Vampire (also special ability below); note - border to this persona is one-way, max 10 units
  • Paladin (see below for all the special abilities)
  • Magic items generate positive or negative bonuses (based on persona) to life force and/or persona. There are 9 magic items with a variety of bonuses based on persona. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn and +1 persona bonus per turn.
  • 15 attacks maximum per turn.
  • Fortifies are unlimited. Fortifies are across any connected territories.
  • Placement is enabled on life and persona flasks as well as magic items and some rare locations.
  • In the 2-player version, there is an additional factor to worry about - wandering monsters (ghouls, wolves, zombies and vampires) that wander the woods and roads. If they should attack your player, it will be a -1 on road and -2 for non-road territories. These attacks, it should be noted are relatively rare and do not include the locations of magic items, guardians, indoor areas, etc.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 bonus to persona. Owning the church & graveyard yields a +1 life bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health, most useful to the Ranger.
  • Owning the Burgomaster's Mansion yields a +1 bonus, placeable. The mansion houses one of the magic items, the Holy Symbol of Ravenkind, most useful to the Cleric.
  • Mad Mary's houses a magic item, the Ring of Parting Prevented, which the ranger can best utilize, and has secret one-way outlets to multiple streets.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors. It has locations which have a 1 die artillery attack to each player's heroic (ranger, fighter, wizard, cleric) and vampire personas and thus, gives the player a chance to view his opponent's personas obtained.
  • Bildrath's Mercantile - features a smithy for each player whereby the player can craft a weapon to add +1 life. Each location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used - but beware, your opponents may steal it from you to keep you from using it.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • There are two Haunted Houses in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 persona bonus if the player has the cleric persona and a +1 persona bonus if the player has the vampire persona. These are limited to 3 units max.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (3 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare which is prized by the wizard. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with +1 advantage.
  • The magic fountain has 2 locations, 1 on each side of the fountain, which generate a +1 to persona.
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull. This item favors the vampire.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units, +2 to each of life and persona flasks. Enemy rogues often turn this effort of retention into a tearful one. Max unit count is 1 per location. The carnival is guarded by the carnival barker. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 factory bonus on itself per turn. Placement is enabled here.
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards one of the magic items, the Moonfriend Stone. This item is a boon to the cleric.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 persona per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Madame Eva's curse - taking this position results in a -2 bonus applied to your opponents persona flasks. But beware, it acts as a -1 bonus to the controlling player. Recommended only for those who know they're ahead in persona bonuses.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Arrigal the assassin can be hired to kill your opponent's Rogue persona. It has a limit of 4 units but attacks the Rogue with advantage. This often sends the Rogue into hiding, prompting it to go into hit-and-run tactics.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd, which is most useful to the ranger, cleric and vampire personas.
  • The Dayheart Tower houses the Dayheart Amulet, coveted by the Vampire.
  • The Crypts house the powerful Sunsword, prized by all, especially the Cleric and Ranger and feared by the vampire. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin, see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has locations which generate a +1 life bonus and +1 persona bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • A player's Vampire persona can artillery attack other player's heroic (ranger, fighter, wizard, cleric) personas. The cleric defends slightly better against the vampire.
  • The ranger, wizard, cleric and vampire personas, if taken and subsequently lost, reset to max neutral count 2 (increment is 1 neutral per turn).
  • A player's Rogue persona can be sent to directly artillery attack several locations far away which can assist your long-distance pursuits. Rogue's have a max unit count of 3. The Rogue's courage stops at the castle entry, however. He won't go beyond the sentry. Nor will he enter a haunted house. The Rogue cannot attack magic items, though he can make their acquisition easier as he can backstab their guardians. At the least, this affords the player the visibility of the guardians and if they are still in place. The Rogue, by his nature, is not detectable by enemy vampires or the Tavern.
  • Immediately acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Finally, he can attack opponent's vampire personas. Note, if the player owning the Paladin also has a vampire persona, the factory +4 turn bonus is nullified. Among other things, the Paladin can see all the happenings within the castle. (also see Sunsword above for acquiring the Paladin)
  • How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring a sufficient amount of magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    For this Version - securing 5 items will open the portal.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 298
    Continents 594
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Burgomaster's Mansion
    Madame Eva
    Church of Barovia
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Ranger C Default Default
    2 Cleric A Default Default
    3 Fighter B Default Default
    4 Vampire W Default Default

    Board Description

    Ravenloft

    One Persona

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - magic items and persona must be matched in order to get any usefulness out of either. One without the other is useless.

    Personas are as follows and each magic item generates a factory bonus, bonuses calculated based on the persona acquired by the player, at the start of their turn. Unlike all other scenarios, this version only allows the usage of one persona at a given time. A player may switch personas multiple times during the turn. Bonuses will generate based on which persona the player has chosen by turn's end.

  • Rogue (little impact from magic items, but has ability to view several guardians and important locations.)
  • Ranger - one of the heroic personas
  • Fighter - one of the heroic personas
  • Wizard - one of the heroic personas
  • Cleric - one of the heroic personas
  • Vampire - the lone 'evil' persona
  • Paladin (see below for all the special abilities)
  • Magic items generate positive or negative bonuses (based on persona) to life force and/or persona. There are 9 magic items with a variety of bonuses based on persona. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn.
  • 15 attacks maximum per turn.
  • Unlimited fortifies. Fortifies are across any connected territories.
  • Units are placeable on the life flask as well as magic items and some rare locations.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 life bonus. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health, most useful to the Ranger.
  • Owning the Burgomaster's Mansion yields a +1 life bonus, placeable. The mansion houses one of the magic items, the Holy Symbol of Ravenkind, most useful to the Cleric.
  • Mad Mary's houses a magic item, the Ring of Parting Prevented, which the ranger can best utilize, and has secret one-way outlets to multiple streets.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors, allowing the ability to spy on your opponent's persona usage.
  • Bildrath's Mercantile - features a smithy for each player whereby the player can craft a weapon to add +1 life. Each location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used - but beware, your opponents may steal it from you to keep you from using it.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • There are two Haunted Houses in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 life bonus if the player has the cleric persona and a +1 life bonus if the player has the vampire persona. Unit caps for these are 3.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (3 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare which is prized by the wizard. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with +1 advantage.
  • The magic fountain has a locations which generate a +1 placeable bonus.
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull. This item favors the vampire.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • North of the stagecoach is a smaller shortcut thru the woods, but beware the wolf ambush in this area.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units and +2 to life flask. Max unit count is 1 per location. The carnival is guarded by the carnival barker. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 placeable unit per turn. Placement is enabled here.
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards one of the magic items, the Moonfriend Stone. This item is a boon to the cleric.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 life per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd, which is most useful to the ranger, cleric and vampire personas.
  • The Dayheart Tower houses the Dayheart Amulet, coveted by the Vampire.
  • The Crypts house the powerful Sunsword, prized by all, especially the Cleric and Ranger and feared by the vampire. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin; see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has two locations which generate a +1 life bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special personas:

  • Immediately after acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Among other things, the Paladin can see all the happenings within the castle. Finally, the Paladin can attack opposing Vampire personas, causing those players to use their persona factory to replace the lost persona on the following turn.
  • (also see Sunsword above for acquiring the Paladin)

    How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key (by acquiring a sufficient amount of magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    This version requires securing 5 items to obtain the portal key.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 304
    Continents 329
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Burgomaster's Mansion
    Madame Eva
    Church of Barovia
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Cleric A Default Default
    2 Fighter B Default Default
    3 Ranger W Default Default

    Board Description

    Ravenloft

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - magic items and persona must be matched in order to get any usefulness out of either. One without the other is useless.

    Personas are as follows and each magic item generates a factory bonus, bonuses calculated based on the personas acquired by the player, at the start of their turn.

  • Rogue (no impact from/on magic items, but special ability below), max 3 units
  • Ranger - one of the heroic personas, max 12 units
  • Fighter - one of the heroic personas, max 12 units
  • Wizard - one of the heroic personas, max 12 units
  • Cleric - one of the heroic personas, max 12 units
  • Vampire (also special ability below); note - border to this persona is one-way, attack. Max 10 units
  • Paladin (see below for all the special abilities)
  • Magic items generate positive or negative bonuses (based on persona) to life force and/or persona. There are 7 magic items with a variety of bonuses based on persona. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 2 in the village, 2 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn and +1 persona bonus per turn.
  • 15 attacks maximum per turn.
  • Unlimited fortifies. Fortifies are across any connected territories.
  • Units are placeable on both life and persona flasks as well as magic items and some rare locations.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 bonus to persona. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health, most useful to the Ranger.
  • Owning the Burgomaster's Mansion yields a +1 life bonus, placeable. The mansion houses one of the magic items, the Holy Symbol of Ravenkind, most useful to the Cleric.
  • Mad Mary's affords the controlling player a place to house unlimited units, with secret one-way outlets to multiple streets. After Mad Mary has been calmed, her house acts as a +1 persona bonus to the player.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors. It has locations which have a 1 die artillery attack to each player's heroic (ranger, fighter, wizard, cleric) and vampire personas and thus, gives the player a chance to view his opponent's personas obtained. Furthermore, owning all opposing player Tavern locations yields a +1 persona bonus.
  • Bildrath's Mercantile - features a smithy for each player whereby the player can craft a weapon to add +1 life. Each location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used - but beware, your opponents may steal it from you to keep you from using it.
  • There are two Haunted Houses in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 persona bonus if the player has the cleric persona and a +1 persona bonus if the player has the vampire persona. Unit caps for these are 3.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (3 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare which is prized by the wizard. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with +1 advantage.
  • The magic fountain has 2 locations, 1 on each side of the fountain, which generate a +1 to persona.
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull. This item favors the vampire.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • North of the stagecoach is a smaller shortcut thru the woods, but beware the wolf ambush in this area.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units, +2 to each of life and persona flasks. Enemy rogues often turn this effort of retention into a tearful one. Max unit count is 1 per location. The carnival is guarded by the carnival barker. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 placeable unit per turn. Placement is enabled here.
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards an item, the Moonfriend Stone. This item grants a +1 bonus to both life and persona. Should a player have the vampire persona, these bonuses are negated.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 persona per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Madame Eva's curse - taking this position results in a -2 bonus applied to your opponents persona flasks. But beware, it acts as a -1 bonus to the controlling player.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Arrigal the assassin can be hired to kill your opponent's Rogue persona. It has a limit of 4 units but attacks the Rogue with advantage. This often sends the Rogue into hiding, prompting it to go into hit-and-run tactics.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd, which is most useful to the ranger, cleric and vampire personas.
  • The Dayheart Tower houses the Dayheart Amulet, coveted by the Vampire.
  • The Crypts house the powerful Sunsword, prized by all, especially the Cleric and Ranger and feared by the vampire. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin; see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has locations which generate a +1 life bonus and +1 persona bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • A player's Vampire persona can artillery attack other player's heroic (ranger, fighter, wizard, cleric) personas. The cleric defends slightly better against the vampire.
  • The ranger, wizard, cleric and vampire personas, if taken and subsequently lost, reset to max neutral count 2 (increment is 1 neutral per turn).
  • A player's Rogue persona can be sent to directly artillery attack several locations far away which can assist your long-distance pursuits. Rogue's have a max unit count of 3. The Rogue's courage stops at the castle entry, however. He won't go beyond the sentry. Nor will he enter a haunted house. The Rogue cannot attack magic items, though he can make their acquisition easier as he can backstab their guardians. At the least, this affords the player the visibility of the guardians and if they are still in place. The Rogue, by his nature, is not detectable by enemy vampires or the Tavern.
  • Immediately after acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Finally, he can attack opponent's vampire personas. Note, if the player owning the Paladin also has a vampire persona, the factory +4 turn bonus is nullified. Among other things, the Paladin can see all the happenings within the castle. (also see Sunsword above for acquiring the Paladin)
  • How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring any four magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 305
    Continents 614
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Burgomaster's Mansion
    Madame Eva
    Church of Barovia
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Cleric A Default Default
    2 Fighter B Default Default
    3 Ranger W Default Default

    Board Description

    Ravenloft

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note ? magic items and persona must be matched in order to get any usefulness out of either. One without the other is useless.

    Personas are as follows and each magic item generates a factory bonus, bonuses calculated based on the personas acquired by the player, at the start of their turn.

  • Rogue (no impact from/on magic items, but special ability below), max 3 units
  • Ranger - one of the heroic personas, max 12 units
  • Fighter - one of the heroic personas, max 12 units
  • Wizard - one of the heroic personas, max 12 units
  • Cleric - one of the heroic personas, max 12 units
  • Vampire (also special ability below); note - border to this persona is one-way, attack. Max 10 units
  • Paladin (see below for all the special abilities)
  • Magic items generate positive or negative bonuses (based on persona) to life force and/or persona. There are 9 magic items with a variety of bonuses based on persona. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn and +1 persona bonus per turn.
  • 15 attacks maximum per turn.
  • Unlimited fortifies. Fortifies are across any connected territories.
  • Units are placeable on both life and persona flasks as well as magic items and some rare locations.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 bonus to persona. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health, most useful to the Ranger.
  • Owning the Burgomaster's Mansion yields a +1 life bonus, placeable. The mansion houses one of the magic items, the Holy Symbol of Ravenkind, most useful to the Cleric.
  • Mad Mary's houses a magic item, the Ring of Parting Prevented, which the ranger can best utilize, and has secret one-way outlets to multiple streets.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors. It has locations which have a 1 die artillery attack to each player's heroic (ranger, fighter, wizard, cleric) and vampire personas and thus, gives the player a chance to view his opponent's personas obtained. Furthermore, owning all opposing player Tavern locations yields a +1 persona bonus.
  • Bildrath's Mercantile - features a smithy for each player whereby the player can craft a weapon to add +1 life. Each location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used - but beware, your opponents may steal it from you to keep you from using it.
  • There are two Haunted Houses in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 persona bonus if the player has the cleric persona and a +1 persona bonus if the player has the vampire persona. Unit caps for these are 3.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (3 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare which is prized by the wizard. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with +1 advantage.
  • The magic fountain has 2 locations, 1 on each side of the fountain, which generate a +1 to persona.
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull. This item favors the vampire.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • North of the stagecoach is a smaller shortcut thru the woods, but beware the wolf ambush in this area.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units, +2 to each of life and persona flasks. Enemy rogues often turn this effort of retention into a tearful one. Max unit count is 1 per location. The carnival is guarded by the carnival barker. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 placeable unit per turn. Placement is enabled here.
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards one of the magic items, the Moonfriend Stone. This item is a boon to the cleric.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 persona per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Madame Eva's curse - taking this position results in a -1 bonus applied to your opponents persona flask. But beware, it also does the same to you. Recommended only for those who know they're ahead in persona bonuses.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Arrigal the assassin can be hired to kill your opponent's Rogue persona. It has a limit of 4 units but attacks the Rogue with advantage. This often sends the Rogue into hiding, prompting it to go into hit-and-run tactics.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd, which is most useful to the ranger, cleric and vampire personas.
  • The Dayheart Tower houses the Dayheart Amulet, coveted by the Vampire.
  • The Crypts house the powerful Sunsword, prized by all, especially the Cleric and Ranger and feared by the vampire. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin; see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has locations which generate a +1 life bonus and +1 persona bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. These are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • A player's Vampire persona can artillery attack other player's heroic (ranger, fighter, wizard, cleric) personas. The cleric defends slightly better against the vampire.
  • The ranger, wizard, cleric and vampire personas, if taken and subsequently lost, reset to max neutral count 2 (increment is 1 neutral per turn).
  • A player's Rogue persona can be sent to directly artillery attack several locations far away which can assist your long-distance pursuits. Rogue's have a max unit count of 3. The Rogue's courage stops at the castle entry, however. He won't go beyond the sentry. Nor will he enter a haunted house. The Rogue cannot attack magic items, though he can make their acquisition easier as he can backstab their guardians. At the least, this affords the player the visibility of the guardians and if they are still in place. The Rogue, by his nature, is not detectable by enemy vampires or the Tavern.
  • Immediately after acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Finally, he can attack opponent's vampire personas. Note, if the player owning the Paladin also has a vampire persona, the factory +4 turn bonus is nullified. Among other things, the Paladin can see all the happenings within the castle. (also see Sunsword above for acquiring the Paladin)
  • How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring a sufficient amount of magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    The 3-player version requires securing 5 items to open the portal.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 307
    Continents 791
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Burgomaster's Mansion
    Madame Eva
    Church of Barovia
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Ranger C Default Default
    2 Cleric A Default Default
    3 Fighter B Default Default
    4 Vampire W Default Default

    Board Description

    Ravenloft

    One Persona

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - magic items and persona must be matched in order to get any usefulness out of either. One without the other is useless.

    Personas are as follows and each magic item generates a factory bonus, bonuses calculated based on the persona acquired by the player, at the start of their turn. Unlike all other scenarios, this version only allows the usage of one persona at a given time. A player may switch personas multiple times during the turn. Bonuses will generate based on which persona the player has chosen by turn's end.

  • Rogue (little impact from magic items, but has ability to view several guardians and important locations.)
  • Ranger - one of the heroic personas
  • Fighter - one of the heroic personas
  • Wizard - one of the heroic personas
  • Cleric - one of the heroic personas
  • Vampire - the lone 'evil' persona
  • Paladin (see below for all the special abilities)
  • Magic items generate positive or negative bonuses (based on persona) to life force and/or persona. There are 9 magic items with a variety of bonuses based on persona. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn.
  • 15 attacks maximum per turn.
  • Unlimited fortifies. Fortifies are across any connected territories.
  • Units are placeable on the life flask as well as magic items and some rare locations.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 life bonus. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health, most useful to the Ranger.
  • Owning the Burgomaster's Mansion yields a +1 life bonus, placeable. The mansion houses one of the magic items, the Holy Symbol of Ravenkind, most useful to the Cleric.
  • Mad Mary's houses a magic item, the Ring of Parting Prevented, which the ranger can best utilize, and has secret one-way outlets to multiple streets.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors, allowing the ability to spy on your opponent's persona usage.
  • Bildrath's Mercantile - features a smithy for each player whereby the player can craft a weapon to add +1 life. Each location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used - but beware, your opponents may steal it from you to keep you from using it.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • There are two Haunted Houses in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 life bonus if the player has the cleric persona and a +1 life bonus if the player has the vampire persona. Unit caps for these are 3.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (3 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare which is prized by the wizard. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with +1 advantage.
  • The magic fountain has a locations which generate a +1 placeable bonus.
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull. This item favors the vampire.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • North of the stagecoach is a smaller shortcut thru the woods, but beware the wolf ambush in this area.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units and +2 to life flask. Max unit count is 1 per location. The carnival is guarded by the carnival barker. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 placeable unit per turn. Placement is enabled here.
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards one of the magic items, the Moonfriend Stone. This item is a boon to the cleric.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 life per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd, which is most useful to the ranger, cleric and vampire personas.
  • The Dayheart Tower houses the Dayheart Amulet, coveted by the Vampire.
  • The Crypts house the powerful Sunsword, prized by all, especially the Cleric and Ranger and feared by the vampire. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin; see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has two locations which generate a +1 life bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special personas:

  • Immediately after acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Among other things, the Paladin can see all the happenings within the castle. Finally, the Paladin can attack opposing Vampire personas, causing those players to use their persona factory to replace the lost persona on the following turn.
  • (also see Sunsword above for acquiring the Paladin)

    How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring a sufficient amount of magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    This version requires securing 4 items to obtain the portal key.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 314
    Continents 443
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Burgomaster's Mansion
    Madame Eva
    Church of Barovia
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Cleric A Default Default
    2 Fighter B Default Default
    3 Ranger C Default Default
    4 Vampire W Default Default

    Board Description

    Ravenloft

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - magic items and persona must be matched in order to get any usefulness out of either. One without the other is useless.

    Personas are as follows and each magic item generates a factory bonus, bonuses calculated based on the personas acquired by the player, at the start of their turn.

  • Rogue (no impact from/on magic items, but special ability below), max 3 units
  • Ranger - one of the heroic personas, max 12 units
  • Fighter - one of the heroic personas, max 12 units
  • Wizard - one of the heroic personas, max 12 units
  • Cleric - one of the heroic personas, max 12 units
  • Vampire (also special ability below); note - border to this persona is one-way, attack. Max 10 units
  • Paladin (see below for all the special abilities)
  • Magic items generate positive or negative bonuses (based on persona) to life force and/or persona. There are 7 magic items with a variety of bonuses based on persona. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 2 in the village, 2 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn and +1 persona bonus per turn.
  • 15 attacks maximum per turn.
  • Unlimited fortifies. Fortifies are across any connected territories.
  • Units are placeable on both life and persona flasks as well as magic items and some rare locations.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 bonus to persona. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health, most useful to the Ranger.
  • Owning the Burgomaster's Mansion yields a +1 life bonus, placeable. The mansion houses one of the magic items, the Holy Symbol of Ravenkind, most useful to the Cleric.
  • Mad Mary's affords the controlling player a place to house unlimited units, with secret one-way outlets to multiple streets. After Mad Mary has been calmed, her house acts as a +1 persona bonus to the player.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors. It has locations which have a 1 die artillery attack to each player's heroic (ranger, fighter, wizard, cleric) and vampire personas and thus, gives the player a chance to view his opponent's personas obtained. Furthermore, owning all opposing player Tavern locations yields a +1 persona bonus.
  • Bildrath's Mercantile - features a smithy for each player whereby the player can craft a weapon to add +1 life. Each location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used - but beware, your opponents may steal it from you to keep you from using it.
  • There are two Haunted Houses in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 persona bonus if the player has the cleric persona and a +1 persona bonus if the player has the vampire persona. Unit caps for these are 3.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (3 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare which is prized by the wizard. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with +1 advantage.
  • The magic fountain has 2 locations, 1 on each side of the fountain, which generate a +1 to persona.
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull. This item favors the vampire.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • North of the stagecoach is a smaller shortcut thru the woods, but beware the wolf ambush in this area.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units, +2 to each of life and persona flasks. Enemy rogues often turn this effort of retention into a tearful one. Max unit count is 1 per location. The carnival is guarded by the carnival barker. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 placeable unit per turn. Placement is enabled here.
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards an item, the Moonfriend Stone. This item grants a +1 bonus to both life and persona. Should a player have the vampire persona, these bonuses are negated.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 persona per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Madame Eva's curse - taking this position results in a -2 bonus applied to your opponents persona flasks. But beware, it acts as a -1 bonus to the controlling player. Recommended only for those who know they're ahead in persona bonuses.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Arrigal the assassin can be hired to kill your opponent's Rogue persona. It has a limit of 4 units but attacks the Rogue with advantage. This often sends the Rogue into hiding, prompting it to go into hit-and-run tactics.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd, which is most useful to the ranger, cleric and vampire personas.
  • The Dayheart Tower houses the Dayheart Amulet, coveted by the Vampire.
  • The Crypts house the powerful Sunsword, prized by all, especially the Cleric and Ranger and feared by the vampire. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin; see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has locations which generate a +1 life bonus and +1 persona bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • A player's Vampire persona can artillery attack other player's heroic (ranger, fighter, wizard, cleric) personas. The cleric defends slightly better against the vampire.
  • The ranger, wizard, cleric and vampire personas, if taken and subsequently lost, reset to max neutral count 2 (increment is 1 neutral per turn).
  • A player's Rogue persona can be sent to directly artillery attack several locations far away which can assist your long-distance pursuits. Rogue's have a max unit count of 3. The Rogue's courage stops at the castle entry, however. He won't go beyond the sentry. Nor will he enter a haunted house. The Rogue cannot attack magic items, though he can make their acquisition easier as he can backstab their guardians. At the least, this affords the player the visibility of the guardians and if they are still in place. The Rogue, by his nature, is not detectable by enemy vampires or the Tavern.
  • Immediately after acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Finally, he can attack opponent's vampire personas. Note, if the player owning the Paladin also has a vampire persona, the factory +4 turn bonus is nullified. Among other things, the Paladin can see all the happenings within the castle. (also see Sunsword above for acquiring the Paladin)
  • How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring any four of the magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 315
    Continents 823
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Burgomaster's Mansion
    Madame Eva
    Church of Barovia
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Cleric A Default Default
    2 Fighter B Default Default
    3 Ranger C Default Default
    4 Vampire W Default Default

    Board Description

    Ravenloft

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note ? magic items and persona must be matched in order to get any usefulness out of either. One without the other is useless.

    Personas are as follows and each magic item generates a factory bonus, bonuses calculated based on the personas acquired by the player, at the start of their turn.

  • Rogue (no impact from/on magic items, but special ability below), max 3 units
  • Ranger - one of the heroic personas, max 12 units
  • Fighter - one of the heroic personas, max 12 units
  • Wizard - one of the heroic personas, max 12 units
  • Cleric - one of the heroic personas, max 12 units
  • Vampire (also special ability below); note - border to this persona is one-way, attack. Max 10 units
  • Paladin (see below for all the special abilities)
  • Magic items generate positive or negative bonuses (based on persona) to life force and/or persona. There are 9 magic items with a variety of bonuses based on persona. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn and +1 persona bonus per turn.
  • 15 attacks maximum per turn.
  • Unlimited fortifies. Fortifies are across any connected territories.
  • Units are placeable on both life and persona flasks as well as magic items and some rare locations.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 bonus to persona. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health, most useful to the Ranger.
  • Owning the Burgomaster's Mansion yields a +1 life bonus, placeable. The mansion houses one of the magic items, the Holy Symbol of Ravenkind, most useful to the Cleric.
  • Mad Mary's houses a magic item, the Ring of Parting Prevented, which the ranger can best utilize, and has secret one-way outlets to multiple streets.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors. It has locations which have a 1 die artillery attack to each player's heroic (ranger, fighter, wizard, cleric) and vampire personas and thus, gives the player a chance to view his opponent's personas obtained. Furthermore, owning all opposing player Tavern locations yields a +1 persona bonus.
  • Bildrath's Mercantile - features a smithy for each player whereby the player can craft a weapon to add +1 life. Each location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used - but beware, your opponents may steal it from you to keep you from using it.
  • There are two Haunted Houses in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 persona bonus if the player has the cleric persona and a +1 persona bonus if the player has the vampire persona. Unit caps for these are 3.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (3 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare which is prized by the wizard. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with +1 advantage.
  • The magic fountain has 2 locations, 1 on each side of the fountain, which generate a +1 to persona.
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull. This item favors the vampire.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • North of the stagecoach is a smaller shortcut thru the woods, but beware the wolf ambush in this area.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units, +2 to each of life and persona flasks. Enemy rogues often turn this effort of retention into a tearful one. Max unit count is 1 per location. The carnival is guarded by the carnival barker. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 placeable unit per turn. Placement is enabled here.
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards one of the magic items, the Moonfriend Stone. This item is a boon to the cleric.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 persona per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Madame Eva's curse - taking this position results in a -2 bonus applied to your opponents persona flasks. But beware, it acts as a -1 bonus to the controlling player. Recommended only for those who know they're ahead in persona bonuses.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Arrigal the assassin can be hired to kill your opponent's Rogue persona. It has a limit of 4 units but attacks the Rogue with advantage. This often sends the Rogue into hiding, prompting it to go into hit-and-run tactics.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd, which is most useful to the ranger, cleric and vampire personas.
  • The Dayheart Tower houses the Dayheart Amulet, coveted by the Vampire.
  • The Crypts house the powerful Sunsword, prized by all, especially the Cleric and Ranger and feared by the vampire. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin; see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has locations which generate a +1 life bonus and +1 persona bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • A player's Vampire persona can artillery attack other player's heroic (ranger, fighter, wizard, cleric) personas. The cleric defends slightly better against the vampire.
  • The ranger, wizard, cleric and vampire personas, if taken and subsequently lost, reset to max neutral count 2 (increment is 1 neutral per turn).
  • A player's Rogue persona can be sent to directly artillery attack several locations far away which can assist your long-distance pursuits. Rogue's have a max unit count of 3. The Rogue's courage stops at the castle entry, however. He won't go beyond the sentry. Nor will he enter a haunted house. The Rogue cannot attack magic items, though he can make their acquisition easier as he can backstab their guardians. At the least, this affords the player the visibility of the guardians and if they are still in place. The Rogue, by his nature, is not detectable by enemy vampires or the Tavern.
  • Immediately after acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Finally, he can attack opponent's vampire personas. Note, if the player owning the Paladin also has a vampire persona, the factory +4 turn bonus is nullified. Among other things, the Paladin can see all the happenings within the castle. (also see Sunsword above for acquiring the Paladin)
  • How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring a any four magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 315
    Continents 427
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Burgomaster's Mansion
    Madame Eva
    Church of Barovia
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Cleric A Default Default
    2 Fighter B Default Default
    3 Ranger C Default Default
    4 Vampire W Default Default

    Board Description

    Ravenloft - Advanced

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note ? magic items and persona must be matched in order to get any usefulness out of either. One without the other is useless.

    Personas are as follows and each magic item generates a factory bonus, bonuses calculated based on the personas acquired by the player, at the start of their turn.

  • Rogue (no impact from/on magic items, but special ability below), max 3 units
  • Ranger - one of the heroic personas, max 12 units
  • Fighter - one of the heroic personas, max 12 units
  • Wizard - one of the heroic personas, max 12 units
  • Cleric - one of the heroic personas, max 12 units
  • Vampire (also special ability below); note - border to this persona is one-way, attack. Max 10 units
  • Paladin (see below for all the special abilities)
  • Magic items generate positive or negative bonuses (based on persona) to life force and/or persona. There are 9 magic items with a variety of bonuses based on persona. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn and +1 persona bonus per turn.
  • 15 attacks maximum per turn.
  • Unlimited fortifies. Fortifies are across any connected territories.
  • Units are placeable on both life and persona flasks as well as magic items and some rare locations.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 bonus to persona. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health, most useful to the Ranger.
  • Owning the Burgomaster's Mansion yields a +1 life bonus, placeable. The mansion houses one of the magic items, the Holy Symbol of Ravenkind, most useful to the Cleric.
  • Mad Mary's houses a magic item, the Ring of Parting Prevented, which the ranger can best utilize, and has secret one-way outlets to multiple streets.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors. It has locations which have a 1 die artillery attack to each player's heroic (ranger, fighter, wizard, cleric) and vampire personas and thus, gives the player a chance to view his opponent's personas obtained. Furthermore, owning all opposing player Tavern locations yields a +1 persona bonus.
  • Bildrath's Mercantile - features a smithy for each player whereby the player can craft a weapon to add +1 life. Each location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used - but beware, your opponents may steal it from you to keep you from using it.
  • There are two Haunted Houses in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 persona bonus if the player has the cleric persona and a +1 persona bonus if the player has the vampire persona. Unit caps for these are 3.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (3 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare which is prized by the wizard. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with +1 advantage.
  • The magic fountain has 2 locations, 1 on each side of the fountain, which generate a +1 to persona.
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull. This item favors the vampire.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • North of the stagecoach is a smaller shortcut thru the woods, but beware the wolf ambush in this area.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units, +2 to each of life and persona flasks. Enemy rogues often turn this effort of retention into a tearful one. Max unit count is 1 per location. The carnival is guarded by the carnival barker. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 placeable unit per turn. Placement is enabled here.
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards one of the magic items, the Moonfriend. This item is a boon to the cleric.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 persona per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Madame Eva's curse - taking this position results in a -2 bonus applied to your opponents persona flasks. But beware, it acts as a -1 bonus to the controlling player. Recommended only for those who know they're ahead in persona bonuses.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Arrigal the assassin can be hired to kill your opponent's Rogue persona. It has a limit of 4 units but attacks the Rogue with advantage. This often sends the Rogue into hiding, prompting it to go into hit-and-run tactics.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd, which is most useful to the ranger, cleric and vampire personas.
  • The Dayheart Tower houses the Dayheart Amulet, coveted by the Vampire.
  • The Crypts house the powerful Sunsword, prized by all, especially the Cleric and Ranger and feared by the vampire. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin; see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has locations which generate a +1 life bonus and +1 persona bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • A player's Vampire persona can artillery attack other player's heroic (ranger, fighter, wizard, cleric) personas. The cleric defends slightly better against the vampire.
  • The ranger, wizard, cleric and vampire personas, if taken and subsequently lost, reset to max neutral count 2 (increment is 1 neutral per turn).
  • A player's Rogue persona can be sent to directly artillery attack several locations far away which can assist your long-distance pursuits. Rogue's have a max unit count of 3. The Rogue's courage stops at the castle entry, however. He won't go beyond the sentry. Nor will he enter a haunted house. The Rogue cannot attack magic items, though he can make their acquisition easier as he can backstab their guardians. At the least, this affords the player the visibility of the guardians and if they are still in place. The Rogue, by his nature, is not detectable by enemy vampires or the Tavern.
  • Immediately after acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Finally, he can attack opponent's vampire personas. Note, if the player owning the Paladin also has a vampire persona, the factory +4 turn bonus is nullified. Among other things, the Paladin can see all the happenings within the castle. (also see Sunsword above for acquiring the Paladin)
  • How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring a sufficient amount of magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    This version has special requirements. To obtain the portal key, a player must obtain 3 (or more) magic items. One of the items must be from the village, one must be from the countryside, and one must be from the castle.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 319
    Continents 911
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Wizard
    The Vampire
    The Cleric
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Cleric A Default Default
    2 Wizard B Default Default
    3 Ranger C Default Default
    4 Vampire W Default Default

    Board Description

    Ravenloft

    Special Powers

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - magic items and persona must be matched in order to get any usefulness out of either. One without the other is useless.

    Personas are as follows and each magic item generates a factory bonus, bonuses calculated based on the personas acquired by the player, at the start of their turn.

  • Rogue (no impact from/on magic items, but special ability below), max 3 units
  • Ranger - one of the heroic personas, max 12 units
  • Fighter - one of the heroic personas, max 12 units
  • Wizard - one of the heroic personas, max 12 units
  • Cleric - one of the heroic personas, max 12 units
  • Vampire (also special ability below); note - border to this persona is one-way, attack. Max 10 units.
  • Paladin (see below for all the special abilities)
  • Magic items generate positive or negative bonuses (based on persona) to life force and/or persona. There are 9 magic items with a variety of bonuses based on persona. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn and +1 persona bonus per turn.
  • 15 attacks maximum per turn.
  • Unlimited fortifies. Fortifies are across any connected territories.
  • Units are placeable on both life and persona flasks as well as magic items and some rare locations.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 bonus to persona. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health, most useful to the Ranger.
  • Owning the Burgomaster's Mansion yields a +1 life bonus, placeable. The mansion houses one of the magic items, the Holy Symbol of Ravenkind, most useful to the Cleric.
  • Mad Mary's houses a magic item, the Ring of Parting Prevented, which the ranger can best utilize, and has secret one-way outlets to multiple streets.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors. It has locations which have a 1 die artillery attack to each player's heroic (ranger, fighter, wizard, cleric) and vampire personas and thus, gives the player a chance to view his opponent's personas obtained.
  • Bildrath's Mercantile - features a smithy for each player whereby the player can craft a weapon to add +1 life. Each location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used - but beware, your opponents may steal it from you to keep you from using it.
  • There are two Haunted Houses in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 persona bonus if the player has the cleric persona and a +1 persona bonus if the player has the vampire persona. Unit caps for these are 3.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (3 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare which is prized by the wizard. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with +1 advantage.
  • The magic fountain has 2 locations, 1 on each side of the fountain, which generate a +1 to persona.
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull. This item favors the vampire.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • North of the stagecoach is a smaller shortcut thru the woods, but beware the wolf ambush in this area.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units, +2 to each of life and persona flasks. Enemy rogues often turn this effort of retention into a tearful one. Max unit count is 1 per location. The carnival is guarded by the carnival barker. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 placeable unit per turn. Placement is enabled here.
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards one of the magic items, the Moonfriend Stone. This item is a boon to the cleric.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 persona per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Madame Eva's curse - taking this position results in a -2 bonus applied to your opponents persona flasks. But beware, it acts as a -1 bonus to the controlling player. Recommended only for those who know they're ahead in persona bonuses.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Arrigal the assassin can be hired to kill your opponent's Rogue persona. It has a limit of 4 units but attacks the Rogue with advantage. This often sends the Rogue into hiding, prompting it to go into hit-and-run tactics.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd, which is most useful to the ranger, cleric and vampire personas.
  • The Dayheart Tower houses the Dayheart Amulet, coveted by the Vampire.
  • The Crypts house the powerful Sunsword, prized by all, especially the Cleric and Ranger and feared by the vampire. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin; see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has locations which generate a +1 life bonus and +1 persona bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • A player's Vampire persona can artillery attack other player's heroic (ranger, fighter, wizard, cleric) personas. The cleric defends slightly better against the vampire.
  • The ranger, wizard, cleric and vampire personas, if taken and subsequently lost, reset to max neutral count 2 (increment is 1 neutral per turn).
  • A player's Rogue persona can be sent to directly artillery attack several locations far away which can assist your long-distance pursuits. Rogue's have a max unit count of 3. The Rogue's courage stops at the castle entry, however. He won't go beyond the sentry. Nor will he enter a haunted house. The Rogue cannot attack magic items, though he can make their acquisition easier as he can backstab their guardians. At the least, this affords the player the visibility of the guardians and if they are still in place. The Rogue, by his nature, is not detectable by enemy vampires or the Tavern.
  • Immediately after acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Finally, he can attack opponent's vampire personas. Note, if the player owning the Paladin also has a vampire persona, the factory +4 turn bonus is nullified. Among other things, the Paladin can see all the happenings within the castle. (also see Sunsword above for acquiring the Paladin)
  • Magic Item Special Powers:

  • Codex Advocare - allows limited teleportation near the Gingerbread house, Magic Fountain and Circus locations (player must possess the Wizard persona).
  • Moonfriend Stone - adds a persona bonus for each other magic item acquired (note - player must possess the Cleric persona).
  • Ring of Parting Prevented - adds a placement bonus for each persona taken.
  • Skull - adds a life bonus for each haunted house taken, allows vision to opponent vampire personas and haunted houses. (note - player must possess the Vampire persona).
  • Pendant of Good Health - Requiring the fighter persona, generates an additional +1 persona bonus. Can attack all warehouses/empty houses with advantage. Generates a unit onto each friendly warehouse/empty houses up to unit max for the location (note - player must possess the Fighter persona).
  • Holy Symbol - Has an artillery border against the haunted house locations, attacking with advantage. Generates a +2 persona bonus on the Cleric persona (capturing it if it is neutral).
  • How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring a sufficient amount of magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    This version requires 4 items to open the portal

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 306
    Continents 1040
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2 3 4 5
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Mansion
    Madame Eva
    The Church
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Rogue B Default Default
    2 Ranger C Default Default
    3 Wizard A Default Default
    4 Vampire W Default Default
    5 Cleric A Default Default
    6 Fighter B Default Default

    Board Description

    Ravenloft

    Unique Personas SE - Random assignment

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - use the matrix in the middle of the board to match magic items to your persona to determine bonuses.

    Personas - Each player represents a distinct persona. Each has special abilities and each generates magic item bonuses based on the matrix in the center of the board.

  • Rogue
  • Generates a +1 factory bonus on each warehouse owned and can fortify from these

    locations back to his Life flask.

    Has the ability to view each of the magic item's guardian locations as well as guardian

    for other special locations (Circus, Gingerbread House and Castle entrance).

    Gets a +1 placement bonus for owning the Tavern.

    Defends with additional advantage against the Assassin and Vampire.

    The Rogue can attack Rafael's Barge from his Life Flask with advantage (artillery

    border). Likewise, since he knows Donnie Drumpf (aka "Donnie 2-times"), he can easily

    get into the Carnival (artillery border).

    Finally, the Rogue has a "Rogue's Gallery' location. This location, capped at 2 units, has

    fortify abilities to the warehouse and empty warehouse locations. The Rogue's life flask

    has an attack border to the Rogue's Gallery.

    Gains a placeable +2 bonus for owning all 4 empty/ware-houses.

  • Ranger
  • Generates an additional +1 bonus for any two countryside magic items owned.

    Due to his connection with nature, has artillery borders to the Water Nymph, Wolf

    Ambush, Werewolf Trapper and Stagecoach locations from his Life flask at slight

    advantage.

    The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper and Fountain

    locations.

    Due to his scouting nature, the Ranger has some viewable locations along the roads and

    paths.

  • Fighter
  • Begins with additional +1 default bonus.

    Additional +1 bonus for any two village magic items owned.

    Gets an additional +1 placeable bonus for owning the smithy at Bildrath's Mercantile.

    Can fortify from his Life flask to any village magic item locations.

    The Fighter attacks anywhere in the Town Center at advantage and has an extra

    jumping off point in each direction from the Town Center.

  • Wizard
  • Can cast the following spells - fireball and magic missile. Fireball casts a 5 unit artillery

    attack at any one non-castle magic item location and hits at 100%. For a brief moment,

    the wizard will get a glimpse of the location being targeted. Magic Missile artillery

    attacks each non-castle magic item location with 2 units, each landing at 100%. Fireball

    and Magic Missile take place the turn following their being set. Note - the Magic Missile

    will not harm the Wizard's own units.

    To replenish spells, the wizard needs to secure the Magic Fountain and the Codex or

    Azalin's Tower and the Codex.

    The Wizard's divination abilities give view-only borders to the bridges.

    +2 bonus for taking Azalin's Tower.

    Dual-continent bonus of +1 for owning any two of Azalin's Tower, Codex Advocare

    and the Ring of Parting Prevented.

  • Cleric
  • Has the ability to become the Paladin (see below) if acquires the Sunsword.

    Gets an additional +1 placeable bonus for owning the Church.

    Has view borders to the Haunted houses, but gets a -1 penalty for each haunted house

    owned.

    Can cast Heal spells (+2 bonus to all of his non-castle magic item locations and also to

    the chapel bonus locations in the castle).

    Has the ability to 'turn' the Ghost of Van Richten (factory attacks to the ghost and the

    tower entrance/stairs).

    Heal and Turn take place the turn following their being set.

    To replenish spells, the Cleric needs to secure the Magic Fountain and the Holy Symbol

    of Ravenkind or Azalin's Tower and the Holy Symbol.

    +1 bonus for taking Azalin's Tower.

    Dual-continent bonus of +1 for owning any two of Moonfriend Stone, Pendant and Holy

    Symbol.

  • Vampire
  • Generates a +1 bonus for each haunted house owned. Owning all 3 haunted houses

    generates a +1 factory bonus to the Vampire Attack location which can attack opposing

    player's Life Flask, possibly taking over their persona. Owning multiple haunted houses

    also generates dual-bonuses for the vampire (+1 for any two, +3 if own all three).

    The ability to transfer from Life Flask to any owned haunted house.

    Immune to the Assassin's attack.

    Can view the Life Flask of opposing players.

    The Vampire gets no bonus for owning the Church, but does get a +2 placeable bonus

    for owning the Graveyard. Furthermore, each Cemetary location owned generates a +1

    factory bonus on itself.

    The Vampire can attack the Stagecoach from his Life flask (artilllery border) with

    advantage.

    +1 bonus for taking Azalin's Tower.

    Finally, the Vampire gets an additional +1 bonus for any two castle magic items owned.

    Magic items generate positive bonuses to life force based on the player's persona. There are 9 magic items with a variety of bonuses. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn.
  • 15 attacks maximum per turn.
  • Card sets are 2 or 3 units.
  • Unlimited fortifies. Fortifies are across any connected territories.
  • Placeable bonus units are placeable on both the life flask as well as magic items and some rare locations.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 bonus. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health.
  • Owning the Burgomaster's Mansion yields a +1 life bonus. The mansion houses one of the magic items, the Holy Symbol of Ravenkind.
  • Mad Mary's houses a magic item, the Ring of Parting Prevented. The interior of Mad Mary's has secret one-way outlets to multiple streets.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors. The players who controls the Tavern has the Rogue-like ability to view the Guardians for each of the Guardian locations in the village and the countryside.
  • Bildrath's Mercantile - features a player weapon smithy whereby the player can craft a weapon to add +1 life. This location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • There are three Haunted Houses (HH) in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 life bonus if the player is the cleric persona and a +1 life bonus if the player is the vampire persona. Unit caps for these are 4. Placement is enabled on these locations.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (4 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with slight advantage. Also, the Tower can pick off approaching troops down the path (artillery border with +1 advantage).
  • The magic fountain has a location, guarded by a water nymph, which will generate a +1 placeable bonus if acquired (also for the Wizard and Cleric, it assists in recharging their spells).
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • Azalin's Tower - This long-abandoned tower holds a forgotten secret, a magic crystal scrying stone. Taking the tower factory-generates to a location under the tower from which the owner can switch amongst several spots. Each spot has view to a handful of locations near a key area on the map. The scrying stone can view multiple areas per turn. It receives 2 units at the start of each turn to use for selection. Also, placement is on for the Scrying Stone and all Scrying Locations, although the latter are reset at the start of each turn. The scrying stone also enhances the ability of magic-users (Wizard, Cleric, Vampire) who gain a bonus from it. Also, assists Wizards and Clerics with recharging their spells (see the verbiage for those heroes).
  • Scrying Locations:

    1-North near Werewolf Trapper

    2-NW near the Carnival

    3-NW near the Stagecoach and Vistani Camp

    4-West, on the Gingerbread path

    5-SW on the swamp path near the Fountain

    6-East on path to Van Ricthen's Tower

  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • North of the stagecoach is a smaller shortcut thru the woods, but beware the wolf ambush in this area.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units and +2 to the life flask. Max unit count is 1 per location. The carnival is guarded by the carnival barker Donnie J Drumpf. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 placeable unit per turn. Placement is enabled here.
  • Very important bonus - Wanderer bonus of +3 placeable units for owning The Carnival (all), Magic Fountain and Gingerbread House (all).
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards one of the magic items, the Moonfriend Stone.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 Life bonus per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Arrigal the assassin can be hired to kill your opponent's Life Flask capital, limit one attack per turn. It has a limit of 3 units and attacks at slight disadvantage.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd.
  • The Dayheart Tower houses the Dayheart Amulet.
  • The Crypts house the powerful Sunsword. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin; see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has two locations which each generate a +1 life bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • Immediately after acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Among other things, the Paladin can see all the happenings within the castle and he can attack the Vampire player's Life flask.
  • (also see Sunsword above for acquiring the Paladin)

    How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring a sufficient amount of magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    This version requires acquiring any 4 magic items.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 306
    Continents 1040
    Advanced Features Artillery Borders
    One-way Borders
    View Only Borders
    Fortify Only Borders
    Attack Only Borders
    Border Modifiers
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3 4 5
    Card Sets Worth 2,3,2,3,2,3,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Mansion
    Madame Eva
    The Church
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Rogue B Default Default
    2 Ranger C Default Default
    3 Wizard A Default Default
    4 Vampire W Default Default
    5 Cleric A Default Default
    6 Fighter B Default Default

    Board Description

    Ravenloft

    Unique Personas SE

    Based on the Ravenloft game/map/setting.

    Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft

    Setting:

    From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept?

    Goal:

    Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - use the matrix in the middle of the board to match magic items to your persona to determine bonuses.

    Personas - Each player represents a distinct persona. Each has special abilities and each generates magic item bonuses based on the matrix in the center of the board.

  • Rogue
  • Generates a +1 factory bonus on each warehouse owned and can fortify from these

    locations back to his Life flask.

    Has the ability to view each of the magic item's guardian locations as well as guardian

    for other special locations (Circus, Gingerbread House and Castle entrance).

    Gets a +1 placement bonus for owning the Tavern.

    Defends with additional advantage against the Assassin and Vampire.

    The Rogue can attack Rafael's Barge from his Life Flask with advantage (artillery

    border). Likewise, since he knows Donnie Drumpf (aka "Donnie 2-times"), he can easily

    get into the Carnival (artillery border).

    Finally, the Rogue has a "Rogue's Gallery' location. This location, capped at 2 units, has

    fortify abilities to the warehouse and empty warehouse locations. The Rogue's life flask

    has an attack border to the Rogue's Gallery.

    Gains a placeable +2 bonus for owning all 4 empty/ware-houses.

  • Ranger
  • Generates an additional +1 bonus for any two countryside magic items owned.

    Due to his connection with nature, has artillery borders to the Water Nymph, Wolf

    Ambush, Werewolf Trapper and Stagecoach locations from his Life flask at slight

    advantage.

    The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper and Fountain

    locations.

    Due to his scouting nature, the Ranger has some viewable locations along the roads and

    paths.

  • Fighter
  • Begins with additional +1 default bonus.

    Additional +1 bonus for any two village magic items owned.

    Gets an additional +1 placeable bonus for owning the smithy at Bildrath's Mercantile.

    Can fortify from his Life flask to any village magic item locations.

    The Fighter attacks anywhere in the Town Center at advantage and has an extra

    jumping off point in each direction from the Town Center.

  • Wizard
  • Can cast the following spells - fireball and magic missile. Fireball casts a 5 unit artillery

    attack at any one non-castle magic item location and hits at 100%. For a brief moment,

    the wizard will get a glimpse of the location being targeted. Magic Missile artillery

    attacks each non-castle magic item location with 2 units, each landing at 100%. Fireball

    and Magic Missile take place the turn following their being set. Note - the Magic Missile

    will not harm the Wizard's own units.

    To replenish spells, the wizard needs to secure the Magic Fountain and the Codex or

    Azalin's Tower and the Codex.

    The Wizard's divination abilities give view-only borders to the bridges.

    +2 bonus for taking Azalin's Tower.

    Dual-continent bonus of +1 for owning any two of Azalin's Tower, Codex Advocare

    and the Ring of Parting Prevented.

  • Cleric
  • Has the ability to become the Paladin (see below) if acquires the Sunsword.

    Gets an additional +1 placeable bonus for owning the Church.

    Has view borders to the Haunted houses, but gets a -1 penalty for each haunted house

    owned.

    Can cast Heal spells (+2 bonus to all of his non-castle magic item locations and also to

    the chapel bonus locations in the castle).

    Has the ability to 'turn' the Ghost of Van Richten (factory attacks to the ghost and the

    tower entrance/stairs).

    Heal and Turn take place the turn following their being set.

    To replenish spells, the Cleric needs to secure the Magic Fountain and the Holy Symbol

    of Ravenkind or Azalin's Tower and the Holy Symbol.

    +1 bonus for taking Azalin's Tower.

    Dual-continent bonus of +1 for owning any two of Moonfriend Stone, Pendant and Holy

    Symbol.

  • Vampire
  • Generates a +1 bonus for each haunted house owned. Owning all 3 haunted houses

    generates a +1 factory bonus to the Vampire Attack location which can attack opposing

    player's Life Flask, possibly taking over their persona. Owning multiple haunted houses

    also generates dual-bonuses for the vampire (+1 for any two, +3 if own all three).

    Immune to the Assassin's attack.

    Can fortify to any owned haunted house.

    Can view the Life Flask of opposing players.

    The Vampire gets no bonus for owning the Church, but does get a +2 placeable bonus

    for owning the Graveyard. Furthermore, each Cemetary location owned generates a +1

    factory bonus on itself.

    The Vampire can attack the Stagecoach from his Life flask (artilllery border) with

    advantage.

    +1 bonus for taking Azalin's Tower.

    Finally, the Vampire gets an additional +1 bonus for any two castle magic items owned.

    Magic items generate positive bonuses to life force based on the player's persona. There are 9 magic items with a variety of bonuses. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle.

    Gameplay special notes:

  • Magic Items are outlined on the map in blue.
  • Default bonuses are +4 life force per turn.
  • 15 attacks maximum per turn.
  • Card sets are 2 or 3 units.
  • Unlimited fortifies. Fortifies are across any connected territories.
  • Placeable bonus units are placeable on both the life flask as well as magic items and some rare locations.
  • The Village of Barovia, places of interest

  • The Town Square is where each adventure begins and will be a busy place throughout the game, especially the early gameplay. Each player can begin their turn by attacking from their life force into one of the town square spots.
  • Owning the Church (all spots) adds a +1 bonus. Owning the church & graveyard yields a +1 bonus, placeable. The Church houses one of the magic items, the Pendant of Good Health.
  • Owning the Burgomaster's Mansion yields a +1 life bonus. The mansion houses one of the magic items, the Holy Symbol of Ravenkind.
  • Mad Mary's houses a magic item, the Ring of Parting Prevented. The interior of Mad Mary's has secret one-way outlets to multiple streets.
  • The Blood on the Vine Tavern allows the players to converse with the local inhabitants, unearthing information and rumors. The players who controls the Tavern has the Rogue-like ability to view the Guardians for each of the Guardian locations in the village and the countryside.
  • Bildrath's Mercantile - features a player weapon smithy whereby the player can craft a weapon to add +1 life. This location will be a max unit count 1. The weapon will generate a placeable unit each turn as long as it is used.
  • Vadrugal's Coach Company - a player can take a ride to one of 2 spots (attack-only borders) up the road. Note, however, that the coach is limited to 2 units at a time, so usage must be timely.
  • There are three Haunted Houses (HH) in Barovia. These are attuned to vampires, but hurt the cleric. Each yields a -1 life bonus if the player is the cleric persona and a +1 life bonus if the player is the vampire persona. Unit caps for these are 4. Placement is enabled on these locations.
  • There are a number of empty houses and a warehouse. There are no bonuses for populating these spots, and they vary in max unit caps (4 for vacant houses, 10 for the warehouse), but placement is enabled on them and they may act as staging grounds for future operations. The warehouse has one-way exits in the rear of the building which allow for speedy starts on the road.
  • The Countryside, places of interest

  • Van Richten's Tower, east of Barovia, and once home of the legendary vampire hunter Rudolph Van Richten, houses one of the magic items, the Codex Advocare. But beware! The villagers believe the tower to be haunted. The tower has steps leading up to - the higher steps defend with slight advantage. Also, the Tower can pick off approaching troops down the path (artillery border with +1 advantage).
  • The magic fountain has a location, guarded by a water nymph, which will generate a +1 placeable bonus if acquired (also for the Wizard and Cleric, it assists in recharging their spells).
  • The Gingerbread House has 3 locations which generate a +1 to life, sprinkled with candy by the Annis Hag Pretty Kolchya.
  • Azalin's Tower - This long-abandoned tower holds a forgotten secret, a magic crystal scrying stone. Taking the tower factory-generates to a location under the tower from which the owner can switch amongst several spots. Each spot has view to a handful of locations near a key area on the map. The scrying stone can view multiple areas per turn. It receives 2 units at the start of each turn to use for selection. Also, placement is on for the Scrying Stone and all Scrying Locations, although the latter are reset at the start of each turn. The scrying stone also enhances the ability of magic-users (Wizard, Cleric, Vampire) who gain a bonus from it. Also, assists Wizards and Clerics with recharging their spells (see the verbiage for those heroes).
  • Scrying Locations:

    1-North near Werewolf Trapper

    2-NW near the Carnival

    3-NW near the Stagecoach and Vistani Camp

    4-West, on the Gingerbread path

    5-SW on the swamp path near the Fountain

    6-East on path to Van Ricthen's Tower

  • The Sea Hag has a small dock and boat just outside her lair in the marshes from which she occasionally travels to see her sister, with a beach landing near the Gingerbread House. She has developed a beachfront resembling a snake to guide her way. The Sea Hag guards one of the magic items, the Stifled (screaming) Skull.
  • Strahd's Stagecoach affords a quick travel to Castle Ravenloft, provided you defeat the guardian. The stagecoach slowly resets to neutral 4 after delivering it's occupants.
  • North of the stagecoach is a smaller shortcut thru the woods, but beware the wolf ambush in this area.
  • In the far northwest is the Carnival of Tears. This carnival offers up many bonuses if a player can take and retain all 3 locations. Bonuses are +2 placement units and +2 to the life flask. Max unit count is 1 per location. The carnival is guarded by the carnival barker Donnie J Drumpf. The carnival barker respawns up to neutral 2.
  • Varikov the dwarven werewolf trapper has an abode in the north. Defeating him allows the player to loot a special silvered weapons cache, +1 placeable unit per turn. Placement is enabled here.
  • Very important bonus - Wanderer bonus of +3 placeable units for owning The Carnival (all), Magic Fountain and Gingerbread House (all).
  • The Vistani Camp, places of interest

  • Madam Eva, the leader and seer of the Vistani (a nomadic gypsy-like folk), guards one of the magic items, the Moonfriend Stone.
  • Madama Eva's crystal ball - stop in for a peak to see the ownership of the magical items or keep a unit to retain that vision turn to turn at the cost of 1 Life bonus per turn. Eva's crystal ball cannot scry the items within the castle, however, as the castle wards are too powerful.
  • Rafael's Barge affords a small shortcut to Castle Ravenloft, provided you pay the fee. The barge slowly resets to neutral 2 after delivering it's occupants.
  • Arrigal the assassin can be hired to kill your opponent's Life Flask capital, limit one attack per turn. It has a limit of 3 units and attacks at slight disadvantage.
  • Castle Ravenloft, areas of interest

    The Castle is populated with several creatures, some basic and some monstrous and contains 3 of the magic items, each very powerful.

  • The castle Library houses the Tome of Strahd.
  • The Dayheart Tower houses the Dayheart Amulet.
  • The Crypts house the powerful Sunsword. If a player has the cleric persona and acquires the sunsword, his cleric persona transforms into the Paladin; see the Paladin special abilities below.
  • In the Dining Hall at Castle Ravenloft is an image of Strahd. Defeating this image (which defends at +2) allows a fortify border from your life force into the Castle.
  • The Castle's Chapel has two locations which each generate a +1 life bonus.
  • The Castle Overlook affords a view of several locations in the town of Barovia.
  • The Castle forward Turrets allow visibility to anyone approaching the castle and attack with artillery borders with slight advantage to them. They are placement-enabled and capped at 6 units.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • Immediately after acquiring it, 4 units are placed on the Paladin. The Paladin has a few abilties. He generates a factory +4 units each turn on himself. He has placement enabled. He can attack other artifacts and creatures within the castle with advantage (except the image of Strahd, which he knows to be a fake). He can attack Strahd's real visage in the Audience Hall (defeating Strahd adds +2 placeable bonus to the player). Among other things, the Paladin can see all the happenings within the castle and he can attack the Vampire player's Life flask.
  • (also see Sunsword above for acquiring the Paladin)

    How to win:

    Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring a sufficient amount of magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5.

    This version requires acquiring any 4 magic items.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed15
    Number of fortifies allowedUnlimited
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values2,3,2,3,2,3,2,3,2,3,2
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units5
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionSeats
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsSeats