184 Open Daily games
0 Open Realtime games
  • Status: Retired
  • Version: 7.0
  • Designer: Thingol
  • Rating: Unrated
  • Rating Score:
  • Difficulty: Advanced
  • Created Date: 21st Apr 2020
  • Release Date: 6th Jun 2019
  • Games Played: 0

Design Information
Territories 292
Continents 550
Advanced Features Attack Only Borders
One-way Borders
Border Modifiers
View Only Borders
Fortify Only Borders
Artillery Borders
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 Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Ranger1
Ranger2
Ranger3
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Strahd Strahd W Default Default
2 Ranger1 Heroes B Default Default
3 Ranger2 Heroes C Default Default
4 Ranger3 Heroes B Default Default

Board Description

Ravenloft

Against the Vampire SE

A Ranger's Stew

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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

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 - N/A for this scenario.
  • Ranger - additional +1 bonus for any two countryside magic items owned. Due to his connection with nature and scouting ability, has artillery borders to the Water Nymph, Wolf Ambush, Werewolf Trapper, Stagecoach and other road and path locations from his Life flask at slight advantage. The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper and Fountain locations.
  • Fighter - N/A for this scenario.
  • Wizard - N/A for this scenario.
  • Cleric - N/A for this scenario.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all three castle items generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Receives a +1 bonus for taking Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer and team placement is ON for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. The scrying stone also enhances the ability of magic-users (Wizard, Cleric, Vampire) who gain a bonus from it. 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.
  • 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. It has a limit of 5 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.
  • The Castle entrance defends at +1.
  • Note - if one of the castle inhabitants is defeated and the spot vacated of units, the inhabitant will regenerate at the rate of 1 per turn (at start of Strahd's turn).
  • Special persona powers:

  • N/A for this scenario
  • How to win:

    Heroes:

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOn
    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 ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 299
    Continents 583
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Ranger
    The Fighter
    The Cleric
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Ranger Heroes C Default Default
    3 Fighter Heroes B Default Default
    4 Cleric Heroes A Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    Ranger - Fighter - Cleric

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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 - N/A for this scenario.
  • Ranger - additional +1 bonus for any two countryside magic items owned. Due to his connection with nature and scouting ability, has artillery borders to the Water Nymph, Wolf Ambush, Werewolf Trapper and Stagecoach locations as well as some spots along the roads and paths from his Life flask at slight advantage. The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper and Fountain locations.
  • 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 - N/A for this scenario.
  • 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 as well as the Vampire's attack flask; gets a -1 penalty for each haunted house owned. Can cast the 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 'Turn Undead' ability, which 'turns' the Ghost of Van Richten (factory attacks to the ghost and the tower entrance/stairs) as well as animating a clerical unit on each of the Cemetary spots (the latter required the Cleric to also control the Church Path between Church and Cemetary). Can cast Wall of Force to place a neutral barrier of units in front of the Vistani Camp, the Church or the Mansion. Heal, Turn Undead and Wall of Force 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. Receives a +1 bonus for taking Azalin's Tower.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all the castle's magic items generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Receives a +1 bonus for taking Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer is ON, but team placement is OFF for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. 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.
  • 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. It has a limit of 5 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.
  • 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:

    Heroes

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    A third way for the heroes to win is via the Cleric-to-Paladin.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    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 ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 300
    Continents 582
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Rogue
    The Fighter
    The Cleric
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Rogue Heroes B Default Default
    3 Fighter Heroes B Default Default
    4 Cleric Heroes A Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    Rogue - Fighter - Cleric

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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 (+3 placeable bonus for owning all 4 empty/ware houses) and can fortify from those 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.
  • Ranger - N/A for this scenario.
  • 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 - N/A for this scenario.
  • 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 as well as the Vampire's attack flask; gets a -1 penalty for each haunted house owned. Can cast the 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 Turn Undead ability, whcih 'turns' the Ghost of Van Richten (factory attacks to the ghost and the tower entrance/stairs) and removes an enemy unit from each of the Cemetary locations (the latter also requiring the Cleric to control the Church Path). Can cast a Wall of Force to one of three spots (in front of Vistani Camp, Church or Mansion) Heal, Turn and Wall of Force 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. Gets a +1 bonus for Azalin's Tower.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all the magic items in the castle generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Gets a +1 bonus for Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer is ON, but team placement is OFF for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. 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.
  • 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. It has a limit of 5 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.
  • 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:

    Heroes

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    A third way for the heroes to win is via the Cleric-to-Paladin.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    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 ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 300
    Continents 585
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Rogue
    The Ranger
    The Cleric
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Rogue Heroes B Default Default
    3 Ranger Heroes C Default Default
    4 Cleric Heroes A Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    Rogue - Ranger - Cleric

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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 (+3 placeable bonus for owning all 4 empty/ware houses) and can fortify from those 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.
  • Ranger - additional +1 bonus for any two countryside magic items owned. Due to his connection with nature and scouting ability, has artillery borders to the Water Nymph, Wolf Ambush, Werewolf Trapper, Stagecoach and other road and path locations from his Life flask at slight advantage. The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper and Fountain locations.
  • Fighter - N/A for this scenario.
  • Wizard - N/A for this scenario.
  • 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 as well as the Vampire's attack flask; gets a -1 penalty for each haunted house owned. Can cast the Heal spells (+2 bonus to all of his non-castle magic item locations and also to the chapel bonus locations in the castle). His Turn Undead ability 'turns' the Ghost of Van Richten (factory attacks to the ghost and the tower entrance/stairs) and also will remove 1 enemy unit from any Cemetary location (the latter only if the Cleric controls the Church Path). The Cleric can also cast a Wall of Force to one of 3 locations, putting a neutral set of 3 units in fron of the Vistani Camp, Church or Mansion. Heal, Turn Undead and Wall of Force 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. Gets a +1 bonus for taking Azalin's Tower.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all the magic items in the castle generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Gets a +1 bonus for taking Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer and team placement is ON for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. 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.
  • 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. It has a limit of 5 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.
  • 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:

    Heroes

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    A third way for the heroes to win is via the Cleric-to-Paladin.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOn
    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 ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 292
    Continents 550
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Rogue
    The Ranger
    The Fighter
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Rogue Heroes B Default Default
    3 Ranger Heroes C Default Default
    4 Fighter Heroes B Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    Rogue - Ranger - Fighter

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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 (+3 placeable bonus for owning all 4 ware/empty houses) and can fortify from those 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.
  • Ranger - additional +1 bonus for any two countryside magic items owned. Due to his connection with nature and scouting ability, has artillery borders to the Water Nymph, Wolf Ambush, Werewolf Trapper, Stagecoach and other road and path locations from his Life flask at slight advantage. The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper and Fountain locations.
  • 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 - N/A for this scenario.
  • Cleric - N/A for this scenario.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all three castle items generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Receives a +1 bonus for taking Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer is ON, but team placement is OFF for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. The scrying stone also enhances the ability of magic-users (Wizard, Cleric, Vampire) who gain a bonus from it. 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.
  • 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. It has a limit of 5 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.
  • The Castle entrance defends at +1.
  • Note - if one of the castle inhabitants is defeated and the spot vacated of units, the inhabitant will regenerate at the rate of 1 per turn (at start of Strahd's turn).
  • Special persona powers:

  • N/A for this scenario
  • How to win:

    Heroes:

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    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 ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 305
    Continents 608
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Cleric 1
    Cleric 2
    Cleric 3
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Cleric 1 Heroes C Default Default
    3 Cleric 2 Heroes B Default Default
    4 Cleric 3 Heroes A Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    The Three Clerics

    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. However, what Strahd does not realize is that this group of clerics is well aware of the dangers. They have been hired by the Burgomeister of Barovia to take the battle to Strahd and save the village...and one harbors a secret deadly to Strahd himself, for he is a Paladin.

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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.

  • 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 as well as the Vampire's attack flask; gets a -1 penalty for each haunted house owned. Can cast the 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). Cleric 2 can 'Animate Dead' by casting this spell and by owning the Church Path (between Church and Cemetary). This will generate 1 clerical unit on each of the 4 Cemetary locations. Cleric 3 can cast Wall of Force, placing a neutral group of 3 units just in from of the Vistani Camp, Church or Mansion. Heal, Turn, Animate and Wall of Force 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. Receives a +1 bonus for taking Azalin's Tower. Special for this scenario only - the Cleric heal will affect all non-castle magic items, adding +2 units to any owned item.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all the castle's magic items generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Receives a +1 bonus for taking Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer and team placement is ON for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. The scrying stone also enhances the ability of magic-users (Cleric, Vampire) who gain a bonus from it. Also, assists 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.
  • 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. It has a limit of 5 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.
  • 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:

    Heroes

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    A third way for the heroes to win is via the Cleric-to-Paladin.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOn
    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 ColorsOn
    Allow players to choose seats / teamsNone

    Design Information
    Territories 313
    Continents 604
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Wizard
    The Fighter
    The Cleric
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Wizard Heroes A Default Default
    3 Fighter Heroes B Default Default
    4 Cleric Heroes A Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    Wizard - Fighter - Cleric

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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 - N/A for this scenario.
  • Ranger - N/A for this scenario.
  • 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%. 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. Receives a +2 bonus for taking Azalin's Tower. Finally, the Wizard can cast Mirror Images of himself to several key roadside locations to allow him to spy on opponents. These can be dispelled by opponents via artillery border.
  • 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 as well as the Vampire's attack flask; gets a -1 penalty for each haunted house owned. Can cast the 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 'Turn Undead' ability to 'turn' the Ghost of Van Richten (factory attacks to the ghost and the tower entrance/stairs) and to remove an enemy unit from each Cemetary location (the latter requires the Cleric control the Church Path). Can cast Wall of Force (adds a neutral group of 3 units) in front of either the Vistani Camp, the Church or the Mansion. Heal, Turn and Wall of Force 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. Receives a +1 bonus for taking Azalin's Tower.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all the magic items in the castle generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Receives a +1 bonus for taking Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer is ON, but team placement is OFF for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. 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.
  • 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. It has a limit of 5 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.
  • 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:

    Heroes

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    A third way for the heroes to win is via the Cleric-to-Paladin.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    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 ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 313
    Continents 607
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Wizard
    The Ranger
    The Cleric
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Wizard Heroes A Default Default
    3 Ranger Heroes C Default Default
    4 Cleric Heroes A Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    Wizard - Ranger - Cleric

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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 - N/A for this scenario.
  • Ranger - additional +1 bonus for any two countryside magic items owned. Due to his connection with nature and scouting skills, has artillery borders to the Water Nymph, Wolf Ambush, Werewolf Trapper, Stagecoach and some road and path locations from his Life flask at slight advantage. The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper and Fountain locations.
  • Fighter - N/A for this scenario.
  • 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%. 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. Receives a +2 bonus for taking Azalin's Tower. Finally, the Wizard can cast Mirror Images of himself to several key roadside locations to allow him to spy on opposing forces. Opponents can 'dispell' these via artillery borders.
  • 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 as well as the Vampire's attack flask; gets a -1 penalty for each haunted house owned. Can cast the 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 Turn Undead ability to 'turn' the Ghost of Van Richten (factory attacks to the ghost and the tower entrance/stairs) as well as removing an enemy unit from each Cemetary location (the latter requiring Cleric control of the Church Path). Can cast Wall of Force (neutral 3 units) in front of the Vistani Camp, the Church or the Mansion. Heal, Turn and Wall of Force 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. Receives a +1 bonus for taking Azalin's Tower.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owing all the castle's magic items generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Receives a +1 bonus for taking Azalin's Tower. Receives a +1 bonus for taking Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer and team placement is ON for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. 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.
  • 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. It has a limit of 5 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.
  • 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:

    Heroes

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    A third way for the heroes to win is via the Cleric-to-Paladin.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOn
    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 ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 305
    Continents 572
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Wizard
    The Ranger
    The Fighter
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Wizard Heroes A Default Default
    3 Ranger Heroes C Default Default
    4 Fighter Heroes B Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    Wizard - Ranger - Fighter

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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 - N/A for this scenario.
  • Ranger - additional +1 bonus for any two countryside magic items owned. Due to his connection with nature and scouting skills, has artillery borders to the Water Nymph, Wolf Ambush, Werewolf Trapper, Stagecoach and other road and path locations from his Life flask at slight advantage. The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper and Fountain locations.
  • 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%. 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. Receives a +2 bonus for taking Azalin's Tower. Finally, the Wizard has the ability to cast Mirror Images of himself from his Life Flask to several key spots near roads to allow him to spy on opponents. These can be dispelled by opponents attacking them via artillery borders.
  • Cleric - N/A for this scenario.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all 3 magic items in the castle generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 VA factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Receives a +1 bonus for taking Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer is ON, but team placement is OFF for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. 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.
  • 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. It has a limit of 5 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.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • N/A for this scenario
  • How to win:

    Heroes

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    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 ColorsOn
    Allow players to choose seats / teamsNone

    Design Information
    Territories 314
    Continents 610
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Wizard
    The Rogue
    The Cleric
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Wizard Heroes A Default Default
    3 Rogue Heroes B Default Default
    4 Cleric Heroes A Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    Wizard - Rogue - Cleric

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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 those locations back to his Life flask (+3 placeable bonus for owning all 4 ware/empty houses); 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.
  • Ranger - N/A for this scenario.
  • Fighter - N/A for this scenario.
  • 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%. 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. Gets a +2 bonus for taking Azalin's Tower. Finally, the Wizard can cast mirror images of himself to several key roadside locations which allow him to spy on opposing forces. Opponents can 'dispell' these via artillery borders.
  • 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 as well as the Vampire's attack flask; gets a -1 penalty for each haunted house owned. Can cast the 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 Tun Undead ability to 'turn' the Ghost of Van Richten (factory attacks to the ghost and the tower entrance/stairs) and remove an enemy unit from each Cemetary location (the latter requires the Cleric control the Church Path). Can cast Wall of Force (neutral 3 units) in front of the Vistanic Camp, the Church or the Mansion. Heal, Turn and Wall of Force 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. Gets a +1 bonus for taking Azalin's Tower.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all the magic items in the castle generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Gets a +1 bonus for taking Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer and team placement is ON for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. 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.
  • 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. It has a limit of 5 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.
  • 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:

    Heroes

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    A third way for the heroes to win is via the Cleric-to-Paladin.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOn
    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 ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 306
    Continents 575
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Wizard
    The Rogue
    The Fighter
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Wizard Heroes A Default Default
    3 Rogue Heroes B Default Default
    4 Fighter Heroes B Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    Wizard - Rogue - Fighter

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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 (+3 placeable bonus for owning all 4 empty/ware houses) and can fortify from those 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.
  • Ranger - N/A for this scenario.
  • 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%. 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. Receives a +2 bonus for taking Azalin's Tower. Finally, the Wizard has the ability to cast mirror images of himself from his Life Flask to key road locations to allow him to spy on opponents. These mirror images can be dispelled by opponents via artillery borders.
  • Cleric - N/A for this scenario.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all the magic items in the castle generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Receives a +1 bonus for taking Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer is ON, but team placement is OFF for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. 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.
  • 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. It has a limit of 5 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.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • N/A for this scenario.
  • How to win:

    Heroes

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    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 ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 306
    Continents 578
    Advanced Features Attack Only Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Fortify Only Borders
    Artillery Borders
    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 Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    The Wizard
    The Rogue
    The Ranger
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Strahd Strahd W Default Default
    2 Wizard Heroes A Default Default
    3 Rogue Heroes B Default Default
    4 Ranger Heroes C Default Default

    Board Description

    Ravenloft

    Against the Vampire SE

    Wizard - Rogue - Ranger

    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. For the heroes, that means defeating Strahd. For Strahd, he will have to defeat all the heroes, using his Vampire Attack ability. Heroes beware, Strahd gains in power as the game progresses - it behooves the heroes to slay the vampire before his power overwhelms.

    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 (+3 placeable bonus for owning all 4 empty/ware houses) and can fortify from those 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.
  • Ranger - additional +1 bonus for any two countryside magic items owned. Due to his connection with nature and scouting ability, has artillery borders to the Water Nymph, Wolf Ambush, Werewolf Trapper, the Stagecoach and other road and path locations from his Life flask at slight advantage. The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper and Fountain locations.
  • Fighter - N/A for this scenario.
  • 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%. 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. Gets a +2 bonus for owning Azalin's Tower. Finally, the Wizard has a Mirror Image ability which allows him to put an image of himself in several key roadside spots, allowing him to spy on the coming & goings of his opponents. These spots can be 'dispelled' by opponents via artillery border.
  • Cleric - N/A for this scenario.
  • Strahd - the Vampire Attack location can attack opposing player's Life Flask, taking over their persona. This is how Strahd defeats his opponents. Besides the continent bonus, magic items also generate a factory bonus to the Vampire Attack. Owning all castle magic items generates a +2 factory bonus to the Vamp Attack, each external magic item owned generates a +2 factory bonus. For each haunted house owned, generates a +1 placeable bonus - an additional +1 factory bonus to the Vampire Attack if all 3 are owned. 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 and a +1 factory bonus for each owned cemetary spot owned. Strahd can attack the Stagecoach from his Life flask (artilllery border) with advantage. Strahd gets an additional +1 bonus for any two castle magic items owned. Strahd can enter the board from his life flask to any haunted house as well as to the Audience Hall. From the Audience Hall, Strahd can view each of the castle's magic items from the Audience Hall. Besides the normal route (portal) to victory, Strahd can also be defeated by taking the Audience Hall and attacking his life flask from there. Strahd begins with a unit in the castle as well as a small amount of units on the road (his spies). Strahd also has view borders to the Carnival Barker, both Hags and Madame Eva due to his spies (both human and animal). Gets a +1 bonus for owning Azalin's Tower. Finally, Strahd has a direct border to Vadrugal's Coach Co.
  • 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 +3 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.
  • Team transfer and team placement is ON for this scenario.
  • 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 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.
  • Flamel's Labratories - An Alchemy shop which caters to wizards and clerics. They , along with Strahd, gain a +1 bonus for 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 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 adds a bonus (to Vampire Attack) if the player is the vampire persona. Unit caps for these are 5. 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 only view two areas per turn, so choose wisely. 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.
  • 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. It has a limit of 5 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.
  • The Castle entrance defends at +1.
  • Special persona powers:

  • N/A for this scenario
  • How to win:

    The Heroes

    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 by one of the hero personas to open the portal.

    A secondary way for the heroes to win is to enter the castle and make it's way to the Audience Hall, from which they can attack Strahd's life flask.

    Strahd

    As mentioned at the top, Strahd wins by attacking the heroes' life flasks from his Vampire Attack location and taking over their personas. He wins when he conquers all hero personas. Strahd can also win by 'corrupting' a hero via his VA attack and retaining 4 magic items, using the corruped hero's portal win condition.

    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 EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOn
    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 ColorsOn
    Allow players to choose seats / teamsSeats