|
|
|
|
Board DescriptionRavenloft Unique Personas SE - Random assignment Based on the Ravenloft game/map/setting. Wikilink http://www.wargear.net/wiki/doku.php?id=boards:ravenloft:ravenloft Setting: From the ledge of his overlook, on the precipice of the chasm which yawns just below, Count Strahd Von Zarovich looks south and westward to the small village of Barovia. The Count's face displays a ruefull smile, for he has spied a small group of adventurers entering from beyond the mists. The group travels westward along the Old Svalich Road and proceeds through the gate, the imposing Svalich woods seeming to compress inwards on both sides. You, the player, have been invited to the castle for dinner. Will you accept? Goal: Many magic items are distributed throughout the realm. Some of the most powerful are within the confines of Castle Ravenloft, but only the truly courageous will brave that grim location. Grab these items and add to your persona to best utilize them to win the game. Note - use the matrix in the middle of the board to match magic items to your persona to determine bonuses. Personas - Each player represents a distinct persona. Each has special abilities and each generates magic item bonuses based on the matrix in the center of the board. Generates a +1 factory bonus on each warehouse owned and can fortify from these locations back to his Life flask. Has the ability to view each of the magic item's guardian locations as well as guardian for other special locations (Circus, Gingerbread House and Castle entrance). Gets a +1 placement bonus for owning the Tavern. Defends with additional advantage against the Assassin and Vampire. The Rogue can attack Rafael's Barge from his Life Flask with advantage (artillery border). Likewise, since he knows Donnie Drumpf (aka "Donnie 2-times"), he can easily get into the Carnival (artillery border). Finally, the Rogue has a "Rogue's Gallery' location. This location, capped at 2 units, has fortify abilities to the warehouse and empty warehouse locations. The Rogue's life flask has an attack border to the Rogue's Gallery. Gains a placeable +3 bonus for owning all 4 empty/ware-houses. Generates an additional +1 bonus for any two countryside magic items owned. Due to his connection with nature and his scouting ability, has artillery borders to the Water Nymph, Wolf Ambush, Werewolf Trapper and Stagecoach and some locations near the road and paths from his Life flask at slight advantage. The Ranger gets an additional +1 placeable bonus for the Werewolf Trapper, Magic Fountain and Raven's Roost locations. 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. Can cast the following spells - fireball and magic missile. Fireball casts a 5 unit artillery attack at any one non-castle magic item location and hits at 100%. For a brief moment, the wizard will get a glimpse of the location being targeted. Magic Missile artillery attacks each non-castle magic item location with 2 units, each landing at 100%. Fireball and Magic Missile take place the turn following their being set. Note - the Magic Missile will not harm the Wizard's own units. To replenish spells, the wizard needs to secure the Magic Fountain and the Codex or Azalin's Tower and the Codex. Possesses the ability to convert a Fireball into a Magic Missile, should the Magic Missile spell slot become empty. The Wizard's divination abilities give view-only borders to the bridges. +2 bonus for taking Azalin's Tower. Dual-continent bonus of +1 for owning any two of Azalin's Tower, Codex Advocare and the Ring of Parting Prevented. Gains a +1 bonus for taking Flamel's Lab. Finally, the Wizard can cast Mirror Image on several spots on the board, allowing him to spy on passersby. These spots cannot attack, but may be dispelled via attack by adjacent locations. Has the ability to become the Paladin (see below) if acquires the Sunsword. Gets an additional +1 placeable bonus for owning the Church. Has view borders to the Haunted houses, but gets a -1 penalty for each haunted house owned. Can cast Heal spells (+2 bonus to all of his non-castle magic item locations and also to the chapel bonus locations in the castle). Has the ability to 'turn Undead' against the Ghost of Van Richten (factory attacks to the ghost and the tower entrance/stairs), and removes 1 unit from each Cemetary location. For this latter ability to work, the Cleric must also have units in the Church Path. Can cast a wall of force (3 neutral units) to appear 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. Can convert his Turn ability to Heal should the Heal slot become empty. +1 bonus for taking Azalin's Tower. Gains a +1 bonus for taking Flamel's Lab. Dual-continent bonus of +1 for owning any two of Moonfriend Stone, Pendant and Holy Symbol. Generates a +1 bonus for each haunted house owned. Owning all 3 haunted houses generates a +1 factory bonus to the Vampire Attack location which can attack opposing player's Life Flask, possibly taking over their persona. Owning multiple haunted houses also generates dual-bonuses for the vampire (+1 for any two, +3 if own all three). The ability to transfer from Life Flask to any owned haunted house. Immune to the Assassin's attack. Can view the Life Flask of opposing players. Can view the usage of the Cleric's spells. Can view Sergei's Tomb (the crypts). The Vampire gets no bonus for owning the Church, but does get a +2 placeable bonus for owning the Graveyard. Furthermore, each Cemetary location owned generates a +1 factory bonus on itself. The Vampire can attack the Stagecoach from his Life flask (artilllery border) with advantage. +1 bonus for taking Azalin's Tower. +2 placeable bonus for taking the Raven's Roost. Finally, the Vampire gets an additional +1 bonus for any two castle magic items owned. Magic items generate positive bonuses to life force based on the player's persona. There are 9 magic items with a variety of bonuses. The magic item matrix is on the center of the map for ease of reference. Unit placement is on for magic items and these locations can also fortify back to the life bonus. The items are spread about - 3 in the village, 3 in the countryside and 3 in the castle. Gameplay special notes: The Village of Barovia, places of interest The Countryside, places of interest 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 Vistani Camp, places of interest 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. Special persona powers: (also see Sunsword above for acquiring the Paladin) How to win: Each player's life force is his/her capital. The way to win the game is to obtain a portal key ( by acquiring a sufficient amount of magic items on the board), which unlocks a factory portal. On the player's next turn (as long as they retain the key until then), the portal fills with 20 units and can attack opposing player's life force at D6 vs D5. This version requires acquiring any 4 magic items. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
|