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There are several scenarios for Ravenloft and, while there are differences between them, the common theme is that to win, you must have acquired x number of magic items at the start of your turn. This opens a magic portal and generates 20 units on it which allows you to attack opponent's life flasks (at d6 vs d4). Similarly, to lose a game, someone must be able to attack your life flask. The life flask is your capital.
As with other games, there are other locations which add unit bonuses or which give intel (via view borders). While these are not required to be taken, they are helpful in facilitating your chances of victory. Additionally, the magic items themselves can generate bonuses, depending on the persona or personas that a player has. The magic item by itself does not generate a bonus. It's only when married with a persona(s) that it will generate a bonus. The magic item matrix in the board center will denote the bonus values of the magic items for each persona and a key to the location of the items.
Definition of persona for this game = a hero or vampire
There are 15 attack/move orders per turn, unlimited fortifies, with 'return to attack after fortify' and 'return to place from attack' options set to ON.
Ravenloft - Unique Personas For some scenarios, the player begins as a specific persona. These are the most straightforward scenarios:
Ravenloft - One Persona: In the scenarios below, a player can switch between personas on a given turn, but must end turn as a distinct persona. These would be considered medium-level complexity.
Ravenloft - Adventure Parties In other scenarios, a player begins as no specific persona, but can acquire multiple personas. These scenarios add a layer of complexity, with magic items and other bonus locations generating both unit bonus and persona bonus, the latter going to a persona flask for the player. With multiple personas and multiple magic items acquired, bonuses can really pile up and might be hard for a player to track.
Additional Important Notes:
Placeable bonuses - in each scenario, there are locations which will generate placeable bonuses. These can be very important and can be used tactically and strategically, as magic items that are owned are placeable locations. Other placeable locations are haunted houses, empty/ware-houses, the Werewolf Trapper, and Azalin's Tower.
The Paladin - this is one of the more complex features and it revolves around either being or acquiring the cleric persona. If the player which has (or is) the Cleric persona also has the Sunsword at the start of turn, it will factory-acquire the Paladin location, generating 4 units on it. In scenarios where multiple personas are possible, having both the Cleric and Vampire nullifies the +4 units. Having the Paladin gives the player some special abilities within the castle. Read the scenario description for those benefits.
Additional life flask vulnerabilities - Arrigal the Assassin and the Vampire
Additional persona vulnerabilities, for scenarios that allow for multiple personas
Ravenloft - Against the Vampire SE This is a 3 vs 1 team game - the vampire Strahd against 3 heroes, with various scenario options for the hero player makeup.
Playing the Vampire:
Playing the heroes: