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Dungeons and Dragons: Castle Ravenloft Board Game

4.3 out of 5 stars 182 customer reviews
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List Price: $64.99
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  • For 1-5 players
  • Challenging quests
  • Tons of replay value
  • Multiple scenarios
  • Cooperative game-play
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Description

Product Description

Dungeons and Dragons: Castle Ravenloft Board Game

From the Manufacturer

An exciting D&D boardgame for 1–5 players. The master of Ravenloft is having guests for dinner—and you are invited! Evil lurks in the towers and dungeons of Castle Ravenloft, and only heroes of exceptional bravery can survive the horrors within. Designed for 1–5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play. Castle Ravenloft includes the following, 20-sided die.

Product Information

Product Dimensions 11.5 x 5.5 x 11.5 inches
Item Weight 6.4 pounds
Shipping Weight 7 pounds (View shipping rates and policies)
Domestic Shipping This item is also available for shipping to select countries outside the U.S.
International Shipping This item is not eligible for international shipping. Learn More
ASIN 0786955570
Item model number 5511231
Manufacturer recommended age 13 years and up
Best Sellers Rank #21,142 in Toys & Games (See Top 100 in Toys & Games)
#716 in Toys & Games > Games > Board Games
Customer Reviews
4.3 out of 5 stars 182 customer reviews

4.3 out of 5 stars

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This item Dungeons and Dragons: Castle Ravenloft Board Game
Customer Rating 4 out of 5 stars (182) 4 out of 5 stars (161) 4 out of 5 stars (37) 4 out of 5 stars (209)
Price $36.65 $50.70 $48.79 $12.44
Shipping $7.99 FREE Shipping FREE Shipping $5.67
Sold By PBShop US Amazon.com Gamerz Guild swati2121
Item Weight 6.39 lbs 6.35 lbs 1.58 lbs 2.35 lbs
Item Dimensions 5.5 x 11.5 x 11.5 in 11.5 x 11.5 x 5.5 in 3 x 9.3 x 11.5 in 1.25 x 14 x 10.5 in
Are Batteries Required No No No No
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Customer Questions & Answers

Customer Reviews

Top Customer Reviews

By Terry Mesnard VINE VOICE on November 23, 2010
Years ago, during my junior high and high school days, I was a connoisseur of tabletop RPGs. I had my gang of players and we would spent hours and weekends playing whatever RPG we had in front of us, from D&D to White Wolf to Gurps and beyond. As I grew older and grew apart from my old friends, my books have gone into storage. I always want to get back into those games, but my friends, even my geeky ones, don't normally have the patience, drive or desire to really dig into a campaign setting. And finding the time to both create massive adventures on my part but also finding the discrete amount of time each week or so to sit down and play for a few hours is difficult now. When I heard about Castle Ravenloft (one of my favorite campaign settings), I immediately perked up. Here, I thought, was a chance to dig back into the game in a way that wasn't as complicated or time-consuming (or, let's be honest, as geeky) as a full-fledged campaign. After I ordered it, I became very worried because most of the reviews I've read across the internet have said it's too hard. I was afraid that it'd turn of my fellow gamers and the box would languish like my 2nd edition D&D books.

Here is my experience after a couple playthroughs:

Castle Ravenloft is a huge box. It dwarfs all other equally large board games I own like Betrayal at House on the Hill and Last Night on Earth. It also comes with a ton of pieces (a good thing, considering the price of this monster) for you to punch out. As listed above in the product description, there's dozens of miniatures, an equal amount of interlocking dungeon tiles, around 200 encounter and treasure cards, a rule book, a scenario book (with about a dozen scenarios) and a 20-sided die that I'm pretty sure is out to kill.
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After reading many positive comments about this game and watching the "unboxing" video on the WotC web site [...] I decided that this would be the perfect introduction to DnD for my daughters (ages 11 and 12). The general consensus that I got from reading up on the game was that it plays very much like DnD 4th Edition with the role of the GM played by the careful, but brief rule system. The box contains a rule booklet (available as a PDF download from the game site), and an adventure booklet that contains several 1-page adventures, each of which customizes the rules of the game towards a specific scenario. Additionally, WotC provides a couple of supplemental adventures as downloads from the Castle Ravenloft site.

the only drawback to the game is that it requires a LOT of table space. Depending on the adventure you choose, and the direction that your players choose to explore throughout the randomly generated dungeon, you can quickly create a large, unwieldy dungeon that stretches to the very edges of your table surface (and beyond). This leads to making decisions about which directions to move based not on where you want to go, but where there is room on your table to expand.

In addition to the ever growing dungeon, each player also has to deal with the many cards required to play. Every player gets a "hero card" which is a heavy stock cardboard card that measures about 6x6 and features the essential stats for their chosen hero (cleric, rogue, ranger, fighter, or mage). Each player also gets 5-6 power cards that describe their at-will, utility, and daily powers. As players defeat monsters they acquire treasure cards, and as the game progresses they may acquire any number of monster or encounter cards.
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Caveat: I played this game at GenCon (Indianapolis; August 4 - 8, 2010) however, as of this writing, the game is not yet available. At the time it was a complete shrink-wrapped game box and package as one would purchase and I am inclined to believe that it is the finished product, pending any severe issues that may have come up during the course of people playing it at the convention.

Now, on with the review:
The components of this game are many. There are several sheets of punch tiles that comprise the game boards, character cards, status modifiers, health pips, coffins, etc. The box, itself, makes for a poor means to store all of these bits and pieces and you may consider baggies, counter trays, or other means of keeping certain tokens from intermingling between sessions to make set-up go a little more smoothly. The parts themselves are very sturdy wood-stock bits (similar to those used by Fantasy Flight Games - for those familiar with their board game offerings) and are therefore quite robust and will last you many-many years without damage or loss from being blown aside by a mild cough. There are several plastic miniatures, of excellent quality (unpainted), that are conveniently color coded by type. Undead (skeletons, zombies, etc) are white, animals are brown, spectral undead (ghosts, specters, etc) are a translucent blue, notorious villains (Strahd, werewolf, etc) are a dark grey, and the heroes are alight grey. I found this distinction to be very helpful in taking quick glances of the board and seeing how monsters were grouped versus the distribution of the PCs as well as seeing where any allies were located and obstacles between without having to examine every mini on the grid.
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