(image by scottandkimr @ BGG)
Dungeon crawls all share a similar formula: kill things, get stuff. The excitement comes from the random encounters you have and the loot you find in the process. Several board games have tried to capture this excitement over the years to a varying degree of success. Wizards of the Coast took cues from modern board games and video games with the release of 4th edition Dungeons and Dragons, especially in the highly tactical combat. I've played some 4th edition and have always thought it would translate well to a board game. Not surprisingly Wizards of the Coast felt the same and they've started turning some of their classic adventure modules into cardboard, starting with Castle Ravenloft.
Castle Ravenloft is a cooperative dungeon crawl for one to five players. Unlike other dungeon crawl board games, Castle Ravenloft is strictly cooperative, meaning the heroes play against the game system and pre-programmed monster intelligence instead of a live opponent. The game comes with over a dozen scenarios, each with varying layouts and goals. Players explore the mostly random dungeon, trying to complete their mission while fighting off monsters and surviving dangerous encounters. If any hero should permanently die the group fails the mission, strongly highlighting the cooperative nature of the game.
I've managed several plays now and overall I'm very pleased with the system Wizards has put together. Here's a quick rundown of the highs and lows of Castle Ravenloft, broken down by classic D&D alignments!
Lawful Good
* Scenarios are fast, usually playing in an hour or so. Your first learning game will take longer but once players understand the system turns go quickly. I appreciate the overall simplicity of the rules and should questions arise players can easily agree on what is best in the spirit of the game. The overall turn structure is simply activating your hero (moving and attacking), explore a new tile if you end on an unexplored edge, resolve an encounter if necessary and active your monsters. Quick and easy, just as it should be.
* I love the card-based monster system. When you place a new monster on the board you take the corresponding card and place it in front of you. At the end of your turn you activate all of the monsters in front of you, following their pre-programmed commands. This is great as it essentially splits the role of dungeon master across all the players. It also adds some interesting tactical decisions as you often prioritize targets based on when they will next activate. I've found it to be a very elegant solution to what is often a difficult problem in a dungeon masterless dungeon crawl.
* The game system forces tough decisions on the players. You want to stick together to help each other out and take advantage of special abilities and synergies but encounters often affect all heroes on a tile, meaning multiple people will get injured if you stay bunched up. Also, if you don't explore new territory you are forced to resolve an encounter which are often worse than any monsters you may run into. This means players need to decide if they split or stay together and how close together they work. It's a great balancing act and leads to some really fun situations.
* I feel like Wizards of the Coast did a great job of keeping the spirit of 4th edition while distilling it down to the basics. The five characters included in the game keep the themes of the classes from the full roleplaying game but greatly simplify their powers and abilities. Mechanically Castle Ravenloft is nothing like Dungeons and Dragons but I think it captures the overall spirit of the system.
Neutral(image by Zelgadas @ BGG)
* Health is the currency of Castle Ravenloft. Players are knocked unconscious if they drop to zero hit points and the group fails the mission if any player starts their turn unconscious with no healing surges remaining. I like how health management is one of the most important parts of the game as it forces players to think about positioning and the risk/reward factor of exploring over drawing encounter cards. Unfortunately I think this also lends to a small scaling problem; I'm not convinced the difficulty of extra monster activations and encounters balances against the extra pool of health another player adds.
* Overall I really like the minimalistic design. It roughly follows the aesthetic Wizards has been following with 4th edition overall and I think it is clean and clear. Yes, it'd be nice if some of the cards (especially the treasure deck) had artwork but in this case I'll gladly take function over form. It may not be quite as eye-popping as other games but the design is very functional which I appreciate.
Chaotic Evil* The encounter deck is your true enemy in Castle Ravenloft. It is filled with all sorts of nasty stuff that will whittle away at your health. My main complaint with the encounter deck is that you often have no control over the results outside of rolling the die. It becomes more apparent later in a scenario when you are done exploring tiles and are resolving encounters each player turn. Overall the game feels balanced as many of the scenarios I've played have been extremely close wins or losses but the constant encounter fatigue can wear on you. I wish more encounters gave the players decisions to make instead of just causing damage with a die roll.
* Generally speaking monsters are programmed to attack the nearest hero which will almost always be the hero exploring a new tile. If you explore you are almost guaranteed to have that new monster take a swing at you. Again, this isn't mechanically a problem but it does take away a little bit of tactical choice from the player.

* While game tiles are made up of 4x4 squares and player movement is defined in squares, the real unit of measurement is tiles. Monsters attack and move by tiles and heroes generally either attack adjacent enemies or by tiles. Outside of scenario-specific rules there are no terrain or dungeon features on the tiles that impact the players outside of walls and corners. Terrain plays a huge part in 4th edition Dungeons and Dragons and I think it is too bad there's no difficult or special terrain to navigate.
Overall I'm very pleased with Castle Ravenloft. The rules are simple, the game plays fast and it certainly scratches the dungeon crawling itch. I'm very impressed with their simplified take on 4th edition Dungeons and Dragons combat; in fact, I think some concepts could serve to make the roleplaying game combat system more enjoyable! At the same time I do feel the encounter deck's constant oppression of the heroes does detract from the experience a bit. I understand its purpose and it makes for some very tense moments but generally it feels like the game is just beating you down turn after turn no matter how well you do. It gives the game a much more "beer and pretzels" feel - which is fine - but I know some will want a deeper, richer game. Castle Ravenloft is as much an experience as it is a game.
For a first attempt I think Castle Ravenloft is certainly a success. I've been pleased to see the designers have been active in discussions on the game and look forward to seeing the system evolve over time. If you like pure cooperative games or want a fast, easy dungeon crawler experience, give Castle Ravenloft a try. It isn't perfect but is a very solid first attempt.