Rebuilding D&D Boardgames: Dungeon Tiles

So the first thing I notice, upon laying all the tiles out, is that Castle Ravenloft has by far the most tiles. Once you filter out the Dire Chambers, Wrath of Ashardalon has the least, and Legend of Drizzt is somewhere in the middle.


Futhermore, in looking at these tiles, there’s a couple of things to keep in mind: tiles with rules, percentages of black/white arrows, having a mix of facings, and whether or not to keep scenario-specific (“named” tiles).


Castle Ravenloft:

40 Tiles


18 White Arrows

22 Black Arrows


0 Tiles with Mechanical Effect

20 Named Tiles (including 8 Crypts and the 4 Crypt corners. The 8 Crypts have 10 Coffin spaces amongst them.)


Tile Orientation:

4 Right Turns (10%)

4 Left Turns (10%)

6 4-ways (15 %)

7 Forward (18%)
6 T-Junction (left/right) (15%)

6 Left T-Junction (left/forward) (15%)

7 Right T-Junction (right/forward) (18%)


There doesn’t seem to be any balance particularly of white/black within different kinds of tiles. The more open tiles tend of have more Black Arrows, since they are more likely to be Crypts.


Wrath of Ashardalon:

24 Tiles


10 White Arrows

14 Black Arrows


8 Tiles with Doors (Note that the Vault has a door)

3 Tiles with Mechanical Effect (2 Long Hallways, 1 Tunnel Exit)

1 Named Tile (Vault, which we have special house rules for, making it another Mechanical Tile.)


(Note that I’m not counting the Dire/Horrid Chamber entryies or rooms in here, as they are scenario specific tiles.)


Tile Orientation

2 Right Turns (8%)

2 Left Turns (8%)

2 Dead Ends (8%)

3 4-Ways (12%)

6 Forward (25%)

3 T-Junction (12%)

3 Left T (12%)

3 Right T (12%)


Note that many of the more open tiles have doors on them, making them actually more restrictive in play, and adding elements of risk.


Legend of Drizzt

32 Tiles


16 White Arrows

16 Black Arrows

Interestingly, Legend of Drizzt is the only set with an even arrow makeup; all the other ones have more black than white.


A Whopping 13 Tiles with Mechanical Effect (4 Narrow Passages, 1 Secret Cave, and 8 Volcanic Vents)

7 Named Tiles


Tile Orientation

3 Right Turns (9%)

3 Left Turns (9%)

7 Forward (22%)

1 Dead End (3%)

6 4-Way (18%)

6 T-Junction (18%)

3 Left-T (9%)

3 Right-T (9%)



96 Tiles


9 Right Turns

9 Left Turns

20 Forward

3 Dead Ends

15 4-Way

15 T-Junction

12 Left T

13 Right T




First I take all the tiles with mechanical effect and see what it looks like. That includes all the Doors, Vents, Secret Exits, Caves, and the Vault.


This is 25 Tiles, 10 of which have white arrows, 15 of which have Black. I want about 32 tiles, so I want 6 more white and 1 more black. These are the orientations of the tiles so far:


2 Right Turns

3 Left Turns

7 Forward

3 Dead Ends

2 4-Ways

2 T Junction

3 Left T

3 Right T


So I want 1 Righty, and lots more 4 ways and basic T Junctions. The other numbers look pretty good.

I pick the following tiles, all named: King’s Crypt, Strahd’s Crypt, 2x Dwarven Statue, the Broken Door, the Drow Glyph, and the Rotting Nook.


Along with those I pack the Dire Chamber tiles, the start tile from Castle Ravenloft, and the Rocky Lair/Ancient Throne/Surface Hollow in case I decide I want them.


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