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Thread: Descent: Journeys in the Dark (Second Edition):: General:: Is there no BGG entry for the Conversion Kit?

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by borsook

Well, the title says it all, maybe I'm looking for it wrong, but just can't find it.

Reply: Descent: Journeys in the Dark (Second Edition):: General:: Re: Is there no BGG entry for the Conversion Kit?

Reply: Descent: Journeys in the Dark (Second Edition):: General:: Re: Is there no BGG entry for the Conversion Kit?

Reply: Descent: Journeys in the Dark (Second Edition):: Strategy:: Re: Lurking in the Mists: Three new plot decks, and their potential uses

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by Soldier

I really like these preview cards, and the emphasis in this expansion on boosting the OL's abilities.

Thread: Descent: Journeys in the Dark (Second Edition):: General:: Co-op for 5 players?

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by drjmcmillan

HAs anyone tried the official co-op adventures with more than 4 players? I suppose you could add in more monsters per encounter and modify the doom track a bit.

Just interested to see if anyone has had a pop at it?

Reply: Descent: Journeys in the Dark (Second Edition):: General:: Re: New interactive map for Descent

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by Vitezslav

urukwai wrote:

:)

Even Heroes need to rest sometimes :p

I used other token to do the job.

Sir Palamon (White token) need health but can have also Condition !!!

Maybe it would be simpler to add "White token" to the familiar section too so it can be treated as familiar when it is needed.

Thank for you work


Added health for objective tokens.

Reply: Descent: Journeys in the Dark (Second Edition):: Strategy:: Re: Lurking in the Mists: Three new plot decks, and their potential uses

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by Drakim

Soldier wrote:

I really like these preview cards, and the emphasis in this expansion on boosting the OL's abilities.


Power creep is a potential problem though. While the monsters are merely added to your list of choices for each quest, the plot decks where you are limited to only one for the entire campain. If they boost the OL's abilities in any significant way (and these previews are pretty darn strong!) then the older weaker plot decks become useless.

That being said, the overall strength of the plot deck obviously depends on the rest of the cards, so we'll see.

Thread: Descent: Journeys in the Dark (Second Edition):: Rules:: Question about Agents and where they can be summoned

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by Drakim

From what I understand, Agents can only be summoned into open monster groups, and you do so after the setup of the encounter. Furthermore, the Agents can never be reinforced regardless of what the quest says.

However, there are a lot of quests where an open group isn't placed during setup, but arrive at the scene later on after some specific condition has been fulfilled. At first I figured that you couldn't summon Agents into such groups because they were being "reinforced" in later, but reading various quests, it seems that different wording is used in different quests. Some quests avoid the phrase "reinforce" and merely say "place the monsters" or something to that effect.

So my question is, is it legal to summon an Agent into an open monster group that doesn't actually start on the map? At times this seems like it could be rather powerful, take the quest: "Heirs of Blood: Prison of Khinn (Encounter 2)" that says:

When the hero flips the objective token, if it is a green objective token, the overlord chooses 1 open monster group and places 1 monster from that group in the closest empty space to the green objective token, respecting group limits. Then, that monster may immediately perform 1 attack.


Bam, an Act 2 Agent pops up in your face, where at best you were expecting a single Master monster. Some agents are so powerful they replace the entire group of monsters, so that surprise can be pretty nasty.

Is this sort of stuff intended, or are Agents only supposed to be placed in vanilla open groups that starts on the map? Does "placing" a monster count as reinforcing it?

Reply: Descent: Journeys in the Dark (Second Edition):: General:: Re: Which one would you buy? Descent or Imperial Assault?

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by tootz

I have both games and always loved descent its one of the best dungeon crawlers out there with a big modding community.
imperial assault I was really looking forward to.my thinking was "wow star wars with descent mechanics".but the game was a tad disappointing. its more complicated and fiddly than descent [not as user friendly].but my biggest complaint was the heroes..who are they???...you would have thought with it being the brilliant star wars universe we would have got at least some iconic heroes !! but no.
you can buy the addon packs and you do get two when you first get the game.but they are just used in on or two scenarios.and although they can be used in certain other quests they aren't hero-like status in them.
I bought imperial assault with the extra hans solo addon..and only played it twice.its still like new in a cupboard..im thinking of putting it on ebay.unless I can get a trade on here.but im not going to be playing it again.

Reply: Descent: Journeys in the Dark (Second Edition):: General:: Re: Which one would you buy? Descent or Imperial Assault?

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by Soldier

I only played IA once, and it was a lot of fun. I really liked the hidden information mechanic, and some of the other differences were fun.

I love Descent, however. It has given me hours and hours of gameplay with no end in sight.

From what I know of IA, I would be concerned about replayablity. Hero progression seems very linear. You only have one path you can choose for each hero, and optimal builds are pretty obvious it seems. Also, the hidden information aspect is only going to be fun once. After you have played a quest I don't really see how you could go back and pretend you didn't know what was around each corner.

In either case, though, I think you are getting a fantastic game.

So buy both, maybe? :)

Reply: Descent: Journeys in the Dark (Second Edition):: General:: Re: Co-op for 5 players?

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by zaltyre

I don't think it's doable while keeping the difficulty level reasonable. The difficulty steadily increases as you go from 2-4 heroes, and if you were to add a fifth I think it would be impossible. You'd up the starting doom by 1, and need to kill an extra space worth of monsters to get loot. Also, the group limits aren't designed for 5 heroes, and you can't just add "additional groups" because the co-ops only support a limited number of groups on the activation cards.

The other option would be to play with all the rules for 4 heroes, but just have 5 heroes playing, and I'm pretty sure that would be a cakewalk.

Descent does support 5 players very well- 4 as heroes, 1 as an OL.

Reply: Descent: Journeys in the Dark (Second Edition):: Rules:: Re: Question about Agents and where they can be summoned

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by zaltyre

Well, for starters, remember that the "summon" cards must be exhausted after setup of the encounter. So, if you're going to put your agent into that group, the heroes would know from the beginning of the encounter (you couldn't do it right before placing the group.)

In a technical reading, the agent can certainly replace monsters in a group that gets placed later than setup- as long as the rules regarding said placement are described in special rules, and not in the reinforcement section.

Examples:

Gathering foretold, encounter 2- an agent could NOT be part of the open group not placed at setup, because that group enters the map via reinforcement rules.

The cardinal's plight, encounter 2- an agent COULD be part of one of the open groups not placed at setup, as the group placement is part of the special rules of the quest, not a reinforcement.

The frozen spire, encounter 2- an agent could NOT be part of the third open group, since it enters the map via reinforcement rules.

Reply: Descent: Journeys in the Dark (Second Edition):: General:: Re: Which one would you buy? Descent or Imperial Assault?

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by edosan

tootz wrote:

but my biggest complaint was the heroes..who are they???...you would have thought with it being the brilliant star wars universe we would have got at least some iconic heroes !! but no.


They're not going to just give you famous characters for free when they can charge ten bucks a pop.

Reply: Descent: Journeys in the Dark (Second Edition):: Rules:: Re: Andira Runehand feat

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by zaltyre

Vardaine is correct. Anytime an ability allows you to make an attack, you must still respect your normal range requirements. For example, if a knight uses "advance" but even after moving up to his speed there are no monsters adjacent to him (or within reach of him, depending on his weapon), the attack granted by the skill has no valid target, so it just doesn't occur. The case is the same with Andira's heroic feat- you still have to declare a valid target.

The exceptions to this rule are those abilities which explicitly state "ignoring range." In those cases, you can make the attack without considering the range at all, but there are usually special criteria to determine a valid target or targets in those cases.

Reply: Descent: Journeys in the Dark (Second Edition):: Variants:: Re: RedJak's Automated Overlord Variant: The DelvenDeep Expansion


Reply: Descent: Journeys in the Dark (Second Edition):: Rules:: Re: Ally interacting with familiar

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by zaltyre

Rules Question:
1) Does Serena (or the wolf) heal from Soothing Spirit(with healing aura)? It is an "ally ability", not really a hero ability, so it seems like she wouldn't count herself as a hero- I do not know if this is intended. The same question might apply to Desmond's healing.

2)Is the condition for the beastmaster skill "savagery" fulfilled when the wolf is the only figure adjacent to the target (since he is himself both the wolf and a hero figure?) He is also a hero attacking a monster adjacent to the wolf in this case- would he get 2 green dice on all attacks? Thanks!


1) Serena and the wolf do not heal from Soothing Spirit, as rules as written in Labyrinth of Ruin allies and familiars are not affected by ally abilities. Desmond can heal himself as he not defined as an “ally” like Serena, so his ability is not an ally ability, but a hero ability.
2) Savagery only gives the wolf 1 green die, no matter the circumstances. Though I generally prefer rules as written, in this case the intent of the card has been set as precedent.

Thanks for playing,
Kara Centell-Dunk
Game Developer

Reply: Descent: Journeys in the Dark (Second Edition):: Rules:: Re: Do large monsters expand when spending a movement point on quest specific tasks?

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by zaltyre

As Slamin quoted, "Nimble" has been clarified to be an interrupt- and if the monster can't expand, the wildlander can't nimble.

I do not see it as a both/neither situation, as the triggers are different. In one case, there is a hero skill being triggered in response to the monster entering a space- this constitutes an interruption, as there is a conflicting trigger that could interfere with the current action (that is, if the monster DIDN'T expand, the wildlander could hypothetically use nimble to block the forward progress of the monster, and create a situation where it is impossible for the monster to reach a legal stopping point.) However, since the monster expands, this is avoided. If the wildlander steps in front of the monster such that it cannot continue moving, it is already in a legal stoppped position.

The pickup, on the other hand, relies on nothing other than the monster continuing to spend movement points. There is no board effect that has any dependence on anything else, and the monster is not doing anything other than it was already doing- spending movement points.

There is no conflicting trigger, so there is no need to interrupt.

Reply: Descent: Journeys in the Dark (Second Edition):: News:: Re: Hero and Monster Collection - Bonds of the Wild

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by carsten1977

Hey,

It depends on what the quest tells you to do. If it is a encounter trigger has you place monsters up to group limits, then the the whole group (minions and masters) would be placed up to the group limits on the back of the card. You are correct in noticing that Small Beginnings only prevents placement of minions during setup. =)

Thanks for playing,
Kara Centell-Dunk
Game Developer

Reply: Descent: Journeys in the Dark (Second Edition):: General:: Re: Which one would you buy? Descent or Imperial Assault?

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by tootz

edosan wrote:

tootz wrote:

but my biggest complaint was the heroes..who are they???...you would have thought with it being the brilliant star wars universe we would have got at least some iconic heroes !! but no.


They're not going to just give you famous characters for free when they can charge ten bucks a pop.


yep, you got that right...lol

but you would have thought they would have put maybe one or two of the lesser known characters in the box.

Only the best games deserve a 10/10

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by Allen OConnor



Only the best games deserve a 10/10


Awarding a game the maximum possible score of 10 is not something that I do lightly; I have played hundreds of different games, and have a particular preference when it comes to my favourites. I like games that have variety so that I don’t feel like I’m always playing the same game. I don’t like game with large amounts of luck, or games that encourage spite between players. The best games to me are the kinds of games that you can play over and over again and learn more about the intricacies of the game mechanisms.
So far, I have only have six games in my collection worthy of the highest possible score. Here they are, with the games that I have awarded a 10 most recently at the top.



Snowdonia - 10/10

Snowdonia is the best worker placement game that I have found so far, it has everything that you would want from from a euro game:

:d6-1: Variable set ups using different campaigns
:d6-2: Resource management / conversion
:d6-3: An emphasis on timing and action resolution
:d6-4: Little downtime
:d6-5: Low luck, high strategy
:d6-6: A grumpy white guy on the cover

This is a great game, and one that I don’t think gets enough love on the Geek. It also scales superbly from one to five players. I only live about an hour from mount Snowdon too, which is pretty cool.

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Terra Mystica - 10/10

The #2 game on the Geek, or the #1 none-shit game on the Geek. Terra Mystica is a pretty mind blowing game. I give this game a 10/10 only with the inclusion of the Terra Mystica: Fire & Ice expansion, which re-balances the game a little, and adds a few extra mechanisms. Player are essentially trying to build up and expand a set of dwellings by managing four different resource types. What makes the game so interesting is that players have asymmetric powers, and the game itself has a random set up in relation to the way in which players will score points. No two games of Terra Mystica are the same, players will always need to innovate their moves on every turn, which really puts this ahead of other games in it’s category.

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Descent: Journeys in the Dark (Second Edition) - 10/10

This is probably the game that is most detached from the rest of my 10/10s, being heavily thematic and full a big swings of luck. That being said, Descent has a special place for me in my gaming collection. I played a campaign as the overlord, with my partner and two of our friends and it was one of the best gaming experiences so far. We met up for 10 sessions, and the game eventually hung on a one on one fight between my partner Amie, and the boss of the game Zachareth. I had the boss music from Final Fantasy VII playing during the final fight.
And before anyone asks, yes I’ve played Star Wars: Imperial Assault, no I don’t think that it is as good as Descent.

:thumbsup: Descent - All players take their turns one after another, reminiscent of video games like Final Fantasy Tactics or Disgaea. Players can pull off huge combos of moves, encouraging cooperative play.

:thumbsdown: Star Wars Imperial Assault - Players take their turns between each of the Empire's actions, encouraging them to play their actions early and take a selfish action. Cooperation is hardly encouraged, everyone is basically Han Solo.

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The Castles of Burgundy - 10/10

I have played most of Stefan Feld’s games, he is one of my favourite designers, however Burgundy is probably his best. It has a great dice placement mechanism that drives everyone’s actions that is simple, and clean. The game has a tonne of depth, especially when players play with asymmetric player boards. I’m not overly keen on playing with less than four players, though I am aware that people enjoy this one quite a lot as a two player game.
Castles of Burgundy was actually one of the first heavy euros that entered my collection, which is probably one of the reasons why it has a special place for me.

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Among the Stars - 10/10

I consider Among the Stars to be somewhat of a hybrid game for me. It has the drafting mechanism from 7 Wonders, but with four drafts instead of three; and the tile laying mechanism from Alhambra, along with the endless array of modular expansions. Both of those games are a 9/10 for me, but together they make a 10/10 game.
I’m not usually one for getting hung up on theme, but I love the idea of carefully building up a space station at a time of peace. The game has conflict decks in case you want to make it less euro-ey, but I never play with them; I like that I have the option. The game is outstanding, and unlike Alhambra, it keeps getting better with each new expansion. If they keep making more of this game, I will keep buying it!

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Android - 10/10

Did I leave the best game for last? probably. Android is the the perfect marriage of gaming subtypes, all wrapped up with a Blade Runner / Ghost in the Shell style noir, dystopian future theme. Here’s a bunch of reasons that make Android my favourite game.

It’s thematic - Player’s each take the role of a different character, each with a back story, two decks of cards, and a different set of strategies. I have read part of the accompanying book series too, which paints a picture of a bleak cyberpunk future, full of sleaze, drugs and corruption.

It tells a story - There are six different campaigns, each with three plot twists to play with. Added to that, every card in the game has a bunch of flavour text on it. If you play with a group of people who are willing to get into their roles and their characters, you can really get the most out of the game. On top of the main murder story in the game, players each have their own backstory to deal with, and a grand conspiracy to attempt to uncover.

Hidden information - Everyone has a different suspect that they believe is guilty and one suspect that they believe is innocent. They will be placing evidence for and against people being guilty. All of this information is hidden from the other players until game end, forcing players to need to deduct what the others are going for.

Under all the glitter, it is essentially a euro - The entire game is actually a complex set of mechanisms to generate points, so the player that finds the guilty suspect will score a large number of points, but will not necessarily win.

There are no dice - Which is so refreshing in a big thematic game.

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Please share your 10/10s, either in the comments or in a blog post of your own
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