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Descent: Journeys in the Dark (Second Edition)» Forums » General

Subject: All 6 Lieutenant Packs Opened With Pictures rss

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Frank The Tank
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Just cracked all six packs open and here are the contents. I didn't take a picture of the insert as it is the same as the 2 page pdf posed: http://www.fantasyflightgames.com/ffg_content/descent-second...

Any questions just let me know.























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Drew Thomson
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Which is your favourite Plot Deck and why?
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Aswin Agastya
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Hmm, I don't mind they ship a lot of air, but I do hope that packaging is strong enough to survive reckless package handling...
 
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JH
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They look about like the X-Wing expansions; should be fine.

They all look interesting to me (I was a playtester on these, so make of that what you will).

I think my favorite is Zachareth's, which has tremendous meta-game utility, especially in the campaign. There are ways to churn through the OL deck without spending XP on (and waiting for random draws of) OL cards for the purpose, to cherry-pick a starting hand of cards, to force a smaller selection of shop items on heroes, to force them to place a search card on the bottom of the deck, etc. Just make life more difficult in general. And you can shrink your OL deck down to 13 for some concentrated badness.
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Alessandro Carpenito
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Could I humbly request for stats for Act II Agents as well? Or do they all have identical stats to their lieutenant counterparts even in Act II?
 
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Frank The Tank
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sdrewthomson wrote:
Which is your favourite Plot Deck and why?


I literally opened them up, scanned them in and posted them. I haven't had a chance to read them yet lol.

Vidyaraja wrote:
Could I humbly request for stats for Act II Agents as well? Or do they all have identical stats to their lieutenant counterparts even in Act II?


Done. I edited the first post and put the picture last.
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Alessandro Carpenito
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Wuyley wrote:
sdrewthomson wrote:
Which is your favourite Plot Deck and why?


I literally opened them up, scanned them in and posted them. I haven't had a chance to read them yet lol.

Vidyaraja wrote:
Could I humbly request for stats for Act II Agents as well? Or do they all have identical stats to their lieutenant counterparts even in Act II?


Done. I edited the first post and put the picture last.


Many thanks, kind sir!
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Ingo Griebsch
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How much do they cost alltogether?
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JH
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Depends on if you're buying retail or discount. These ones are about $9 each, so around $54 at retail.
 
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Chris J Davis
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Still puzzling over why Splig gives a bonus to Wilderness monsters when goblins don't have the Wilderness trait.
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alex
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where have you bought them ?
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devastadus bam
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right now on amazon they are selling for $15 which seems like more then they should be
 
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Purple Octopus
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That does seem a bit expensive. Weren't they supposed to be sold for about 9-10 dollars each? Barring the big ones.
 
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Major Havok
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Cool Stuff Inc

They have them from $5.99 to $6.79 each.
 
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JH
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bleached_lizard wrote:
Still puzzling over why Splig gives a bonus to Wilderness monsters when goblins don't have the Wilderness trait. :what:

My guess (and it is just a guess): There are only two types of monster (zombies and goblin archers) in the base game with the building trait (the only one goblin archers and witchers share), and they're rare outside of the Conversion Kit (and still not that common with it). There are three Wilderness-type monsters (barghests, cave spiders and merriods) in the base game, however, and Splig's deck can grant the trait to a monster group that doesn't have it, goblin or otherwise. That's a more useful trait for his deck to key off of than Building, and I think you are meant to use Feral Instincts often with this deck.
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Chris J Davis
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Sarcasmorator wrote:
bleached_lizard wrote:
Still puzzling over why Splig gives a bonus to Wilderness monsters when goblins don't have the Wilderness trait.

My guess (and it is just a guess): There are only two types of monster (zombies and goblin archers) in the base game with the building trait (the only one goblin archers and witchers share), and they're rare outside of the Conversion Kit (and still not that common with it). There are three Wilderness-type monsters (barghests, cave spiders and merriods) in the base game, however, and Splig's deck can grant the trait to a monster group that doesn't have it, goblin or otherwise. That's a more useful trait for his deck to key off of than Building, and I think you are meant to use Feral Instincts often with this deck.


So why not just have the cards work off of the Building trait by default, then have a card that extends the Building trait to other monsters?
 
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JH
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I dunno — theme, maybe? It makes more thematic sense IMO for someone like him to have the clout to naturally boss around a bunch of dumb animals and hybrids (giants being a bit of an anomaly) than ogres, sorcerers, zombies, medusas, volucrix reavers and golems, which all kind of have their own deals going on.

As for goblins, they live in Buildings and Caves. Splig is the king, so he makes them go outside whether they want to or not. A Fat Goblin's first encounter doesn't have either goblin archer trait, for example (it has Mountain and Wilderness, both of which allow giants, so he must have some pull with them, eh?), yet there the goblins are.

I don't have my quest guide handy right now, so I can't go through it and see how the traits break down for other quests that allow goblins or have Splig to see if there's any more congruity, but it seems like his Plot Cards fit the traits of at least some of the quests he and the archers appear in.

I do know that there are eight encounters that have Building as a trait in Shadow Rune (two in the second act), and 10 that have Wilderness (four in the second act). You can't grant the Wilderness trait until after you've chosen a valid open group, so combined with the additional monster types, Wilderness simply offers more potential utility without extra threat expenditure.
 
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Arto H
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I like that some agents feels better than others. They could had even giving the agent 1-3 "difficulty factor" to balance some play groups. I am planning to buy about 3 agents.

Eliza is my least favorite. Spamming shadow dragons in every encounter is already very efficient. Eliza makes this even better strategy so I think she makes the open group selection even easier than before. Taste of Suffering, Scent of Blood and Nighttime Hunt make master fire breathing shadow dragons even more insane. With Frenzy and/or Blood Rage this should work almost always. Eliza doesn't seem to enable anything new, she just boosts the already strong monsters. At the same time she is not strongest agent. Will I buy it: No

I like Alric because he makes small monsters better but I don't him very interesting. He feels a little bland. Veteran Council and Trial of Knighthood are not very good because it feels it will quite long when they will start to pay off. I really like Knight Training andd Fight in Formation. Will I buy it: Maybe/Yes

Zachareth seems be the power gamer version and overall best I think. Just the deck thinning ability is strong. Rush of Power and Always Prepared are very strong. Those two cards and tinier deck size means you can play the best cards almost every turn. False Friends and Melticulous Planning is just kick in the balls. After heroes lose the encounter, cheesy Zachareth will punish the heroes with fewer shop cards also and makes sure Treasure Chests will never happen. Zachaeth is maybe the best agent for an overlord who knows how to play. That is why you should't give Zachareth if your overlord is already winning. Will I buy it: No

Belthir is very strong also and is maybe the most powerful Agent with Zachareth. Show of Force is good and means couple extra cards easily. I like Make Your Own Luck a lot. End It! is maybe too good. Resourceful is maybe too good also. Having Dash almost every turn changes some quest balance a lot. Overall Belthir doesn't have many bad cards (only Fight with Honor and Summon). He boosts the Overlord in every aspect. Belthir is still one of the strongest agents so should be careful with him. Will I buy it: Yes

Merick I kind of like. Dark Pact, The Dark Mark, Cabal are interesting. However, there are too many good plain card which just boosts the damage or are very good in other ways. Especially Masques is very good. Mystic Might and Greater Power adds +4 damage to one attack after dice are rolled. These cards plus Bolt from the Blue spam means heroes are very likely to lose the final encounter because Merick can make very high damage to single target. Overall, I like the idea of some Merick cards but seems the damage cards will just outshine the interesting cards and Merick will just become a damage card spam. Will I buy it: Maybe

Splig is fun because there are many trickier cards. He is interesting to play and doesn't just boost the overlord abilities clearly. Dive into Cover might be too strong in some race quests. Goblin Ambush is very good. I think the trickier cards might not get played and all threat tokens get used for Goblin Ambush, Dive into Cover, Meat Shield and especially Raided Armory. Will I buy it: Maybe
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alex
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i'm gonna buy them all at least for the mini

but

Belthir is the least interresting for me. Since half of the deck doesn't play with basic 2, he's almost useless. A shame, really.

Splig is fun in act 2. Making him chief of kobolds or harpies looks like really monstruous, with double attack and free surge.

Zachareth is maybe the most powerfull of the 6. good agent, his plot card will be used wiselely to force heroes to be powerless. A really good trickster.

Alric is one of my favourite, because most of his plot cards affects him, and he's like I wanted the plot deck to be in the first place. A good powerfull one with no brain, just like i like them

Eliza is strange and too much "hit and run" for me. fragile, no really powerfull cards, and nothing really fun.

And finnally, Merrick, the one I will never play, because I never play magic cards, since i'm a blinded attackfull overlord.
 
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Justin Gortner
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I don't own this game. But can someone explain to me what these replace? I thought the game already came with miniatures for the baddies?
 
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Chris J Davis
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jgortner wrote:
I don't own this game. But can someone explain to me what these replace? I thought the game already came with miniatures for the baddies?


Only for the regular monsters, not for the lieutenants (they only have tokens in the base game).
 
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J Holmes
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bleached_lizard wrote:
Still puzzling over why Splig gives a bonus to Wilderness monsters when goblins don't have the Wilderness trait.


He's already in charge of the Goblins and is expanding his business interests.

First the Wildness, then Neckhall, then the World!

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Trent Boardgamer
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I'm grabbing all of these for the minis firstly, but it's hard to pass up the options. It'll be great having all card options as it will be a surprise for the players everytime you start a new campaign.

I'll eventually cycle using all of them, for variance alone. Besides they are pretty cheap really.
 
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David van Damme
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I was complaining about how the miniatures didn't look as good as the other minis, but now mine have arrived (got Splig and Alric) I have to say they look much better in person. Your photo does not do them justice.
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Smurf-o-Deth
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Yeah, I think they look quite nice in person. Splig especially.
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