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

Subject: Questions after first dungeon in campaign rss

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Bhd
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Hello,

we started a campaign yesterday, and quickly came up question if we`re playing the dungeons/encounters correctly – not concerning the basic attack or movement rules but about the quests that seem to be explained too little and leave open too much room for interpretation.

As first dungeon after the opening quest we chose Death on the Wing (with the ravine and one boulder being dropped every turn). At one point we both died and were surrounded by 4-5 mobs.

First problem: at this stage the game actually could be over, since heroes now only can stand up and hope for a good health and fatigue roll, so that they can survive the attacks that will follow next turn.
Quite frustrating, but I think that’s how it works.

Second problem we then thought about giving up – but that is not really an option given to the players (or is it?). The overlord wanted to play until the finishing condition was met anyway, since by doing so he ended up with all OL-cards in his hand by killing the heroes again and again(no maximum hand size!!) and which he then could keep for the second dungeon. Did we do that right?

And then, to kill the heroes last glimmer of hope, the second encounter said we have to pass our first turn! Of course we didn`t have a chance anyway, with both being almost dead and the OL having almost all cards in hand.

Please tell me where we might have done something wrong – I hope we did, since it wasn’ t too much fun.
 
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Darren Nakamura
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It sounds like you did everything right, aside from the part where you were both knocked out at the same time (but that's a result of a tactical error, not a rules error).

What it sounds like, however, is that you're playing with only two heroes. Many on this forum will recommend you play with four heroes at all times, regardless of the number of hero players. Four heroes seems to be how the game was meant to be played, and some quests break down with only two heroes.

What you also find with only two heroes is that the OL achieving a total party KO is easier, and that usually means the end of a quest for the heroes, because, as you said, the only thing they can do is stand up and hope they aren't immediately knocked down again. Many groups impose a house rule that one side may concede an encounter, but it is just that: a house rule.
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Amanda Kopet
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I'm curious if you guys were playing with only 2 heroes. That generally makes it balanced a bit more in favor of the Overlorde. Using 4 heroes will take care of any balance issues caused by that. Additionally if this was the first encounter you played after the intro the heroes are usually at a bit of a disadvantage. You don't have much gold and have only gone through one shopping step. By the time the interlude comes you'll be spanking the OL.

So problem 1: If you're in the ravine and you're surrounded I'm pretty sure that meets the OL win requirement.

Problem 2: That is correct, although a benevolent OL might cut you a deal rather than draw it out for ever.

EDIT: What Darren said.
 
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Bhd
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synchroneyes wrote:
I'm curious if you guys were playing with only 2 heroes.


Yeah, we played with 2 heroes only.

synchroneyes wrote:
So problem 1: If you're in the ravine and you're surrounded I'm pretty sure that meets the OL win requirement.


We were surrounded, but not in the sense of the winning condition.
 
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JH
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Remember that you don't have to stand up — if it's a choice between being killed every turn and letting the timer on that quest just run out when all 10 boulders are placed, choose the latter. And there's always the chance of a weird technical win like this one.
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Bhd
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Sarcasmorator wrote:
Remember that you don't have to stand up — if it's a choice between being killed every turn and letting the timer on that quest just run out when all 10 boulders are placed, choose the latter.


Ok, that's an relevant point that we didn't notice. So both heroes just stay dead and the OL just get's as many OL-cards as there are boulders left.

It really seems, like most of you advise to a campaign with 4 heroes, no matter how many actual players there are.
Sadly with just Descent 2nd edition with no add-ons there are only 8 heroes to choose from. We got Descent 1 as well - would you say converting them to 2nd edition is a good or balanced thing?
 
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Rafal Areinu
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With Conversion Kit you'll get official cards, that are around balanced. Some heroes are a bit weaker than original 8, some around the same, and there are few very strong ones.

Also OL gets monster cards for your Descent 1 minis... Which overall tips the scale in overlords favor. He gets more monsters to choose from, which allows him to choose monsters better fit to the task at hand... Not to mention some of 1st edition monsters are VERY strong.

But then with 4 heroes you should manage with those stronger monsters.

You won't have new classes for those heroes, and soon FFG will be releasing hero and monster collection, which will have heroes and monsters from 1st edition of descent redesigned. But that's long term solution and pretty expensive. If you have 1st edition I suggest to use CK.
 
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Bhd
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Last night we played again and there are new questions that came up:

1) The berserk ability Rage - you have to tap it , spend 1 fatigue and get +1 damage - since you have to tap it, you can only use it once per turn and sp never get more than +1 damage out of it, right?

2) The OL card Word of Misery: Heores suffer -1 fatigue for every health lost this turn. Now what if a hero has 5 health and 0 fatigue and he receives 3 damage after armor. He would lose 3 fatigue as well but has none, are these missing fatigue points now also lost as health and he would receive 6 damage?

3) The item-cards you find among potions etc. at a search token - are these items permanent, do they stay with you or are they somehow limited?
 
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Craig Bocketti
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eyeless wrote:
Last night we played again and there are new questions that came up:

1) The berserk ability Rage - you have to tap it , spend 1 fatigue and get +1 damage - since you have to tap it, you can only use it once per turn and sp never get more than +1 damage out of it, right?

2) The OL card Word of Misery: Heores suffer -1 fatigue for every health lost this turn. Now what if a hero has 5 health and 0 fatigue and he receives 3 damage after armor. He would lose 3 fatigue as well but has none, are these missing fatigue points now also lost as health and he would receive 6 damage?


3) The item-cards you find among potions etc. at a search token - are these items permanent, do they stay with you or are they somehow limited?


1)That is not a "tap" symbol it is a special action symbol, this isn't magic, etc. If it says exhaust this card, then you would "tap" it. Some cards exhaust, some cards require a special action, some cards require a special action and exhaust...so not once per turn, but only 1 additional damage each time you use it.

2)No matter how much damage a hero loses he only suffers 1 fatigue each time he suffers damage. If he is forced to suffer fatigue and can't he loses a heart instead.

3)Search cards are never carried from quest to quest. From encounter to encounter, yes. But after a quest is over, which typically has two encounters, the search cards are shuffled back in to the search deck. Whether they were used or not, the heros get the gold value on the bottom for shopping.
 
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Bhd
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1) Sorry, wrong game yes So +1 damage per usage of that skill, and the skill can be used twice then, because every hero has 2 actions per turn?

2) Ahh only 1 fatigue per attack, so in this case not one big attack is good, but many smaller ones? Since for each monster attacking the hero, he'll suffer 1 fatigue (or 1 health if no fatigue is left).

3) I wonder if that is somewhere in the rules, we didn't find it.


Thanks for the answers!
 
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Chris Lawson
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eyeless wrote:
3) I wonder if that is somewhere in the rules, we didn't find it.

Page 20 of the rulebook.

The Campaign Phase, step 1.
Receive Gold from Search Cards: Record the total gold value of
every Search card the heroes acquired over the course of this quest
on the Campaign sheet (even if the Search card was used during the
quest). Then return all Search cards to the deck (even if the heroes
didn’t use their abilities). The heroes are assumed to sell their newly
discovered treasures in Arhynn.
 
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