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Descent: The Well of Darkness» Forums » Rules

Subject: overlord draws how many cards? rss

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Nundo Bolas
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So, how many cards does the starting hand of the Overlord have?
2 or 3? or zero?

and how many cards does the overlord draw Each Turn? 2 or 3? soblue
 
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Nathan Johnson
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come on dude...read the rules...i mean and the FAQ

OL starts with 3 cards in his hand and draws 2 per turn.

Ya, they missed this part in the rule book, it's in the latest FAQ.


 
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Karl
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Indeed, 2/turn is the right number (expect if you have a certain power in play). However it is strongly recommended to take 3/turn with 4 heroes and only 1/turn with 2 heroes. Its not official ruling but seems to work very well.
 
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Jimi Essex
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Actually, the new rules for Well of Darkness say the overlord now draws 3 cards a turn no matter what.
 
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Karl
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3 cards/turn?! What do the heroes get in exchange for that power surge? As far as I recall the rulebook the only gain they have is the new potion (as more ability cards only add to the diversity, but not to the over all power)
 
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Matthew M
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Ciner wrote:
Actually, the new rules for Well of Darkness say the overlord now draws 3 cards a turn no matter what.


It says no such thing. It says the OL player starts the game by drawing three cards - this is just a clarification as that rule is missing from the original rulebook.

The OL will still be getting a threat advantage with the new rules anyways as he'll undoubtedly be swapping out low-threat low-utility cards for cards that either have better effects and/or can be cashed in for more threat.

-MMM
 
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Eric Kirby
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There are a couple guides posted on the main Descent strategy forum explaining how to play the Overlord effectively. In all of the original scenarios past #4 or so, I've found the game to be shockingly balanced towards the Overlord - 80% win ratio vs. 4 players. Several others posting on the FFG boards agree, and I think those that do have found the optimal card playing strategies.

The players that I play with make few errors, they don't group up on doors, chests, open chests while there are still monsters around, etc. If you're truly having problems winning as the OL, I suggest a bit of research. Going to start playing WoD this weekend, we'll see how the new cards/abilities stack up.

Drawing 3 cards vs. players would snuff the small % of time they DO manage to win, so I find that a problematic solution. Those in quest of scaling don't find that the threat generation is sufficient? I agree the monster scaling with hit points has virtually no effect.

Ssineraxal
(The evil Overlord what spawns at midnight)
 
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Karl
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However - one should not mix up three different topics:

* Problem #1 - the balancing of each mission versus 3 Heroes.
Here mission 1 definitely needs some more power (don't give any conquest tokens for chest maybe).
Mission 2-4 seem to be ok
Missions 5-10 seem to need some reduction in OL power in order for the heroes to win. I haven't heared good ideas as how to scale them. Maybe reduce the OL threat/turn by 1 helps?

* Problem #2 - scaling for 2 or 4 Heroes. Here it looks like that the 1 respectively 3 OL cards work fine.

* Problem #3 - scaling for the treachery deck. This has yet to be determined, but 1 less threat token/turn for the OL seems to be a workable starting point.
 
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