PFGamer
msg tools
badge
Avatar
mbmbmbmbmb
TURN 20

KN (C): S – NM present (-1S = already 0)
E – Unfriendly Eyes (+1 Darkness = 27)
A – Attack Lich Blight (Fight w/ Charge + Oath (3d+1) = Fail;
add 3d from Bottled Magic (from DR) = Success, +1G = 3, deactivate Oath)
E – Spies (-1S = already at 0)

DR (C): S – NM present (-1S = 3)
E – Betrayal (-1S = 2)
A – Attack Spies Blight (Fight with Animal Companion + Relic (2d+1) = Success)
E – Confusion (Sprite Form negates effect of Blight)

RG (C): S – NM present (-1S = already at 0)
E – Demon / Deadly (Elude with Vanish + S. C. = Fail, -1G = 0 – DEAD, +1 Darkness = 28)

SC (C): S – NM present (-1S = 3)
E – Ghoul (Fight with Ancient Sword (2d) = Success)
A – Search = Success = Supply Cache > Find Weakness

NM (C): D – +1 = 29
M – Stays in C (that's where everyone is)
B – Curse (C = 2 Blights)

Post-Turn Analysis – Well, the RG gave it his all, and was pretty powerful. This will hurt.

TURN 21

WZ (+): S – Character starts with -1G and -1S for defaults and only 2 powers:
Lightning Strike (Fight with 3d; exhaust if you succeed)
Teleport (Exhaust to move directly to any location for +2S up to 5)
(All other Phases skipped per [7.1.2] Death of a Hero.)

KN (C): S – NM present (-1S = already 0)
E – Raid (-1G = 2, -1S = already 0)
A – Activate Oath of Purging

DR (C): S – NM present (-1S = 1)
E – Horde / Giant (Fight with Animal Companion + Relic (2d+1) = Success)
A – Attack Evil Presence Blight (Fight with Animal Companion + Relic (2d+1) = Success)
E – Confusion (Sprite Form negates effect of Blight)

SC (C): S – NM present (-1S = 2)
E – Patrol / Reaper (Fight with AS + FW (2d+1) = Fail; exhaust Preparation = Success)
A – Search with Thoroughness + Research Materials = Success = S. C. > Counterspell
(Takes effect immediately; all Blights in C have -1 Might)

NM (C): D – +1 = 30 (All events that would increase Darkness now place Blight in Monastery!)
M – Stays in C (everyone is there) B – Unholy Aura (C = 2 Blights) (Aw, MAN!)
TURN 22

WZ (+): A – Teleport to C (exhaust, +2S = max)
E – Curse (-1G = 2)

KN (C): S – NM present (-1S = already 0)
E – Dead Servant / Dread (Fight with Charge (2d) = Success)
A – Attack UA Blight (Fight with Charge + Oath (3d) = Success, +1G = 3, deact. Oath)

DR (C): S – NM present (-1S = 0)
E – Demon / Deadly (Fight with Animal Companion + Relic (2d+1) = Success)
A – Search = Success > Treasure Chest > Elude

SC (C): S – NM present (-1S = 1)
E – Ritual (add Dark Fog Blight to C)
A – Hide / refresh Preparation

NM (C): D - +1 = “31” (Curse > Monastery (+ = 1) )
M – Stays in C (with everyone)
B – Shades (C = 3 Blights)

Post-Turn Analysis – We have to make our last stand here, as the Counterspell will help with fights. Wading through all the Blights to get a clean shot is going to be nearly impossible at this rate.

TURN 23

SC (C): S – NM present (-1S = 0)
E – Renewal / Zombie (Elude with Foresight = Success)
A – Attack Shades Blight (Fight with Ancient Sword + Find Weakness (2d + 1) = Success)

DR (C): S – NM present (-1S = 0)
E – Dead Servant / Dread (Elude with Elude = Fail, -1G = 0 – DEAD, +1 Darkness = “32”)
** Add Blight to Monastery > Spies (+ = 1) **

KN (C): S – NM present (-1S = already 0)
E – Ritual (add Curse Blight to C)
A – Attack Curse Blight (Fight with Charge (2d) = Fail, -1G = 2)

WZ (C): S – NM present (-1S = 4); Obtained Relic from DR (-1S = 3)
E – Raid (-1G = 1, -1S = 2)
A – Attack Dark Fog Blight (Fight with Lightning Strike + Relic (3d+1) = Fail, Lose Turn)

NM (C): D – +1 = “33” (Desecration > Monastery (+ = 3 Blights) )
M – Stays in C (with everyone)
B – (Due to all the record keeping confusion at the end, this was missed.)

Post-Turn Analysis – The end is near. We have a maximum of 2 more turns, but we can't fight through all the Blights to get to the NM.
TURN 24 (Last Turn)

WZ (C): S – Lost Turn

PR (+): S – Character starts with -1G and -1S for defaults and only 2 powers:
Strategy (Fight with 2d)
Loyalty (+1d when Eluding)
(All other Phases skipped per [7.1.2] Death of a Hero.)

KN (C): S – NM present (-1S = already 0)
E – Dead Servant / Dread (Fight with Charge (2d) = Success)
A – Attack Desecration Blight (Fight with Charge (2d) = Success)

SC (C): S – NM present (-1S = 0)
E – Horde / Giant (Elude with Foresight = Fail; exhaust Preparation = Success)
A – Attack Dark Fog Blight (Fight with AS + FW (2d + 1) = Success)

NM (C): D - +1 = “34” (Desecration, Taint > Monastery (+ = 5 Blights)--GAME OVER!)
M – Stays in C (with everyone)
B – Vampire (C = 4 Blights!)

Post-Turn Analysis – We just couldn't keep up with the amount of Blights added at the end. There was no way to attack enough of them each turn to get to the NM, and the Darkness was already too high to move around the board. Plus, the Castle had Counterspell, so it would have been illogical to move anyway.


POST-GAME NOTES

Upon finishing the game, our group definitely agreed that you have to play this game with the expectation that you will lose. This concept is not unique to DN by any means, as many VPG titles have this as a fundamental trait. The States of Siege game series is in many ways specifically designed around this. Some people relish the challenge that this provides to a gamer / gaming group, as they know that they will have to beat the odds to achieve some level of victory. Other people will see this as a “what's the use” type of situation, as they would rather play a game where there is a reasonable expectation of some level of victory without depending strongly on exceptional luck. Even so, the cooperative aspect of the game helps to balance this and mitigate some of the frustration associated with this premise. Losing isn't as painful when there's enough blame to go around. :-)

We all felt that the rules could be much more explicit, that additional examples may be helpful in places, and that the text on quite a few cards left quite a bit of room for creative interpretation. On several occasions, we had to stop and say, “OK, what will the house rule be on this, as half of us are reading it one way and the other half are reading it the opposite way?” At the very least, there will need to be a comprehensive FAQ document available to clear up questions.

I polled everyone about the game play and mechanics in general and received positive comments. They felt that turns did not drag on due to constant rules “mining” and that players were not constantly waiting for everyone else to finish their turn so they could do something again. In addition, the pacing was good overall in that the game length didn't increase exponentially as you neared the end. Some games start fast but slow down quickly as more and more rules come into effect. That didn't see to be the case here.

We all felt that the theme and the mechanisms worked well together and that the game play didn't ruin the feel / theme. Some games set up a premise with their themes that is immediately ruined by illogical, out-of-context mechanisms (e.g. low-technology, low-intelligence monsters with the ability to teleport all over the map unaided). The theme seemed well-supported by the game play. In addition, the graphics and artwork superbly set the stage for the game.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.