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BoardGameGeek features information related to the board gaming hobby

    by keanpedersen

    After playing the first part of a campaign (Nerekhall) yesterday, we ran into a small issue. When we had to decide on the next quest after the introduction, there were 8 quests to chose from. The heroes (who had to make the choise) wanted to read through all the available quests in order to make the decision on the best possible foundation, taking into account their chosen classes to ensure maximum probability of winning the next quest.

    After having read through the first one, and discussed it a bit, we had already spend 20 minutes. Not wanting to spend the entire play time reading through quests and trying to pick the best quest, we decided to simply choose one based on the coolness of the name of the quest.

    My question is, how do you generally choose the next quest, when faced with multiple options (not just the Nerekhall campaign)? Do you read them all, do you pick randomly, or a third option?

    by APaulV

    Hi,
    In my group we only played 4-5 times and we are trying to get a stable group to go through all the campaign. This being said im uncertain of what rules apply to hero selection.

    To be more clear - lets say i want to play Grisban the Thirsty; now is he a berserker or can i choose to play with the knight set of cards (skills)? And one more thing - can there be 2 warriors? As in 1 knight and 1 berserker? Or must there always be all 4 "color types" in the game?

    Thanks

    by cstaufer

    Any thoughts from the community on how this game is for two players?

    by Darth Rubi

    Hey All

    I wanted to find out... am I the only Overlord that finds the "reach" ability on weapons really frustrating? Between ranged heroes (Leoric, Jain), starting items (Prophet class) and shop items, all 4 heroes in my campaign have consistently been able to attack the Monsters from non-adjacent spaces.

    Now, with ranged heroes, that is all fine and good. But what has been grating me about reach is that it nerds basically every defensive ability that my Monsters have, and contributes to the heroes ability to cut through everything like a wet paper bag.

    Now, my complaint is this - the reach "nerf" seems to me to be quite inadvertent, or an oversight perhaps. Specifically, it nerfs (from the base set alone) the defensive ability of Shadow Dragons (Shadow) and Elementals (Air). The flavour of these abilities is clearly that its hard to hit these creatures in hand-to-hand, hence they apply to "adjacent" heroes. But in reality, even the "melee" heroes can completely ignore these abilities thanks to Reach.

    It seems really odd to me that I can hit the Shadow Dragon with a Trident with no problem, as long as I stand one step further away. And even worse, extending it to the first expansion - it nerfs the defensive ability of Fire Imps as well, since they only deal damage to an adjecent hero once again.

    So, as Overlord, I feel incredibly frustrated at how easily almost every available melee weapon trumps any and all defensive abilities of my Monsters - anyone else share my pain?

    by Kyur

    Apparently, Germans can't handle iron battleaxes that well (probably holding the weapon upside down, touching the sharp blade ?):



    Or should this imply, that iron battleaxes, made in Germany, are of poorer quality ?

    Hummm...



    Nah, just uploading this, in case anyone else with the German Edition was also scratching his/her head, like I did, when first seeing this card.

    Chop-chop.

    by Freedeath

    I would have preferred that 4 new sets of matching skill cards were included in this set. As more of these particular expansions are released, there will be a dearth of skills to use with them.

    by The Sacred Voice

    So I've run up a Descent campaign with my regular game group and we've just finished the Interlude of the Shadow Rune campaign - just the core set, nothing else. The OL (myself) has won everything but the Fat Goblin quest and my recent victory in the Interlude was so crushing that the heroes are feeling pretty deflated. I don't think the game's unbalanced but it's feeling like the heroes are in a bit of a rut and we're about to go into Act 2 with majority OL victories and the monsters about to get stat upgrades. Kinda wondering what to do about this?

    You don't need to read the rest of this post but I'm just going to try and summarise the way things have panned out over the missions in case that's helpful.

    Heroes: Jain Woodward (Wildlander), Syndrael (Berserker), Avric Albright (Spirit Speaker)

    First Blood - because we were getting used to the game then strategic mistakes were made on both sides in the first few quests and this was no exception. I mostly just kept knocking down Avric and running the Ettin round to avoid damage - it was narrow but I squeaked the win.

    Character development - I take Web Trap because I sense the heroes mobility (between Syndrael's and Jain's heroics) is too good and they need locking down a bit more. I don't remember the heroes taking anything significant at this point. I believe Jain got a better bow.

    OL Pick - Masquerade Ball - This was our first proper quest and the heroes took the "kill everything" approach, which resulted in me getting guests out with relative ease, it helped that I got a bit lucky and most of the guests were either in the central room near where I spawned or in the room where I spawned. Going into the second encounter having won the first then the bonus of not having to roll for each door meant Eliza just swept straight through without the heroes even really getting to the Tomb tile (they made it but only to do the search as they knew they had lost). I took Barghests as my first open group in this scenario to wear down their fatigue early on so they couldn't catch up and between the spiders and the howling then they struggled. If they had made it to the tomb then I had chosen Zombies as my second group to try and use the Grab ability on the master one to keep them from chasing too effectively but it never became relevant.

    Character development: At this point Syndrael took Whirlwind and bought a weapon with an automatic Pierce 1 and a surge for a second one (some kind of axe). Syndrael's development here completely warped my strategy for the next few quests as I had to be constantly aware of how far apart my monsters were and trying to find placements that minimised the devastating effect of the piercing whirlwind. From the OL's side then I got Bones of Woe, which has proved pretty much as powerful as it reads. I also took Explosive Runes because I didn't want a second Web Trap (though now I do!), the option of having it gives me utility in missions where it might be useful.

    The hero group's strategy from this point on became: Get Syndrael in the best position possible to Whirlwind and then use it to maximum effect. Avric makes sure the group keeps standing and Jain searches, chases down any runners or provides extra damage on big monsters. Syndrael's Whirlwind is the absolute centrepiece of their strategy.

    OL Pick - Castle Daerion - IMPORTANT! We didn't play the errata for this mission (I had remembered seeing it but completely forgot which mission it applied to) so after the game I offered to take back the mission and we could either play it again or play a different one - the heroes agreed to just soldier on. In the first encounter I plumped with Merriod (truthfully, because it looked fun) and Barghests. I had a loose idea about using the Barghests speed to chew up the villagers before they could get to safety and the Merriod to immobilise them down in the early section. The end result was the Merriod kept getting the door shut in it's face at the first cabin and I could never really get it to land effective hits on the villagers - the Barghests got slaughtered to double Whirlwinds and the Merriod could never catch up as it had to waste actions opening doors and the heroes could make a fighting retreat from it, using villagers to shut doors as they went. We realised that post-errata then this encounter wouldn't have ended any differently. The second encounter went intially well (Whirlwind to clear the initial staircase and then militia spawning in to get in and defend. However without the errata then I was able to hide the Ettin in the corner of the main chamber, surround it with monsters so it couldn't be hit and continually hit Palamon as he doesn't have his move action pre-errata (or an extra defence die upgrade). As I said I offered to take the mission back but we decided to press on.

    Character development: Avric took Cloud of Mist, nothing else significant as far as I can remember - I think I might've taken Wicked Laughter because the Web Trap's were proving devastating against their group mobility and being able to reroll it as well was just too good to pass up.

    OL Pick - Fat Goblin - I had played the first encounter of this quest as a one off with another game group before and done poorly so I wanted a second go. First time round I had used Cave Spiders as my open group but decided to use Merriod this time round as the Whirlwind would clear the spiders too fast. Merriod was a bit of a damp squib because they slipped past him without him getting an immobilise. The goblins were ultimately trashed by Syndrael's Whirlwind and barely got away with one hay bale. Going into the second encounter I plumped for an Ettin as my open group, I know I had the option to Shadow Dragon (which I hadn't used at all by that point), but it felt unnecessarily mean given that the heroes had lost everything up until then. It also felt unthematic to have a Shadow Dragon in a goblin lair On reflection the Shadow Dragon would've been a lot better as I did do one very impressive Dark Charm-Throw-Frenzy combo at one point that brutalised Jain but I ultimately kist the early monsters and got jammed in the corridor next to Splig's starting location and the narrowness of it all meant the Whirlwind was working at maximum efficiency and Avric could keep a Cloud of Mist up to make hitting really tough. I did lose but if I'd scored a surge on my final attack as Splig then I would've got a knockback and been able to break through the heroes' wall. I had Dash cards in hand so would've been able to get him away then hoped I could tank enough of the damage to give him another round to sprint to the exit, sadly no!

    Character development: The heroes had a LOT of cash after this mission and went a bit mad buying a Mana Weave, some Leather Armour and two other items that I can't remember at the minute.

    Interlude - The Overlord Revealed - My open groups for this were Shadow Dragon (Green Portal), Goblin Archers (Blue Portal) and Barghests (Red Portal). The heroes almost immediately tried to get the Runelock of Strength shut. I had plonked the dragon right on top of it so while they tried to find a way round (or through) the dragon then I moved everything else up behind them. I managed to lock down Syndrael through a Web Trap -> Wicked Laughter combo that meant she wasted her Heroic Feat and did nothing for an entire round while I moved the dragon into the entrance to the room dividing Syndrael in the room with no way out and the other heroes in the middle chamber where they had retreated to battle the encroaching goblin-barghest horde. They did get the Strength Runelock sealed and it turned out that it was the Shadow Dragon one. Zachareth appeared and crowd-controlled the hell out of Syndrael to ensure she had to use at least one action to keep moving towards things to hit them. Unfortunately, as I had Syndrael on lockdown then this took out a vast majority of the hero team's killing power and I effectively butchered the other two in the central chamber while the master barghest picked up the shadow key and headed out.

    Extra thoughts:

    - The hero team's reliance on Syndrael for damage seems quite high, I'm not sure if that's intentionally how groups should be set up (they seem to have a damage, support/tank and utility) because it makes them very vulnerable to control effects (of which I stock up on because to otherwise and let Syndrael run about it just insane).

    - Jain (Wildlander) has felt like the weakest hero in the group. She doesn't seem to lay out damage that effectively (she has the ability to reroll one die), at least not compared to Syndrael - but she has also had miserable dice rolling for a lot of the times we've played - maybe her time will come? Her abilities don't seem that amazing. I think she has an ability to shoot through allies and another that ignores adjacent enemies and while the ability to shoot through allies has been quietly effective then, as I said, she seems to have significantly less damage output compared to Syndrael.

    - Avric's tankiness and his healing has proved quite frustrating for taking down Syndrael. On one hand I feel like I should focus Avric before Syndrael, but Syndrael does SO MUCH DAMAGE that it feels like depleting both their life pools + healing is too hard and my monsters won't last long enough - that said, if Avric has nothing to heal then he doesn't seem able to do much else. Avric has taken Soul Siphon, which I'm not entirely sure what it does but it hasn't seemed game changing so far.

    - Syndrael is devastating and forces me to literally plan my entire turn around how far she can move and what she'll be able to hit (taking into account ability to use fatigue to move and her heroic). That said if I get enough control options (Pit Trap vs fatigue moves, Tripwire vs standard moves and Web Trap for group lockdown + Wicked Laughter to enhance any of those) then I can somewhat mitigate her effectivenss. Dividing Syndrael from the rest of the heroes was critical in the Interlude to mopping up in the central chamber.

    So, any thoughts? Are there any inspiring stories of hero teams losing out through the missions but still emerging victorious?

    by Zaily22

    Hello guys,
    i decided to buy my first dungeon crawler style board game (i own only Talisman and my friend got Arkham Horror), and after reading a lot, I decided to choose Descent second edition.

    I have some questions regarding to that.

    Is it better to start playing and learning the game only with the basic set, or do You recommend getting also some expansions? (I would buy only smaller one and maybe one Lieutenant, as I will see if game fits for us, then im going to buy one large expansion and second Lieutenant)

    If im going to buy small exp too, which one is more fun for both sides? And which Lieutenant You would recommend to get with it? I think ill get one from the edition I already got so I can replace token with its miniature. Which one is again most interesting to play with?

    After im getting big expansion, im decided to pick its boss as lieutenant. ( I think her name was Valyndra - the spider type boss - what do u think about thich choose?

    by jcrofts1

    I am designing a campaign using the Descent Quest Vault. Unfortunately, my group of friends, for which I'm designing the campaign for, own the game and live quite a distance away. So I do not actually have my hands on any of the quest books. What I was wondering was, how many experience points does the Overlord typically get throughout an entire campaign? How many given for free and how many due to winning all of the Quests?

    I have found that typically the heroes receive about 15 XP total if they win every quest. Is that correct?

    Thanks for your help,
    - Jim

    by Leeko

    When the card says replace 1 master and x amount of minions, does that mean they are gone forever for that encounter? Or can I bring them back through reinforcement?

    by pdoherty

    You know the character card decks, that players choose after picking a hero of that class? Like the "Berserker" deck for the melee characters? Are there expansions to those? If not are any planned/possible? Are there extra copies of them for sale so if two players wanted to play that same style character they could?

    by Leeko

    As the Overlord, does killing the ally reward you the same as killing a hero? Like drawing an extra card. Trying to find out what happens if an ally goes down in the rule book, but can't find if they are treated exactly like a hero for this purpose. I know as actions they are treated as monsters, with 1/2 move actions and 1 attack.

    by Leeko

    Is it me or are the Descent first edition monsters way better than any of the Descent 2 monsters? I've been looking at the wiki and thinking if buying those monster packs are worth it. The thing is I don't want the all the Descent 2 monsters that I got to become worthless. For instance Giants> Ettins, when will you ever pick Ettins if you can play Giants, or the Ice Wyrm vs a Shadow Dragon. Does anyone with all the first edition monsters pick any of the monsters in Descent 2 over the Descent 1 monsters and why? Because from what I've seen, it is ridiculous how good the Descent 1 monsters are. And I can see how the Overlord would be OP with that available to him.

    by Symphonic5

    Does any one know of a way to get the play mats from the play night kit(or is willing to sell me theirs)?

    by SoylentRed

    I start a new campaign tomorrow night... haven't decided my basic starting deck. I tend to like decks that interrupt - and if I recall - Basic 1 might lean more toward that play style with more traps etc?

    Thoughts from those of you with more play of both decks would be really appreciated!

    by Leeko

    I just noticed in the rule book it says that a figure can only be affected by blast once per attack. Does that mean when a hero using both his actions to attack and rolls enough surges to do blast both times, the 2nd blast wouldn't affect my monsters? I have been playing it that it could do damage to them and he would wipe out an entire monster group almost from me grouping my guys together.

    I know I've been creating a lot of topics lately, but I recently just got back into Descent, so I got all these questions I am unsure of.

    by VaeVictis666

    Or do I have to go proxy hunting? And if so can anyone steer me into the right direction, say a list posted somewhere here that I couldn't find?

    by Sly de Moya

    Hello

    This is my 1st time on Posting questions on Boardgamegeek.com

    A Pleasure to meet you all

    1) Can Any hero be used on Any Expansion of Descent, and crossover to use on other expansion it their respective gear.??

    2) Does anyone have new updates, pdfs about Sea of blood and Road to Legend conversions to 2nds Edition??

    Thank you sincerely

    Silvestre (Sly) de Moya


    by tlee33

    I'm planning to finally get Descent 2.0. I want to spend $100 for free shipping so wanted to add a couple more items along with it. I was planning to get the oath and the crown (hero and monster) expansions because they seemed like the best bet to add more monsters and heroes. I figured I didn't need a big box expansion, since I'll probably play the first campaign for a bit first. Also, thinking about an extra dice pack. Is it helpful to have another set? So...bad idea? Other better options? Or good idea?

    by xFWx_FIREBIRD

    Sorry if this is a repeat thread! I skimmed briefly and couldn't find anything...

    So I've played a small amount of Descent so far, and I'm curious about what the different kinds of expansions add in terms of whether it adds variety or if it adds all new content/stuff to the game (and just to clarify: I'm not simply talking about components added since I can easily see those on each page). I never played, and do not own 1st Edition to give you more context. So do these add variety and/or add new content/stuff to the game? And if you're feeling super generous, if it adds something new, what is it?

    Big Box Expansions:

    Small Box Expansions:

    Heroes and Monsters Expansions:

    Lieutenant Pack Expansions:

    by Kyur

    [poll=143216]

    Dear devilish Overlords,

    simple question: which Lieutenant is the best ? Detailed reasons are welcome.

    Multiple answers are possible.

    by Ragemundo

    Hi guys!

    I have all 3 D&DAS games (Legend of Drizzt/Castle Ravenloft/Wrath of Ashardalon). Very interested in bringing the Drizzt characters to Descent. So I did some research ninja and I saw a pdf detailing on how to create custom characters.

    I was wondering if anyone has converted Drizzt or any of the D&DAS heroes into the Descent system. Please let me know thanks!

    by brightonsonic

    ok so I was thinking for long time I should get playing descent 2.0 and was hoping that some one else in my group might pick it up. well they didn't so I got this little lot...

    Descent 2.0 base set

    Labyrinth Of Ruin
    Lair Of The Wyrm
    Trollfens

    Crown Of Destiny Hero And Monster Collection

    Lieutenant Pack's
    Gargan Mirklace
    Merick Farrow
    Eliza Farrow
    Bol'goreth the Troll
    Valyndra

    oh and the dice Pack...

    I am obviously reading the rule book and making sure that I know how the game works inside out before I sit down and play this with my friends on Saturday for 9-11 hours.

    My problem is this I am a little overwhelmed by the amount of stuff I have I am going to play just the base game quests, but what do I add from all the extra stuff i'm thinking obviously let the hero's have access to all the character options. but what else do I add

    all so I am a little confused about the lieutenant packs apart from adding a mini in place of a token and the extra deck for the OL, why did I buy so many can I use the lieutenant mini/cards in other missions they are not actually in.

    A little help form experienced OL would be great thanks....

    by pincher

    From what I remember hearing, the original 1st edition of Descent was a re-do or re-theme of the Doom board game. Now that Descent has had the 2nd edition makeover/streamlining process applied to it, does anyone think there will be a chance the scifi original will reappear? Also, as FFG no longer has the rights to the doom franchise (I'm guessing) what IP would fit a new version? I'm thinking Mass Effect or at a strech X-Com (seeing as FFG are pushing out another X-Com game very soon). FFG gets enough of my money at the moment, maybe I shouldn't give them ideas

    by ShineSpark

    Hi,
    I like many was super stoked when I heard about 2e, I'd played a lot of 1e and from all the stuff I'd read and after playing some of the other games FFG put out between the two I had high hopes for some improvements. I got what I wanted... mostly.

    For me RtL turned a game that was already an amazingly fun dungeon crawl into one of the most intense, epic, and exciting adventures I'd ever experienced in any medium. I must admit I've never been able to complete RtL and my good experience mostly stems from a single campaign (which I hope to some day complete) in which we played over 70 hours over the course of 2 weekends. It was awesome.

    Anyway I think 2e is awesome in so many ways and it plays so much faster and I find the rules to be much easier to handle. Classes and skills are super interesting and all around I might argue that 2e is better than 1e, it almost has RtL beat.

    Except for that super lame map. I was super disappointed with the map on the back of the quest guide, coupled with the lack of an overarching plot I just feel super unsatisfied in between games. I really miss having such a large map to navigate and taking several turns to move over the mountains to a legendary area or seeking out the heroes of yore. I miss racing the heroes to the sun stone only to meet them and have a showdown with my lieutenant. Ambushes and random encounters were awesome! We almost always forget to do travel cards in 2e cause most of the time they just feel like a waste of time and don't have that much impact.

    Of course I can still play RtL with my original stuff but when I go back to 1e I keep feeling like there's a lot in 2e that would make the game play much better.

    I also miss big ol' treasure decks I really liked that there were so many treasure cards you almost couldn't hold them all in one hand.

    tl;dr
    Does anyone else feel that 2e is so close to scratching the itch for grand adventure but it's just slightly off to the left making you itch even more?

    Is Rtl something that others would also love to see get the 2e treatment or are most people satisfied with what they get from 2e as is? If FFG decided to do Rtl would it be a day 1 purchase for any of you?

    as a side question, I've only got the first expansion. I've been very temped to 'catch up' and purchase all the stuff I missed since that expansion in the hopes of turning the game in to something grander than it already is. Would the other expansions do much to help me?

    by burningecho

    I'm trying to find something that would help me keep track of monster HP mostly, instead of fiddling with tokens. It's a bonus if the app has a way of easily looking at hero stats or even keep track of their hp and fatigue. I've found a couple of DM apps that might fit the bill, but I thought I would ask here first.

    I have an Android tablet and an iPhone. I'd prefer to use the tablet, but all suggestions are appreciated.

    by DuelistofAges

    The figures in this game cry out to be painted.
    However I have no idea where even to start, (or with the cost of paints if its worth it) much less which paint to buy, much much less how to do it right.

    If anyone would be so kind as to share any recommendations, tips, tricks, preferences, opinions, I would be much obliged, thank you.

    Also please use this post (I don't even know what you would call this)
    to talk about any mini painting story(ies) you may or may not have, again thank you.

    by relequestual

    Can anyone link me to / make a list of the quest names and rewards for LoR please?

    I've scanned in the first 3 quests in the quest guide, but haven't been able to scan the rest yet. Obviously for personal use =] Playing a game by forum on here.

    Thanks in advance

    by TheOriginalJwoo

    I am a huge fan of HeroQuest so I figured I might get into this game instead of tracking down such an old game, BUT I have TONS of questions:

    *How does this differ from HeroQuest?

    *Is it obviously superior?

    *How good is just the base game? Are expansion helpful?

    *What are the two expansions that add the most/are the best?

    Thank you fellow BGGers?


    by APaulV

    Hi - here is our small problem:

    We started our campaign and did the intro quest (the one before "a fat goblin"); immediately after that our OL played the rumor card "what's yours is mine" thus starting the quest (if we all understood right); we finished that quest and the heroes won, but besides the quest reward the book states we should immediately play the card "at the forge"; so are we supposed to jump into this quest now? and if so, since it is marked as "second act card", does the OL use second act monsters?

    OR did we get everything wrong and we weren't even required to play the quest "what's yours is mine", this being just an option for us and not a must?; anyway whats done is done, but i would like to know how to proceed from here on.

    Thanks

    by APaulV

    Well sry to be coming back to what im sure are BASIC question, but...

    Our group has got Descent 2nd ed with 4 expansions, but no lieutenants. This being said, our OL got his basic deck, 3 rumor cards and all of about 100 or so cards he can buy via exp; oh and a lot more monsters to choose from ofc . Still he thinks he is getting a bit of a short end of the stick for some reason. Should he get anything else?

    by runescience

    Atrocious line at gen con ffg booth. I wanted to get the pod for decent co-op but I don't think I'll be able to because the amount of time online will be ridiculous. Shame shame.

    If any of you happen to get an extra one please geek mail me


    by HarryCanyon

    I own all expansions but am going to play my first game with the base game campaign. Will it make it too easy to have everything from future expansions mixed such as heroes, overlord cards, classes and equipment? The future expansions say you can mix but wasn't sure about balance.

    by Budapest

    I'll be playing the game night kit version (co-op) of Descent this weekend. I have the base game only. I thought I'd pick up some other heroes. Which Heroes/Monsters expansion should I get?

    by tlee33

    People have always asked which lieutenant to get, which is your favorite, which one is coolest, which one has the best stats, etc. So I just though I'd put a poll together to see what everyone thinks of each lieutenant pack to help out.

    [poll=143682]

    by rafal100

    So Imperial Assult will have rules for 2 person tactical skirmish.
    What do you think, will such rules forr Descent be released?

    by zwara81

    As far as know, there was no new descent stuff in the star wars inflight report.

    Did anybody catch some news or rumors?


    by HarryCanyon

    There are a lot of threads talking about how the overlord is too powerful or that the heroes are too powerful but I was wondering if these issues have been addressed now that many expansions have been released. Of course there are many factors that could lead to imbalance but generally speaking, is the game becoming more well rounded as more expansions are added with the overlord vs the heroes or has it stayed the same or gotten worse?

    by jgortner

    Howdy,

    Now that Descent: Second Edition finally has cooperative support I would like to buy in. However, a search for "descent second edition" on CSI or otherwise generates a ton of results - wow!

    I believe much of what is out there I will not need but I wanted to write and get a better understanding of what is out there.

    - The Base Game
    Obviously I need this

    - The Cooperative Expansion: Descent Second Edition: Forgotten Souls
    I believe this is the only cooperative expansion available right now that I can purchase. And I believe it only references / uses resources from the base game.

    - Lieutenant Packs
    Am I correct in saying this is only used for non-cooperative game play as the cooperative expansion pack story / game play does not reference any of these.

    - Other content expansions
    Like Trollfens, Oath of the Outcast, Lair of the Wyrm, etc. Again since the cooperative adventure cards and story do not use these resources I will not need them.

    I am guessing that eventually cooperative adventures will start to use other game components from expansions and will list them as pre-requisites.

    Any information on this front would be great! Thanks.

    by achasteen

    I was going to ask for the $40 Shadow of Nerekhal expansion this Christmas.

    My son loves Star Wars, but we also have had great times playing Descent together.

    Episode 7 hysteria is on the horizon and I'm gonna feel like I killed a cute Ewok if I don't get Imperial Assault. Someone needs to give me the skinny on this?

    How do the number of missions compare?

    The original Descent campaign I think had 20 quests? Imperial Assault has maybe 30 with side missions tailored towards specific characters? Very cool. How many quests does Shadow of Nerekhal have?

    What about the quality of gameplay and balanced level design - Imperial Assault vs. Shadows of Nerekhal?

    It feels like a silly question, but could the Shadows of Nerekhal story be more engaging and entertaining than a Star Wars themed story?

    Finally, a simple question, where does the Imperual Assault price tag fall? Hopefully no more than $80...

    Thanks for your responses.

    by zolrac01

    Hi everyone, was starting a campaign with my wife and son and wanted to get your opinions on something. I've read about all the cheese tactics and repetitiveness of the overlord picking the same type of monsters to be the most effective when choosing open groups.

    If I limited the open group selection to once per campaign until they were all chosen, would that severely handicap the overlord? I own base Descent, conversion kit with all D1E monsters, and am waiting for Trollfens and LotW to arrive. Thanks all!

    by Magallian

    First of all : great community for the Descent boardgaming! Useful forums and downloadable files! Big thanks to all contributing members!

    Never thought of actually considering painting and airbrushing miniatures for one of my boardgames, but after seeing all the great paintjobs some players did on the Descent miniatures (blaming http://darkstarminis.tumblr.com for that too..), I have decided to go and increase our Descent experience.

    So painting miniatures is one side of the story. The other side is what is missing in the whole picture. Like replacing cardboard tokens for miniature chests, barrels, townsfolk. And let's not forget miniatures for familiars.

    There is not much of this to find via Google. We have townsfolk and familiars at https://www.reapermini.com/Miniatures/Bones, and some dungeon accessoires too. However I came across Dungeon Details from CastleKits :

    http://stores.castlekits.com/dungeon-details-barrels-crates-...
    http://stores.castlekits.com/dungeon-details-kegs-barrels-cr...

    Quite a number of dungeon details useful to increase our overall Descent experience. After ordering these and exchanging E-mail with Castlekits, the question was raised what else as dungeon details would be useful, but isn't currently available.

    Now friends and I have not completed our first base campaign yet. And I have not looked into the recently acquired expansions, so I do not know if there is certain craftable dungeon furniture missing. Dungeon objects which are currently represented by a cardboard token. Any suggestions from more experienced Descent-players?

    by Wuyley

    Finally had some time to crack open my Manor of Ravens box. Unfortunately I will not be showing Skarn the LT pack as well because it was not available for whatever reason.

    Random question, has the mini expansions only came with 3 tile sheets or just this one? I don't recall. Anyway, enjoy

    Map
    [spoiler]

    [/spoiler]

    Tiles
    [spoiler]






    [/spoiler]

    Figures
    [spoiler]

    [/spoiler]

    Heroes
    [spoiler]

    [/spoiler]

    Bounty Hunter
    [spoiler]

    [/spoiler]

    Marshal
    [spoiler]

    [/spoiler]

    Monsters
    [spoiler]

    [/spoiler]

    Treasure
    [spoiler]

    [/spoiler]

    Overloard
    [spoiler]



    [/spoiler]

    Rumors
    [spoiler]

    [/spoiler]

    Misc Cards
    [spoiler]

    [/spoiler]

    by Pooter1998

    I was thinking of buying Descent just to play with one other person, is it fun? and would you recommended it? We were mainly thinking of campaign play.

    by Mistborn

    Are the stand alone coop packs that are coming out now exactly the same as the ones included in the game night kits, nothing extra?

    Thanks in advance.

    by Sly master9

    I plan on getting this game at Essen this year. I want to buy a lieutenant pack to go along with it. I have a few questions about them. (I tried finding threads answering these specific questions, but I could not find any)

    If I do not plan on getting any other expansions, which one will be used in the first campaign the most?

    I read about the lieutenant decks, they sound like a very fun addition to the game, but I also read that a lot of them cannot be used in the 'base campaign' (Shadow Rune right?) Is that true?

    If so, would I need (or would you advise me) to get two lieutenants? One to use for it's deck, and the other because it's figure will be used the most in the Shadow Rune Campaign?

    Thanks in advance!

    by Pooter1998

    I am playing the game with someone who has very little understanding of English. I plan on buying the game in Czech but I was thinking of buying the Lieutenant packs in English JUST for the figure, not using any of the extra cards, is it worth it?

    by The Sacred Voice

    I'm talking specifically about the shop deck rather than anything else because I've played quite a bit of Arkham Horror where we just shuffle all the expansions together and so the decks can get a bit streaky and weird or you can draw loads of utility items in a row. Is the balance of items such that you'll still get reasonable draw options with lots of expansions thrown in? Does this effect apply to any other decks (only the shop deck really sprang to mind but there might be others I haven't thought about)

    by Jjiinx

    Our group just finished Death on the Wing recently in our campaign and it seems that the heros are scaling in power MUCH faster than the overlord. We're ready to do the Interlude, but we're a little concerned at how easy the game is getting for the Heros.

    We've only lost one encounter so far and Death on the Wing E2 was by far the easiest victory, we were able to kill the 2 elementals and Belthir on the first turn before the overlord was able to do a single thing.

    Our classes are Bard, Hexer, Thief, and Shadow Walker.

    I can give more information if it's required, I'd really like to find out what's causing our insane power creep, I'm starting to feel bad for the overlord and I have the most fun when an encounter is close or difficult.

    We're playing with all expansions (excluding lieutenants and still waiting on manor of ravens shipping). We decided since the overlord is so underpowered in our game that we'd allow him to rebuild his 15 card overlord deck with his choice of cards between Basic and Basic II (we're hoping this helps him). We're also not playing with rumors, I don't know how much of a difference that makes for the Overlord.

    by Spendrik

    I'm trying to think of other examples of board games with a 1 vs X structure, where X is the number of asymmetrical roles playing cooperatively.

    In essence, a group of fellas teaming up against a GM, or big bad.

    The other one I could think of that's close to this was Descent ... are there any other candidates, O BGG hive mind?