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Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: New Monk Class Super Potent!

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by InfinityBlack14

Looking for a way to deal with the heroes in my current campaign.

Logan
Monk / Apothecary
Sunstone, Star of Kellos, Dire Flail, Smoking Vials

Trenlo
Marshal
Aurium Mail, Mace of Aver

Shiver
Runemaster

Vyrah
Bounty Hunter

It appears that awareness of Trenlo and the willpower of the rest of the group is their only weakness. Any advice would be appreciated.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: OL/Plot combos?

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by Llez

I'm going to, finally, be starting a new campaign with a couple of friends and I'm trying to theory out a few combos to have on my shortlist so I know what to buy as I go. Short list currently is Tristayn/warlord, Bol'goreth/infector, I've heard belthir/saboteur works well, and I WANT to do something with Mirklace but I'm not sure what. For what its worth I have everything except the Bilehall box and plots, although I could be convinced to get those three earlier than I was planning.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Is it ever worth it playing Rumor cards?

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by plolock

The heroes seem to gain quite a bit more than the overlord from them, win or lose (thinking about the search cards/gold)..

The extra threat from playing an advanced quest doesn't feel worth it..?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: SoN no mercy advice? How to handle ever spawning rat swarms?

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by xquer

So I am playing through the campaign for shadows and got destroyed trying to do No Mercy as the first quest.

The main problem stems from the rat swarms in the hive. My heroes spend a good deal of time there, hitting the switch and then again running back to get the journal, and the whole time I am beset by rats.

I tried weakening them but thier merge ability kicks in and they spawn a fresh one at the start of the OL turn. Getting beset with 4-6 dmg attacks is a bit much for the party, especially since this is the first quest after the intro.

I don't have a bard/runehand, which I think would be the easiest to help handle this situation.

Outside of specific hero/class abilities, what would you suggest to handle this situation? Does this one need to wait for another level or two before attempting this? I feel like there has to be a better strategy to handle this encounter.

Thanks in advance!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Advantages/disadvantages of hero setup

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by biovaix

My friends and I are going to play the Heirs of Blood campaign for the second time. For this playthrough we bought the Lair of the Wyrm expansion.
This time I have to play OL (first try) and today the heroes told me their picks:

Jain / Wildlander
Widow Tarha / Necromancer
Reynhart / Champion
Avric / Soulspeaker

Unfortunately I have no idea how I could win the first quest against this tough group ^^

My current thoughts are:
- they need to be close together to reach their full combo potential, so splitting them up could be a good idea
- they are vulnerable to status effects

There are several questions where I need some help:
Has someone any tips and tricks against this kind of hero setup?
What are their advantages / disadvantages?
How can I stop Jain from running around the map like crazy?
Should I focus the reanimate to slow down Widow Tarha?
Which OL class(es) should I pick against them? (maybe Saboteur/Punisher?)

Thanks in advance


Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Heirs of Blood: 1st mission video?

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by Suhawk75

Hi all,

I've just picked up Descent 2nd Edition to scratch that D&D lite itch that I'm sure we've all had at some point!

I'm playing as the OL with my son who is 9 and a variety of his friends of various ages (ranging from 6 upwards - basically whichever kids are kicking around the house when he proposes a game)

I know that the kids are a bit young so I strip a few rules out (OL cards!) and I deal with some other without them worrying about them(LOS).

I treat my mission as OL to be slightly useless, slightly comic and as entertaining as possible. The kids throw some dice, feel like super heroes and narrowly win or lose the day. Basically as long as everyone has fun (and so far every kid has asked to come back and play again) I'm a happy OL.

However, while my son is pretty experienced gamer (X-wing, Ticket to Ride, Catan, Pandemic and errr Monopoly) I do wonder if he is using the Hero group optimally and/or if the 1st scenario is balanced?

He uses fatigue fairly often to close the gap to the monsters (if he can attack twice as a result for example) and is getting more experienced at using his Feats and powers.

But, on the first mission anyway, I find that I either have to make deliberately sub-optimum moves (bring the Barghests (sp?) into striking range, mess around with the Goblins) to give him a chance of winning. If you split the hero group then each sub-group can be overwealmed by the monsters (those Goblin archers are actually quite hard hitting!) whereas, if you don't split, the Barghasts can just run around and stay out of the way.

Scamper allows the Goblins to just run through the heroes and overwealm the caravan and I'm not even using OL cards.

I've looked on YouTube and the videos section here but, does anyone know of any play through videos of the 1st mission? I'd really like to see a couple of good players going at it just to see if I'm missing any rules etc.

Sorry for the long post and any repetition?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Manor of Raven - My House, My Rules - Shifting Passage

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by JCChrono

I'm playing as the Overlord and have the side quest My House, My Rules coming up soon. I was reading through the Shifting Passage rules, and it seems oddly favorable to the heroes. When they go through the first door and I pick Will, a fail will make me move them really close to one of the items they need to win the scenario. It would seem I would want them to always pass the tests so they have to move all those spaces to reach each Binding Shard.

Am I missing a way to use these doors well? The sad part is the whole team has great Perception (The Eye / Green Door), so it will be unlikely I can send them back to the start of the map as they are using the other doors.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Feedback on Vital Essence - Kyndrithul

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by Templar1118

Hey all,

I am looking to start a new campaign as OL, and I'd like to use the Vital Essence plot deck. Unfortunately, there is very limited feedback/opinions on the web regarding how to use or how effective this particular plot deck is.

I am seeking feedback from overlords and heroes. Is it too annoying as a Hero? Does it make the game less fun when abilities can't be used regularly? As an overlord do you feel you need this plot deck to gain an upper hand? Is Enthrall too powerful? (It seems like a repeatable, multi-target Dark Charm)

Thanks!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Master Thorn as a Battlemage Beastmaster - any tips?

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by sdh007


Hello all,

I currently started a new descent campaign with Master Thorn. And I made him a Battlemage Beastmaster.

Any advice on how to upgrade him properly?

Thanks

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: RtL base game hero thoughts

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by monkeykins

I've played through the King of Goblins tutorial twice now, and have used all the base game hero characters so far. I'm trying to figure out the usefulness of some of the characters:

Ashrian's hero ability seemed totally useless- I'm trying to picture a scenario where ending your turn next to 1+ minion monsters is advantageous. They are stunned, so on their turn they just clear stunned and attack you like they were going to anyways? Averic seems 100% better to fill the same slot...

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Help! RtL: Rise of All Goblins is killing me (includes Spoilers)

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by Ted Smythe

I have only played 'Descent' using 'Road to Legend' and I am having a really hard time getting throw the finally of the 'Rise of All Goblins' scenario. I have played through it four times now and lost each time. I'm not sure what I am doing wrong. I've been using two heroes (Tetherys as a thief and Reynhart as a Knight). I'm pretty sure each turn I remember the two player rule about extra attacks/healing two damage.

So far, I have tried taking out every monster before moving on and I have also tried rushing through to the throne room as quickly as possible. Neither seems to work for me. My frustration is that app just keeps spawning monsters. For example, on this last play through, when I lost I was seven rounds in and there are Medusae, Barghests, Goblin Archers, Splig, a Wraith and a Shadow Dragon on the board.

Any ideas on what I might be doing wrong or what I could do differently. I would prefer not to play Kindred Fire until I have beat this one, but I don't want to do Kindred Fire if I don't stand a chance of winning.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Death on The Wing part 2

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by Aron26

Hi,

We recently played Death on The Wing with firends and we found the second part a little bit hard so I wonder if we played it correctly.

We have won the first part so we began the turn. We killed the elemental(we played with 3 heroes) and immobilized Belthir with the Runemage and also he got 2 damage.

At his first round , the Overlord won the map. He played with Barghests. He got one dash, 2 frenzy and 2 blood rage (he got 7 cards from the first part, and could keep the bests because one time already reshuffled his whole deck on the first map)

I know we delayed a lot at the first part and it was his key to the Victory but I don't know how should we do it quicker. It seems a bit unfair that with the right cards he can win at the first turn.(Even if we won the first part)

How should we act next time if we face with the same situation?

My other question is: Can he draw cards after defeating the guards?

Thanks in advance,
Áron

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Scout Hero Suggestion

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by Obligatory123

My group is nearly completing their first campaign, and as OL, I have won nearly every quest. So, next time I get to be a scout. We only have base game, Trollfens, Manor, Lair, and a few Hero and Monster packs. I was considering being either a Bounty Hunter or Stalker, but undecided between the two. Hero selection left me somewhat cold. There wasn't any hero that stood out to me as being interesting to play. I was considering Roganna the Shade or maybe Lindel.

Suggestions appreciated. Thanks.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: 3 new players.

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by KarmaBoomerang

Hi guys, three of us started the game for the first time yesterday. We got our butts handed to us and we are just trying to figure out whats wrong. We ran two missions (3 maps) and lost both times. I am inquiring if it was just bad rolls that did us in or if its the builds.

Characters:
Tatianna - Thief - Throwing Knives/Lucky Charm - the blade skills that stuns allies.
Ashrian - Spiritspeaker - Heavy Cloak/Elm bow (found from treasure chest)- shared pain?
Leoric - Runemaster - Immolation (from treasure chest) - exploding Rune

The first mission we had to save some villagers and kill some Baghests. It being our first mission it was more about us trying to learn our characters abilities. We just narrowly lost. Us losing meant the overlord GM got 2 experience.

Second mission we easily cleared the main area with the nagas and archers, and found the key. In the second area we got owned by the Overlord saving all his abilities to cause flame breath on a shadow dragon. We werent even able to get into the second room by the time all the columns had collapsed.

The overlord was able to respawn his goblin archers each round. Are you able to bring back the boss goblin after he dies? It was just a relentless onslaught and we couldn't get out. Eventually we were flanked between the shadow dragon and all the archers. The shadow dragon was able to attack and fire breath with every attack. We also had several terrible rolls against him. Either way that gave the Overlord the shadow staff? and 2 more experience.

He now has 2 more experience on us and a relic, is this recoverable? Any idea what we are doing wrong or what we could do to turn the tides? Any advice is appreciated.

Thanks!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Zyla the ??

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by Obligatory123

Greetings, I really appreciated the help for selecting a scout for our last campaign and now I have randomly drawn Zyla to play for our groups next campaign. I like her heroic ability and heroic feat, so I want to play to her mobility, but I'm not sure what subclass to select.

I've played around with the RTL app to get a feel for her character and some of the mage sub-classes, but nothing has really stood out to me. At this juncture, I'm running out of time so I thought I would solicit opinions.

1. Runemaster - the old reliable, it would seem using her speed and heroic ability to set up blast could be useful.


2. Hexer, same as above, but spreading hexes to increase damage and throw in an occasional black dice for defense. (I have not tried hexer class, so I'm going off what I've read of the cards).

3. I also considered battlemage-knight. With her speed and stamina, advance, defense training, and guard would provide some extra defense and cater to her mobility, and maybe runic weave? (Again, no experience with hybrid classes).

I tried her as a conjurer in RTL and was not very impressed with results and a geomancer in RTL, where the stones were occasionally the key to victory, but often times, not of that much importance. But I freely admit I may have been deploying them poorly.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Quest "Death on the Wing" / Encounter 2 - Broodwalkers

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by Taloof

Hello fellow adventurers!

I am playing the Shadow Rune campaign with friends again and am preparing myself (OL) for the upcoming 2nd Encounter in the Death on the Wing quest.

So as I was looking through all my my monster options I stumbled over the Broodwalker, especially the master monster's skill "Hive Defense" picked my interest.

The quest setup clearly states:
"The villager tokens are guards. Treat them as hero figures with the exception... ...no healing... ...immune to all conditions... ...pass any tests..."
When activated, each guard moves directly toward the closest monster. If he ends his movement adjacent to to it, he performs an attack targeting it."

--> Hive Defense - "Heroes treat each space adjacent to this monster as a Hazard space."

--> Hazard = Lava: "...A figure entering a space containing lava/hazard immediately suffers one damage. Any figure that ends it turn in a lava/hazard space is immediately defeated.

Strategy:
So my strategy would be to place the master Broodwalker right next to the cabin and let the guards move + attack it not caring how much damage they deal to it as they should be defeated considering that they are:

1) Treated as hero figures
2) Heroes treat adjacent spaces of the master Broodwalker as Hazards
3) They move DIRECTLY TOWARDS (so never away!), attack and thus end their turn there standing in the Hazard
4) Get defeated for ending their turn in the Hazard.

Am I wrong here misinterpreting the rules/setup of this quest?
Because this would easily defeat 2 guards in turn one without any effort.

What do you think?

Cheers,
Taloof

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Is the new version of One Fist better than the old one?

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by TheLastCookie91

Hey guys, so was going through the net looking for some one fist strategies but couldn't find any help for the Shards of Ever dark version of One fist. His old hero ability gave him a free attack with a blue n yellow die every turn whereas the newer version just gives him an extra yellow die for every attack if he has only one hand equipped. Thoughts on this and is he still viable with the beast master class with the nerfing?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Heirs of Blood - final adventure, scene 3

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by mavo

Hi all,

did any of you already play the final adventure, last scene? We played yesterday, with a glorious OL victory And we wondered - the scene seems to be very hard for the heroes.

How did your games end?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Time of Need (Disciple Skill) useless?

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by MKUltra83

Hello dear community!

A passionate overlord needs your help depending "Time of Need".

I can't think of a situation in which this skill ist better than a simple rest action. You recover 2 fatigue and 2 movementpoints but with a rest action and any hero with min 4 stamina you get the same since 1 fatigue equals 1 movementpoint.

Could you please tell me why i should ever invest 2XP in this skill?

Thank you in advance!

MKUltra

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Is playing with 2 heries a good idea?

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by horstderadler

I had my first game tonight. I played the Paladin and the Warmage (no expansions!).

It seems really hard with 2p. And after I saw the differences on the monster cards, I thought that playing with 3p (for one person) is a better idea.

Is this assumption correct?

4p seems to be harder as the / some monsters get a lot stronger - and 4p for one person seems to be a lot of possibly confusing work to do, too :-)
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