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Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Three Heads, One Mind OL tips?

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by Ren6175

This quest from the Trollfens is the one where you face a Master Ettin and a Master Harpy that have extra health and one has a key. The heroes don’t know who has the key. Goal for OL is to last 9 rounds. Heroes need to defeat master with key and get out the door. The Harpy isn’t on the map unless she chooses to be or if heroes search a junk pile, then she appears and attacks but can leave the map with an action.

I’m thinking the best strategy to delay for 9 rounds is to never place the master harpy willingly, but to only appear when the heroes search then leave the map again. The heroes would have to coordinate so they could get enough damage in to kill her before her turn.

For the Ettin I would suggest running away or at least not actually engaging until forces. This would delay as long as possible and force the heroes to advance to attack.

Has anyone played this recently? Any other suggestions or different strategy?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Suggestions for beginner Beastmaster

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by Aron26

Hi Guys,

We will start our new Nerekhall campaign for the first time next week. We already did HoB twice and Shadow Rune once. We all would like to try new classes as we almost always do : Knight,Runemaster,Treasurehunter/Wildlander,Apothecary/Disciple

Our party will most likely looks like these:

Sir Valadir - Beastmaster
Astarra - Conjurer
Ravaella Lightfoot - Necromancer
Ispher - Bard


I will be the Beastmaster and reading the forums I saw a lot of interesting combos. For example: Savagery with the Necromancer's Vampiric blood skill will ensure the good damage output for our familiars.

I have read interesting strategies with shadow hunter + changing skins already.

However I would like to be more defensive as we experienced in our last campaign that we died too easily in Act 2. We had got good damage but we did not develop defensive skills only the armors and that was not enough to survive.

I would welcome suggestions how to build the skills to be effective? I would like to use range weapons as most likely one of my actions will be to resummon my wolf and Beastmaster skills not require melee attacks.

I am thinking about to start with "Savagery" so our Necromancer could start with "Vampiric Blood".

Also "Survavilist" seems ok for me. +HP for 1 Xp.

"Stalker" seems too situational for me. In melee fight our OL could position the monsters to only have access to the wolf. However it could defend the wolf maybe from the range attacks?

"Shadow Hunter" also seems good to me and I have read that it could be used twice legally. However let's say my wolf is alive at the beginning of the turn and I would like to start with the "shadow hunter" skill then the wolf has to be next to an enemy as the wolf is melee attacker. Which I think will never happen as our OL will move at least 1 space farther the monsters.

"Changing skins" looks powerful for me but also "Predator" and right now I am more on the side of "Predator"

What is your opinion?

Hereby I quote the skills I mentioned above:

Stalker:Immediately after declaring the target of your attack, you may move your Wolf 1 space.
Additionally, a monster cannot declare your Wolf as the target of an attack if it could legally target a hero figure instead.

Survivalist: You gain +2 Health.
Each hero adjacent to your Wolf adds 1 additional brown die to his defense pool.While your Wolf is adjacent to a hero, your Wolf adds 1 additional brown die to its defense pool.

Savagery: Each time a hero performs an attack that targets a monster adjacent to your Wolf, he may add 1 additional green power die to its attack pool. Each time your Wolf performs an attack that targets a monster adjacent to a hero figure, your Wolf may add 1 additional green power die to its attack pool.

Shadow hunter: Your Wolf adds 1 additional gray die to its defense pool.
Before activating your Wolf, you may choose to perform an attack with it, rolling the dice shown below. Then your Wolf is defeated.

Changing skins: Action: Exhaust this card to perform an attack as if you occupied your Wolf's space.While this card is exhausted, each attack you or your Wolf perform gains:Surge: Pierce 2 SurgeSurge: +5 Heart

Predator: You and your Wolf each gain +4 Health.
Whenever you stand up or are revived by another hero, you recover 2 additional Heart.
Your Wolf's attacks gain:
Surge: +1 Heart
Surge: You recover 1 Fatigue


I am also thinking about the hero choice. Nara the Fang or Pathfinder Durik might worth a try but in my opinion they are not very good for a range type Beastmaster. (One Fist and Syndrael are out of questions because I used them all the time).

Thank you very much in advance.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Impossible hero compositon? Is there such a thing as overpowered in this game?

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by Alayim

Some heroes and classes are often cited as being very strong, if not overpowered. If we mix the strongest heroes and strongest classes, does the Overlord stand any chance at all?

Logan Lashley - Treasure hunter
High Mage Quellen - Runemaster
Alys Raine - Marshal
Elder Mok - Bard

What would be the OL response to such a team?
Does the OL stand a chance if he/she use both the servants?(Scourge and Raven Flock), with a good plot deck?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Overlord deck

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by Uowca

I'm currently playing Labyrynth of Ruin campaign and I don't know which cards should overlord pick against our team. We have: Shadow of Nerekhall, Labyrynth of Ruin, Lair of the Wyrm, Visions of Dawn.
Our team:
Sir Valadir - berserker (I will go: Execute, Whirlwind, Weapon Mastery, Brute/Counter Attack/Cripple)
Ispher - apothecary (He goes for Potent Remedies first)
Tinashi the Wanderer - shadow walker (already bought Through the Veil)

Stats:
3 2 3
3 3 2
4 3 3
1 3 3
We are at third encounter and most important things we bought are: bow of bone, city guard's bow and mace of aver.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: LoR - Through the Mist encounter 2 w/ Nagas

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by M Cotton

While an OL can very often break a quest with a judicious open group choice, Nagas as the open group in encounter 2 of Through the Mist from Labyrinth of Ruin seems especially brutal. For each objective, the heroes need Serena (speed 3) to remain adjacent to it for the rest of the round. But the master Naga can grab her with constrict move her back away and also immobilize her, which because of her Strength 1, she has no hope of resisting. Even worse, the open group is allowed to respawn nearly anywhere on the bottom of the map at the start of the OL turn, and due to the extra map adjacencies between the red X spaces, this means even if they kill master Naga the new one is always within move and Constrict distance of any of the objectives. Haha

At a quick glance, it looks like in order to surround Serena in a way that would prevent the Naga from getting adjacent to her would require careful positioning of all three of the heroes and for one of the objectives tokens isn't possible at all.

Anyway, I'm not a terrible person. So I'll be switching my choice of open group before we play this encounter tonight.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Labyrinth of Ruin Interlude choice

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by M Cotton

It's up to the heroes to choose the interlude for our Labyrinth of Ruin campaign. At first glance "Pilgrimage" seems the obvious choice for them since "Fortune and Glory" gives the OL (me) two encounters instead of one and way more open groups to play with.

Is there a consensus on this one?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Heirs of blood - loosing as Overlord every time

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by pelzak

Hi,

I'm playing Heirs of blood as Overlord and we played Acolyte of Saradyn about 3 times to get hang of the game (2 heroes, 3 heroes and last one 4 heroes).

Every single game I lost.

Last game against 4 heroes I was knocking out 2-3 heroes every turn (starting from 3rd turn up to 6th) but still lost as run out of "dogs".

When 3 heroes were knocked out one was raising other two, then newly raised one was raising last one and attacking and remaining two were attacking(they were walking in group).

I see no way to actually win this encounter unless heroes are making some major mistakes as I need to run across map and hold tile for 7 turns.

Only "victory" was that due to time pressure heroes didn't collected many tokens and got 75 gp at the end of scenario.

Am I doing something wrong or Overlord is just to be of nuisance for heroes rather than real threat?

BR,
Pelzak

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Shadowfall mountain (Heirs of blood) tips

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by Alayim

I'm to play as OL in shadowfall mountain.
First encounter seems quite straightforward strategywise.

I'm a bit worried about the second encounter though.
Heroes are:
- Necromancer
- Apothecary
- Conjurer
- Shadow walker

I must expose Kadlasar in the midst of the heroes and KO them with him.
With the shadow walkers shadow soul, every attack on Khadlasar gains pierce 1 and + 1damage(as long as they do initial damage). Combine this with the conjurers ability to attack atleast 3 times with the image tokens, necromancers familiar + 2 attacks + brightblaze familiar, apothecarys 3 attacks(skill gives him +1 free attack).... I fear even with +4 defense and 18 health, that my dragon will get destroyed either first or second time they have a shot at him

To make matters worse, the apothecary is Okaluk&Rakash. If I manage to kill 3-4 heroes with fire breath, he can use his heroic ability to standup all 4 heroes, using no actions, and hack at Kadlasar for 8 actions.

Any tips for me in this encounter?
I'm considering buying the OL card Shadow of a doubt::
"Play this card at the end of your turn and choose 1 hero. Next round, that hero takes his turn after all other heroes have taken their turns
."

This can force the shadow soul to appear AFTER the heroes have done their attacks. I can also use it on okaluk&rakash to stop him from healing everyone the next turn.
Can I use this card on Okaluk&Rakash even if I KO him? or will he then be an invalid target?

I have only 1 XP. Should I prioritize "Shadow of a doubt", or "Elixir of Stone" enchater card to give Khadlasar +1 defense?

In setup of encounter 2, it says "for each hero who was sec aside at the end ofEncounter I, the overlord may remove I scone slab from
the map and place it adjacent to I door (see "Lairs")."


I assume I still have to use one action to pick up the stone slab, and 1 action to reinforce the door? Or does the above rule say that as a bonus for winning first encoutner, I have 4 free reinforcement of doors?

What do you guys think about reinforcing doors with stone slabs?
The goal is of course to delay the heroes destroying the secret(1 of 4 doors) lair-door for as long as possible.
If you rush with your monsters to reinforce just 1 door, the heroes will probably assume thats where khadlasars lair is, and focus it.
If you double-guess them though, then they will waste a lot of time!

The least risky gamble, I would assume is to reinforce all 4 doors?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Heirs of Blood - Plot deck

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by Skulmaster1985


Hi there,

I'm currently playing as Overlord, and we are starting the 3rd quest in our next playthrough (Heroes pick).
My group was falling apart, so I introduced some fresh blood to the game, we agreed to give the new players to choose to pick a new character/class.
I told them this would also have a big impact on my playstyle and deck, so we also agreed that I could re-pick my decks.

So we now have:
Dezra the Vile (Necromancer)
Roganna the Shade (Wildlander)
Ispher (Apothecary)
One Fist (Beast master)

Apothecary took "Secret Formula" (2xp), Beast Master "Survivalist" (1xp), Necro took "Vampiric Blood" (2xp).
The Wildlander's skills are still undecided, but will get picked at our next meet.

So I switched my Basic II to Basic I and was planning to go heavy infector. But I am still unsure what to do with the plot deck.
I got Tristayne, Mirklace, Ardus and Kyndrithul as possible contenders. (but have access to more)
I previously had Tristayne's deck, but I am leaning towards Kyndrithul now... ("Danger Sense" 0_o')

I am worried in getting steamrolled and snowballed the remainer of the game, due to the fact that both the Reanimate and One Fist have that extra yellow die in their attack pool. So I think that any blocking strategies will fail from now on against that attack pool.
I was thinking Kyndrithuls deck might help making summoning pets/potions more stamina expensive.

Does anyone have a good strategy to deal with this?
I kinda don't want to toss Kobolds at them in every coming quest.

Greetz,
Skul

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Eternal Agony - Plot Deck (Rules and strat q's)

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by Skulmaster1985

So.. I'm planning in deploying Zarihells Plot Deck, but I came across some uncertainties.

Spite
Exhaust this card when a hero performs an attack, before rolling dice. After the attack resolves, that hero must suffer an amount of Fatigue equal to the Surge results.
If that hero did not spend all Surge results during that attack, refresh this card after that attack resolves.


English is not my native language, but "resolves" here means just "finished" right? So it doesn't matter if the attacker rolled an X, this card can still be used to trigger the surges on the power dice?

Make no Excuse
Exhaust this card when a monster rolls an X. That monster is immediately defeated.
While this card is exhausted, you may change each X result to another result of your choice.


So this card is exhausted and refreshed at the start of the next OL turn. This means when cards like Possessive and Imitation are triggered, one can change the die to the best result on an X, making it impossible to miss?

Maybe I am reading a bit too much between the lines, but does this also allow the OL to change the dice of the Heroes (in none charmed status) as well? (For example, you want the Hero to defeat your Servant, to trigger Possessive, or you want Reflective Ward to trigger, but he rolls an X.)

Pins and Needles
Exhaust this card when a hero suffers exactly 1 Heart. That hero suffers and additional 2 Heart and 1 Fatigue.

I assume you may trigger this on AoE events, like exploding Fire Imps or Howling full fatigue Heroes and trigger the card on multiple Heroes at once? How does this interact with Blast/Fire Breath? Like if 2 Heroes seperately defend all but one damage...


Overall thoughts:
The more I think of it, this seems like quite a strong deck if adjusting your playstyle to it. Only threat generation seems an issue. Knocking out Heroes seems like the only way to do so, but generally this is not the main goal when going for the objective.
I love the vengefull theme that's going on.


Does anyone want to share some strategy on complementing cards and monsters? (On effictiveness or thematics )
A mix between Infector/Soulbinder seems really powerfull and thematic. Trading Pains (Punisher) feels awfully thematic as well. A certain pair of enchanted rings seem nice too.

On the monster topic I think the Scourge as servant fits the theme the best (she has one on her base after all). But I think that the Raven Flock offers more utillity, is faster, and provokes more incentive to kill it.

Other than that Fire Imps seem very nice (Burn and Combustible), Demon Lords (Aura), Deep Elves (Riposte), Crow Hag (Theme and conditions), Brood Walker (Hive Defense), Ettins (Throw), anything that poisons,...

Greetz,
Skul

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: It won't save them but this happened to the Baron after he returned

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by ctcharger



Don't worry... I'll just keep drawing cards and this nonsense will eventually cease... they can't cower behind the door forever...devil

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: What 2nd phase encounter to pick for the heroes

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by gelaar

First time playing Descent, so bare with me if you will. So we finished off the first part of the game ( phase? ) and we unlocked encounters for the next part. We, the Heroes, get to choose which one we want to play. Here are the encounters to choose from. I'm having trouble finding a good one for us as my research into each has yielded concerns about the OL being OP in them, etc. Any suggestions? And I hope my OL isn't reading this, would like to make the decision on my own and not embarrass myself, but reaching out to the Descent Hive Mind for suggestions.

• Heart of the Wilds
• Fountain of Insight
• Web of Power
• Let the Truth Be Buried
• Fire and Brimstone
• Tipping the Scales

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Moster choice for 2 heroes team

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by Uowca

Oke so I am playing LoR at the moment and we are before third encounter. Heroes are: Tinashi monk-apothecary (kinda screwed myself because I wanted to pick it in our campaign, but it turned out I play OL), Sir Valadir skirmisher.
Here is my problem. It is the first time we play with 2 heroes team and I struggle with monster choice. I thought that broodwalker should be good since he is too tough to get killed by Valadir alone and doesn't depend on his dmg since he can kill just with hazard spaces if he survives after immobilizing but it seems that tinashi has more than enough dmg to wreck him.
What monster groups would you recommend? We have all bigger expansions but trollfens. From H&M we have Crusade of the Forgotten, Visions of Dawn and Bonds of the Wild.
Also is there any point of picking any other groups that give you single red monster?

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Conjurer build for RtL

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by Korppikoira

Hi!

I'm very intrigued with Conjurer (Astarra hero probably) for a 4-player Road to Legend campaign. However, I'm having a bit of a dilemma on what order to build her.

I was thinking on skills: Many Friends, Refraction, Vortex, X-skill.

But which order should I pick them up? If I take Many Friends and Refraction as my first two XP, I have to wait for a LOOOONG time for Vortex, while the other way around I'd have a very powerful skill after two main quests, and then I could pick Refraction second for easier placement.

What do you think? Which option is more powerful / fun to play? Vortex seems both amazingly fun / good utility and damage to me.

Additionally, what skill would you choose as the last skill after these 3?

What's your opinion on Conjurer in Road to Legend in general?

Thanks!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Bow of Bone + Dark Charm

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by stefano777

If overlord use dark charm on my hero who has weapon Bow of Bone can overlord use passive ability of this bow?
Bow of Bone: "If you have not moved this turn, add 1 additional green power die to your attack pool"

I think he cant because text refer only to heros turn, right? But he thinks otherwise. I need a definitive answer. Thanks guys.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: RTL, Kindred Fire/ last mission "Prisoner of the Icespire" saped my mood

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by Grob34

Hello fellow dice chuckers.
(Sorry, it might be a bit long), spoilers ahead

[o]Campaign: Kindred Fire
2nd 'official' mission of the campaign: "Prisoner of the Icespire" (1st official mission: success)
I did I think 3 offside mission, 1 success, 2 loses

I need your help. I play with Road to Legend

My team (should be strong charcaters, perhaps weak on items ? No idea:
1) Tank: Sir Valadir as Knight / Items: Shield of the Dark God + Vestments of Kellos / Skills: Advance & Oath of Honor
Managed to buy a "Bloody Dagger" after this mission, I thought it might help substantially
2) Healer: Elder Mok as Bard / Items: Leather Armor/ Skills: Song of Mending + Peaceful Rest
3) Damage dealer: Astarra as Runemaster / Items: Ironbound Rune / Skills: Runic Knowledge + Rune Mastery

Many say the game is too easy, even on Hard etc. Well, not for me.

- During this mission, I mostly rushed (becaused of the "hidden timer", so I had some creatures in my back:
. 1 Master Crow Hag + 1 Minion
. 1 Hellhound

- The Master Crow Hag managed to kill very early my allies Skeleton Archers in 1 round with double "Death Omen"
- When facing Elzenar, I managed somehow to convert the 4 pillars without too much damage taken

But then:
- Elzenar (at half life, yay me) had to "Attack and Retreat" - so I did what a 'good' OL would do, and made him retreat in the long corridor (out of the big square room)
- 1 Hero activated, he did his stuff
- 1 Monster activated, 2 tiles big - he did what he had to do, then moved - I carefull read what was written, and applied it to the letter. And I did what a good OL whould have done: I blocked the entrance of the square room, basically separating the corridor and the room
- 2 Heros were trapped inside, hurt, bleeding, burning, crying, pesting - 1 outside, same conditions
- AND I realized I forgot (d'oh!) to apply since the beginning very important passive abilities on the monsters, like:
. Skeleton Archers: Reanimation
. Crow Had: Lifethirst 1
- So in fact I would have lost ages ago

What am I doing wrong ? Please help (still a great game, but grr)

Happy rolls on your dice
[/o]

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: One-Fist as Avenger

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by Korppikoira

Hey!

I'm probably playing healer in our next session, and I'd really like to make a damage oriented healer. I've already played a couple of character as Lorekeeper-Apothecary, which was fun, but now I'd like to figure out the best combination of Avenger+Healer class for One-Fist.

So which class do you think pairs best (I have all classes available)?

Bard seems pretty solid with Understudy and Concentration providing amazing Stamina regen, and Holy Champion adding nicely with Understudy. I was thinking of taking just Understudy and Concentration, and then moving to Avenger skills.

Soul reaper is another option, as the 3 XP skills aren'that amazing, and the starting weapon is pretty nice for One-Fist.

Apothecary would be ok as well, but the starting weapon totally sucks for One-Fist, and his ability shines especially in the early missions.

Suggestions? Some other warrior is also ok, but I'd really like to try out Avenger.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: 3 Questions About What to Buy After Interlude

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by RyKier2020

Question 1: Our Party
What do you recommend buying after the Interlude for the base game?

In our current campaign, we already have Mana Weave, Crossbow, Ring of Power, Heavy Cloak, one Iron Shield, and Iron Spear (only Mana Weave and the Ring were purchased).

Our Party: Thief, Runemaster, Disciple, Knight.

What priority would you give to the rest of the base game's Act 1 items for our current party? (Or what must-have items should we get to do well, and survive, the first Act 2 quest without spending all of our 725g?)

Question 2: Any Party
Besides Mana Weave and Crossbow, what priority would you give for any party at the Interlude?

Question 3: Expansions
We also have these expansions to play in the future. What (if any) are the must-have items at the Interlude from these?

- Lair of the Wyrm
- Manor of Ravens
- Shadow of Nerekhall
- Labyrinth of Ruin
- Trollfens
- Mists of Bilehall
- Chains that Rust

(Not sure if Mists/Chains have shop items, another player owns those).

Thank you in advance!

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Looking for Hero strategy for Celedens Crossing (part 1 and 2)

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by pawelrutkow

I. The Game History so far

We have currently finished the Introduction as well as 2 Act 1 Quests of the Heirs of Blood Campaign. We are only playing with the base game.

So far we (heroes) managed to win only one campaign (the one with Baron, forgot the name ... and only because we - heroes - read on BoardGameGeek trick with blocking doors for Baron )

So now we played yesterday 4 people game - Celedens Crossing Ecnounter 1 - Leoric (me), Avrick and Grisban against the Dard Overlord.

The Overloard used Goblins and Barghests as Open Groups.
We (heroes) planned our strategy as Leoric and Avric take a bucket with water and go to closest doors (since they are fastest) - using fatigue we got to the doors in turn 1. Grisban stayed back as support, trying to slow down the enemies or possibly attack them latter.

It turned out to be disaster. The Dark Overlord had 3 Rummor cards and he used them all in his first turn to add additional movement to the strongest Goblin, attack Leoric (almost killing him - 8 damage with 2 shields to counter) so he drops the bucket (succeed) and later played another card allowing him to make 2 more attacks using the same goblin at cost of his death). Of course, he also used other Goblins and Barghests to attack (or use special skill) on Grisban, also blocking Leoric from going for the new bucket.

Next turn Avrick used his one bucket, but after he entered the room it turned out it is full of spiders (3rd Open Group) which stopped him from further movemenet.

The rest was a massacre. Avrick and Leoric couldn't move (spiders skill), Grisban trying to take a bucket with water and make his way through - no success, to many enemies killing him.

We ended Ecounter with not flames distinguish and all being unconscious (dead ) - doesn't seem a good start for next part of Encouter

Any strategic advice on hero play/strategy?
I will add any needed details.

Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Cards that break encounters

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by Uowca

Hey I was curious whether you met with some game breaking ablilities that make some encounters impossible to win.

From what I found it's impossible to win Heirs of Blood finale against champion with his 3xp ability, becasue by the time heroes reach elize he has enough dmg tokens on his card to one shot her no matter the roll.

Some of the Nerekhall ecounters are unwinnable for OL against Astarra due to her hero ability. Especially the act I one with shadowplotter, however this one is not that much of a problem since heroes would have to give up some search tokens.

With card that replaces liutenat with a servant when he is attacked u can get Tristayne through the portculius and run away from heroes line of sight in the intrelude of Nerekhall. Then just wait remaining 12 turns and claim win. They don't even get to collect most of the search tokens.

What broken stuff had you found in your games?
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