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Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Overlord underpowered?

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by solomani

I have played 4 games now of D2 as the Overlord and in none of the scenarios did I come close to winning. The heroes steamrollered me. I cant put it down to just good vs bad dice rolling. Is the game stacked against the Overlord? Does it get better for the OL?

I am willing to admit I may not be a very good OL - there were definitely times in retrospect I thought I should have done A instead of B - but I played D1 extensively and I never felt that was unbalanced in either direction until later in the campaign games. And even then I still had fun.

This one its not fun, so far, being the OL.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Hero recommendations for 4 player campaign

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by Olavio84

Hello all! Just created my account-this is my first post!

My gaming group and I are nearing the finale of our first campaign and having a great time. The OL owns both editions and the conversion kit and showed us the ropes. We struggled at first but after upgrading XP and weaponry the game has become very balanced and exciting!

Our hero group consists of Hugo the Berserker (myself), Avric the Disciple, and Tomble the Thief (probably the MVP of the group). The three hero party format of damage dealer, treasure seeker/utility, and support/healer seems to be the way to go, as we have managed to win every quest (albeit a bit narrowly) except for one.

Given how much we're enjoying ourselves, we're probably going to play another campaign immediately following this one. I'm wondering if anyone out there has any advice for our next hero/class combos. I will most likely play the primary damage dealer again, but I want to go mage. Should I play a Necromancer or Runemaster? Is the Spiritspeaker a good enough healer, or should we have someone play a Disciple again? What hero options are best for Runemasters/Necromancers or for Spiritseakers? Can anyone suggest a three hero/class combo for us?

Our objective isn't to powergame, but it is a lot more fun when the heroes are winning quests! Any advice/commentary would be greatly appreciated! Thanks!

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Starting out, all new players, suggestions on no. heroes and strategies

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by kollapse

After having the game sitting on the shelf for a month, at last it's time to give it a go tomorrow evening. I'm playing OL (I'm the one only one who knows the rules), and my wife and a friend are playing the heroes. Reading on the forums I get the sense that having only two heroes might be a bit tough on them, so I'm wondering how you guys/gals would approach this. The main objective is for us to have a good time, and being steam rolled (if I indeed get to do that) would probably discourage them from wanting to play again.

As I see it I have two options:

1. either they pick one hero each and we try a couple of quests to feel it out (with me secretly adjusting my game accordingly),
2. or they pick two heroes each and hopefully get to feel a bit powerful this first play through.

On that note, do you have any suggestions on fun/good hero combinations? Hopefully we'll start a campaign, so the heroes will be going up in exp. and money.

What do you think? I might be underestimating them of course, and run the risk of being killed of again and again.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Poll of Polls: Different Perspectives of Descent

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by dustwhit

Edit: Please note on the poll of Act 1 quests, I accidently have "Heroes" where "OverLord" was clearly intended. Please vote accordingly.

I apologize for any little textual mistakes you may see. It's the first time I've put together a thread with several polls.

[poll=106161]

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: More Polls O_o

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Questions about Overlord cards/Sorcery

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by Olavio84

Hello all! Last night, my group and I finished Act 1 with me as the OL against three heroes. The combo they've chosen is incredibly tough, and they ended up winning 2 out of the 3 quests, plus the interlude! We'll see what happens in Act 2, though devil.

I have two gameplay questions from last night. I took Sorcerers as my open group in Fat Goblin because I loved the way Undying could combine with the Level 1 Warlord card Blood Rage, in addition to the sexy looking Sorcery ability. My first attack with one was from melee range, and I rolled a 6 range with the master Sorcerer (Sorcery: 3). My initial interpretation was that I can then convert 3 of that range to damage, since my target is right next to me. A hero player (he owns the game and has played a lot more than me) told me I don't actually get that range, because I have to actually need range on my attack to convert it. I went with him, but it seemed a little off. Can anyone clarify this for me?

Later in the quest I activated the goblin archers and moved one into position to attack a hero. After the first attack, I played Frenzy on it to get another attack in. Again, I was informed by the hero player that this was incorrect. He explained that I had to play Frenzy on that monster as soon as I activate it, not after it has moved and done other things. The wording on the card doesn't exactly support this, but again, I went with it.

I'm losing mostly because of poor tactical choices and, in the interlude, misunderstanding the heroes' victory condition. But clearing these two matters up would be a great help! Quick tips/tricks to playing the OL are welcome as well...

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Player characters get TOO powerful?

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by Icedanno

We started on Descent 2ed, never having played the first one. The first round of the campaign was tight, with heroes planning out strategy, often taking nail biting risks to try and pull off a win. OL and heroes go back and forth on wins.

By the second round of the campaign, the heroes had become so powerful that the game was.. boring. Entire groups of monsters were swept aside in attacks by a couple heroes. The OL lost EVERY match in the 2nd round except the first one, with the last couple not even a contest.

Monster groups, instead of a challenge, were a minor inconvience, not even slowing the heroes down for the most part.

Has any other Overlord's found this to the be case? Any house rules to try make the game...'fun' in the second half? The general consensus among our group, and a couple others at the local gaming shop, is the game is 'broken' in its end play, with no way to balance out the dungeon versus the all powerful heroes full of loot and potions.

Ideas?

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: What makes the Berserker?

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by likelyrooster

A thought that has crossed my mind over past fall when I watched heroes battling my minions.

Most successful of them at the slaying business most certainly was Grisban the Knight "dashing" (as much as speed of 3 allows) around with Oath of Honor and Advance, gaining free movement + attacks. Effectively attacking 4 times and moving 6 spaces in a turn with them skills mentioned + basic attack and his feat.

Having seen Berserker in few "one offs" (basic and unskilled) I often wondered what it could offer over the mobility & free attacks (advance) of the Knight? And now that Chaampion has joined the ranks, I wonder if Berserker will ever get to taste the battle..

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Requesting monster guide

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by Tyroki

I don't know what I've been doing wrong, but I swear I haven't been using the monsters very well, at least the ones I've tried.

Is there a guide out there for what each monster is good for, how they work, etc?

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Ridiculous Strategy for Overlord The Wyrm Turns Quest?

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by Conquistadorx90

So while reading the quest book and monster abilities i came up with a strategy that will make winning the quest in encounter 2 a joke with only a few very class/hero specific counters. If the heros lack any of these options then it actually becomes 100% impossible to win the encounter while facing this strategy.

So the quest allows for Elementals to be placed as one of the two open groups. One of these open groups starts on the Waterfall tile which is adjacent to where the dragon skull objective starts on the map. An Elemental is placed adjacent to the skull token during the setup. As long as he can survive through the hero's turn he gets to begin the Infinite Air Combo.

On Overlord turn 1 the Elemental next to the skull uses the ability Air rendering him invulnerable to attacks for the next turn. He then picks up the skull with his second action.
Each subsequent turn is started by using the Air ability and then moving towards the exit.
Whenever the Heros block movement by standing in the two wide corridors the Elemental can use Air and then either Fire or Attack to deal damage and eventually knock the hero out. He then may continue stalling until the Overlord may use the Dash card to move past the knocked out hero on that turn. Stalling may be used forever since the Elemental can never be attacked and Dash cards may be re picked up each turn and used in conjunction with Frenzy to slowly move towards the objective.

So far the only few counters to this strategy i have found include the Disciple, Spiritseeker, and Wildlander along with Jain as any class.

The Disciple can use radiant light to damage the elemental by one red die a turn. Similarly the Spiritseeker may use Tempest to damage the elemental and Ancestral Spirit to Poison the Elemental. A Wildlander can use First Strike to attack before Air is used each turn. And Jain can attempt a first turn two attack Kill when using the Heroic Feat in conjunction with Syndrael's Heroic Feat or Fatigue movement.

These counters rely on lots of fatigue to be spent to do little damage and can be nullified with a few dash and frenzy turns that can inflict major damage on the heros.

All in all because the only victory condition for the Heroes is to kill all monsters the Elemental can use the Air ability to stay invulnerable to every attack in the game bar those few abilities all the while being able to attack and move towards the exit by recycling the dash/frenzy overlord cards.

This is all in addition to any other monsters that can attack/mess with the heros to make the few counters remotely possible to achieve.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: How to make the heroes win

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by Theek

I have played 2 Descent campaigns and both times the heroes didn't seem to stand a chance. I want people's advice on how to maximise the heroes to win in the basic second edition game (core set only no upgrade or expansion). I want to know what heroes to pick which classes and how many 2, 3, or 4 heroes. I want to know how should I spend their xp on what skills and in what order. I want to know how to spend my money. Whats worth buying when and for who? Which quests should I pick? Lastly what tactics and stratagies should I keep in mind? I want to start a new quest tonight or tomorow and I want the heroes to win. Please help me ensure that good triumphs over evil.

Thank you

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Best 2 hero combo...

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by jonny18

I'm thinking of playing as 2 hero's to challenge myself vs. an OL that has some experience with the game, but is still somewhat new. I only have the base game and I'm trying to figure out the best 2 hero combination or at least the most fun, as I don't want it to be too easy. My original thought was Avric as Disciple and either Leoric or Tarha as runemaster ... although a summoner would be nice with having a summoned 'third' player...

Thoughts?...

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Caltrops

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by Dexter345

When I first started playing, I think I overestimated the Thief's Caltrops ability.

Caltrops wrote:

When a monster moves into an empty space adjacent to you, exhaust this card to test [Awareness]. If you pass, the monster suffers 1 [heart] and is Immobilized.
That sounds great! Except...

Immobilized wrote:

You cannot perform move actions or suffer [fatigue] to gain movement points. Discard this card or token at the end of your turn.

Now, I am thinking about Caltrops purely as a source of Immobilized. The damage is negligible unless it kills the monster, but if you have an Overlord who walks a 1HP monster next to a Thief knowing he has Caltrops, then he deserves that.

Since Caltrops is a reactive skill, it is (almost always) happening on the Overlord's turn. So he moves the monster, ends up next to a Thief, gets Immobilized, and then either attacks the Thief and ends his turn, discarding Immobilized (if he single-moved), or just ends his turn, discarding Immobilized (if he double-moved). Either way, he still got most of his activation in before being stopped.

Now, there are some encounters in particular that it is good (like, game-winningly good), such as A Fat Goblin Encounter 2 or The Wyrm Turns Encounter 2. But I feel like for the most part, it's not nearly very useful. Are there uses for it that I haven't thought about?

The only thing that I haven't personally seen but could imagine is that it could combine really well with the Crossbow. Attack a monster, move it into a space adjacent to the Thief, then Immobilize it there. Anything else?

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Best 3 hero Combo?

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by Strainjer

Hey everyone,

Sorry if someone posted something like this before. We just started playing Descent recently and still trying to pick the bugs out of the game.

My first question is...does disciple starting hero skill count as an action? I read on another forum posted here that it does not and curious as to why. We have been playing saying it does take an action. If it does not take an action then what about the other starting class skills? Which ones can you tell take an action, is it by the bold arrow?

My second question is what to be. We currently have Avric as the disciple and Syndrael as a knight. I want people opinions on what they would choose as a 3rd class without making changes to Avric and Syndrael.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Shadow Vault Move Question

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by Grahamers2002

If a hero figure is standing on the stairway in the Shadow Vault, I assume:

1) A monster standing on the stair in the cave hallway may not move into the shadow vault; and
2) Neither the figures on the stairs may attack each other.

Correct?

Thanks!

EDIT: Typo in Title

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Best Skills for Necromancer

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by falarransted

So, my group just recently started a campaign of Descent and I chose Mad Carthas as the Necromancer for my hero. We've only played First Blood and Fat Goblin so far, but looking over things, I'm wondering what the "most optimal" direction to take skills are, especially for the whole campaign. I'm very interested to see what people usually take for their first four experience points (leading up to the Interlude) and then afterwards.

After First Blood, I grabbed Corpse Blast because it's always handy to have access to some form of AOE to clear out the trash. Although I think it was a decent decision, after looking at Necromancer progression, I'm wondering if this might be a better option:

1. Fury of Undeath - your Reanimate is straight-up going to be move effective than you are, especially in the long term. You should get the most mileage out of that that you can.
2. One of the 2 XP upgrades - In my mind, your best bet is Undead Might, although I could be convinced that Dark Pact is better.
3. Corpse Blast - With Fury of Undeath, it becomes easier to get your Reanimate in position and you can possibly pull an Activate, Activate, Corpse Blast for maximum firepower with 4 XP.

This leaves you at a pretty solid build for the Interlude - rolling Act II damage twice a turn. This also front-loads your easiest utility and least situational things. Fury of Undeath will always be good - as will Dark Pact/Undead Might. The only thing I'm still iffy on is whether Corpse Blast is worth it in the long run. For my party, I think it's almost necessary as we don't have any real access to AOE (Knight and Disciple for other two roles), but it may be better to leave it for access to Army of Death or Dying Command without leaving sloshy XP around that ends up going to Deathly Haste.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Your Best Lane Blocker (Overlord)?

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by Ultros64

We all know the basic Overlord strategy - pick a giant based monster, stick in a hallway, and keep it alive while you run around and complete the objective.

So here's the big question... which is your favorite for the job?

I've always been a big fan of the Shadow Dragon or the Golem from the Conversion kit, although I hear there's been some success from the Giant as well. Sweepin' and stunnin' his way to the top.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: 4-hero game anywhere near to "balaced" \ looking for strategy tips

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by FakeMaker

Warning: long post.
Me & my group have been playing Descent2 with a 4-hero party and we find it impossible to win for heroes with a "professional" OL.
(So far we have D2+conversion, expansion is still on its way to us)

Any playthrough goes like this:

The OL goes for the Warlord skill tree and follows "stock cards in Enc.1, use-em-all in Enc.2".

Heroes win FB & get to pick fist quest.

Whatever they pick, they loose, unless they get extremely lucky (which they never did so far).
Case:
Fat Goblin: not enough DPS to push through dragons in the cave (enc.2), to get to the leutenant. Splig easily uncovers the goal-token and rushes off.
Death On the Wing: Even if the heroes win the first encounter (and that is pretty hard with sweeping Giants as an open group), in the second encounter elementals prevent heroes from 1-shotting (i.e. on their first move) Belthir. Open group: Merriods.
On the OL's turn Red M. goes left /w frenzy and flails 2 peasants who must be very lucky to survive these two attacks with possible (+surge & +3wound for surge cards). the white one goes "right" and takes out another peasant. Belthir takes off to the surviving peasant(s). And there is another frenzy in hand and at least one blood rage. Nothing survives that. Heroes done in 1 turn, with zero loot.
Masquarade
Shades & Goblins in the open groups. lucky heroes get two guests in first room and stand a chance for guests result: 3heroes/1OL. Ours got zero. Last play ended up with 0heroes/4ol in two moves. And we got 3/4 loots because OL saved a dash card for 2nd enc, otherwise we'd have zero.
Cardinal's..
3-4 zombies raised = OL win. We cant heal good enough in enc2.

Castle Daerion
Very much discussed here
http://boardgamegeek.com/thread/833278/castle-daerion-encoun...
If we save a lot of villagers in enc1, OL has a hand and with a setup like:
http://boardgamegeek.com/article/11051250#11051250
after fist OL move we had 22/25 _already_ dealt to Palamon. Lost in 2nd move.
Assuming out tanks gets to the Palamon and he can use his "defend" (which is contested by us and OL) on him, Lieutenant just moves tank away with Overpower (tests for 5 are hard to fail and he can do a few of them).

Whatever the first hero choice.. (not Castle Daerion 'cos it's obviously OL-win),

OL choses Castle Daerion second quest, wins it, and we are already facing a lost cause in a "hard for heroes interlude" and a same sacking in the upcoming two quests in act II (both lost in 1-2 moves, OL-chosen, pro-overlord quests ). 3-dice mons TOOO STRONG. And we never get past this. Too demotivated to continue the campaign.

After all this "upsetness", heroes are sad and dont want to continue, OL is also sad - despite winning, heroes give up and we never get to the finale.

It is an option to rush to encounter two by skipping loots (to prevent OL from getting a huge hand of cards), but this will leave us very undergeared for act 2 monsters.

Taking into account all mentioned above, what can be done by 4-hero group to win Shadow Rune campaign?

We are looking for:
Class tips, hero choice tips, quest choice tips, house rules tips to balance this.
Also we'd like to hear about successful (= interlude won by heroes) 4-hero sessions. How did that happen for you.

Please help.

p.s. the only time we got to an "easy" interlude was one of our first games when OL was not so experienced. but so where we and heroes failed interlude and got _destroyed_ in 1-2 turns in 2 act II overlord-chosen quests.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Help a Weak Overlord

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by cetiken

The story so far: My friends and I started a campaign with the new year. We've played two sessions so far. We have the Lair of the Wyrm expansion and the conversion kit (though I'm choosing to not proxy monsters I don't own which means only Tomb of Ice + 1e monsters and Dungeonquest, Tomb of Ice, and 1e heroes). So far the heroes have won every game. Help me!

More details: We have a three party team consisting of Challara (Geomancer), Laughin Buldar (Champion), and Vyrah the Falconer (Wildlander). They aren't the fastest group, but they tend to make stuff die quite well.

We have played Fat Goblin and Rude Awakening in addition to the intro. In Fat Goblin I picked Beastmen for the open group in part one. Unfortunately Vyrah ran past 'm and slaughtered goblins while the other two waded though the beastmen. Challara manged to wall off the reinforcements in a two wide passage for a turn with her elementals and I wound up scoring no food. In the second encounter I picked Fire Beatles as my open group. Spilg was unlucky though and took 5 turns to find the paladin, by which time the heroes had cut through everything else and only two goblins remained. They made short work of the hungry goblin.

In Rude Awakening things came down to the wire. They declined to open the door and unleash the Giant who was threatening the innkeeper. Challara rapidly healed the survivors and blocked the Hybrids into the kitchen. Bad rolls meant that her rocks lasted an obnoxiously long time. In the end the final survivor was damaged in the second room and I misplayed to not block access to him with my monsters when I could have. Again luck was not in my favor as Challara missed not a single heal check on the survivors, but I made a few minor errors too. Now the champion has a relic greatsword and I fear large monsters are not so threatening.

I'm building my deck toward Saboteur. I've got Web Trap and Explosive Runes so far. Alas my heroes are unfortunately good at ability checks (Vyrah has a lucky charm) should I stay the course or branch into something else?

Also general tips and advice for picking monsters would be appreciated.

Thread: Descent: Journeys in the Dark (second edition):: Strategy:: Overlord already demoralized after one sesson....

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by DrFunkenstein

Is there any chance to come back from this hero start?

Heroes
Ronan as Thief
Grisban as Berzerker
Avric as Disciple
Jaes as Runemaster

First Blood
Ronan's FIRST SEARCH results in Treasure Chest => Crossbow.
Heros win quest.

Fat Goblin
ENCOUNTER 1 : Heroes allow 3 grain to escape.
ENCOUNTER 2: Draw Beastmen, Ettin, Shadow dragon for Open Group => choose Shadow Dragon
Find Fredrick on turn 2, 2/4 heroes dead from Shadow Dragon fire breath
Turns 3-4: heroes kill dragons, and Jaes BLASTS 4 goblins in one hit from range 5.
Heroes weak but blocking spider lair hall, Dark Charm on Grisban: needs 4 damage to down Jaes, rolls 3.
Master goblin archer moves + attacks Grisban, needs 2 to down, rolls miss.
Splig runs + FRENZY to try to down/knockback a hero, rolls MISS. (holding dash in hand)
All heroes attack and kill Splig.

Campaign Phase
Heroes spend all money buying Magma Blast for Jaes.

I just don't know what to do. From the first real quest Ronan was wrecking my ass with the crossbow. He gives Pico to anyone hurt badly. And now Jaes does blue/red ranged with blast due to Magma Blast. All the heroes have high attributes (except grisban awareness) so my traps barely ever work. And 50% of the heroes are nightmare death machines. yuk

HELP! zombie
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