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Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: General OL blocking strategy

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by misthv

Hi, wasn't sure in which section to post, but here goes!

Me and my group have played maybe 20-25 quests since we bought Descent (also own Shadow of Nerekhall, Forgotten souls and Lair of the Wyrm). I've played the overlord the majority of the games (excluding the co-op sessions), and I've won maybe 90% of them. And as a disclaimer - yes, we think we're playing by the correct rules!

The thing is that I'm trying (or at least when I have a clear upper hand) to give the group a fair challenge, avoiding the most obvious "exploits". But on a lot of maps with narrow corridors or passages I usually end up in a game of tetris to block the heroes. With the right OL hand and plot deck this can be a fairly messy (measured in disappointing shouts from the game group) story. "Regardless" of the objective, this "strategy" has proven to be super efficient and hard to counter.

Last game we discussed a house rule to enable "charging" through a monster, either testing strength or willingnes, taking some damage, getting depleted movepoints, but it was hard to find a balance between on one hand giving the heroes a new charge strategy and on the other effectively punishing them too much so that they'd never try it. The goal would be to force the OL to avoid using block as a main strategy, by giving the heroes the ability to charge through now and then.

What are your thoughts on this? Maybe we've interpreted the rules wrong in the first place?

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