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Thread: Descent: Journeys in the Dark (Second Edition):: Strategy:: Lurking in the Mists: Three new plot decks, and their potential uses

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by Drakim

Lurking in the Mists

Three new juicy plot decks, with a preview of one card from each deck. Let's dig in!



This card opens up a new way for the Overlord to play encounter 1 of most quests. As it stands today, harming the hero's health, saving overlord cards, denying search tokens, gaining threat tokens, and earning the encounter winning advantage, are the five ways that the Overlord can gain an advantage for encounter 2.

This card, with it's effect lasting into encounter 2, means that a new goal for the overlord might be to knock down the healer and make his healing really fatigue expensive for the rest of the quest. Or maybe some other skill that's causing the Overlord trouble.

Downside:
You have to drop the free overlord card/threat you'd gain to use the effect. As tempting as it is, you probably don't want to use this card every time, as a Dark Charm or Dash can end up being more important for winning the objective in Encounter 2.



Pretty crazy that this card is "free" to use, since plot decks are supposed to give the overlord and heroes an equal boost (though threat and fortune).

So, after buying it for 2 threat (which doesn't become fortune), you have this ready for whenever you do 1 damage to a hero.

The big aspect with this card is that it could potentially make a lot of less popular Overlord cards more useful. Poison Condition, Poison Dart, Pit Trap, Word of Pain comes to mind.

Downside:
None.



Another card that seems to offer no advantage to the heroes, being "free" to use. I can see several interesting ways to use this card.

1. When the heroes kill the master monster, you exhaust this card and boost the health and/or defense dice of the minions. Works great if you are using a group of monsters to clog a hallway. As an added bonus any minions that survive until your turn will still retain the master attack dice and surges, since it lasts until you end your turn.

2. Using the Call of the Ravens card, you can kill the master in the following groups for Act 1: Fire Imp, Goblin Archer,
Kobold, and probably more. In response you can exhaust this card, and unleash the improved attack dice and/or surges from all the minions for that turn.

Downside:
None.

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