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Polylux1

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  1. I'm a big (HUGE, more precisely…) fan of 1e with all of non-campaign expansions. I've read all previews of 2e and honestly can say - no interest. Well, it's called Descent so I do have some kind of interest which pushes me to read these previews but I really don't think it's step forward. For me it's step … sideway :-) So, don't be sad about anything. Be happy you have one of the best games ever, play it and if you'll find it's too long, it should be more colorful, simplified and "modern", than think about 2e, I'm definitely sure that 1e will be very easy to sell. On the other hand I (and my mates) think 2e should be more complicated, less colorful, with bigger dungeons, with more various components (traps, customizable obstacles and definitely with chest, money and potion tokens instead of unisex "search" tokens) … so I am more than happy with my collection and do not desire about anything else.
  2. At first you must to focus not only to understand rules but even the strategy of heroes. Or they can be disappointed after first session, the learning curve is cruel. If heroes will be hopelessly humiliated in first/second area and won't be prepare to find their strategy mistakes, you may tell them some tips: 1) Even with random heroes (which I prefer even with the party of two heroes) try to have magician, warrior and bowman, because treasures are picked up randomly. But what you HAVE to have in your party is the RUNNER - guy whose speed and fatigue is extremely important. If you have speed 5, fatigue 5, yellow potion and choose a "run" action, you can run for 19 spaces in a single turn! Yellow potions are the most valuable thing in the game, learn this and get never out of them, it is really important, because… 2) The best advantage for heroes is SPEED! Do not try to grab ALL the treasures, money and potions and do not try to kill all the monsters. Overlord can spawn new monsters every turn and never get out of them. The best way how to solve hordes of monsters is leave them behind you, they are too slow to catch you. Actually, sometimes you don't have even to pass through all the rooms :-) 3) Second best advantage for heroes is INITIATIVE! Heroes open the door. So they should get prepared behind them in some kind of formation, at the beginning of the next turn one of them open the door and kill first monster, the runner starts up, open the glyph (most important), open the chest (important as well, it helps you to kill faster - so be faster - and it is usually impossible to kill the boss without them.) and so on, the rest of party ambush monsters and try to kill them before they will kill you. There is a lot of other things you will learn but these are crucial to be able to win. Actually quests number 1 and 2 are meant like tutorials - first of them is almost unable to solve until you learn the advices No. 2 and 3, second of them is definitely unable to solve without the advice No.1 Enjoy the best game ever !!!
  3. Hello, I purchased Android recently just because I love other Kevin's games (Descent, especially) and after two or three sessions I was little confused and disappointed because we've tried to read every single text aloud and realized that this is not our way. We just want to play, not to read a card-book together. But then I got it all. When I gave up reading aloud, then I was able to see the whole complexity as one big masterpiece and last session I enjoyed every second of the game. Every single aspect suits me, is very thematic but more - it's amazing tactic battle. Guessing, poker-facing, brainstorming a LOT of options every turn ... as well as massive storytelling (even behind the words, the whole part of conspiracy and every action of detective makes a huge story together...) I love it so much, thank you, Kevin! :-)
  4. Aaaah, misstyped! One of each potion per whole dungeon (doesn't matter where they will be situated, it depends on OL, we already have 4 kinds of them with AoD and WoD)... You are right about visible obstacles but my experience with prepared quests is that it is very difficult to beat OL during first game (I believe it was correct and crucial for re-playability) and when they remember position of the most important obstacles, portals and chests they are able to be much better coordinated and find correct way to reach the end. So the first "try" is near to scanning for next game... It would not work in this variant (and is not not needed from re-playability's point of view - omg, I hope this sentence is correct :-)) as every map is for one use only. And I really like preparing dungeon to defend it (my influence was great game called Dungeon Lords by Vlaada Chvatil), much more than preparing and printing new cards and touching other than original material:-) It's easy to say that they simply found or bought a better map in the town:-)) In our group both sides are very happy with it... On the other hand, prepared quests have monsters stocked on the same places in each game, which is much more weird, idea of wandering creatures works better with the theme and is more important for feeling of "living dungeon" than exploring some stones ... AND it looks much more logical as it should be easier to command some wandering creatures by actual position of heroes than rebuild all rocks, chests and lava springs when heroes knock the door :-) But yes, it is less about system of dungeon exploring and dungeon mastering how I know it from D&D and much much more about mortal duel Heroes vs. Overlord ... But I prefer it very strongly. It is much better to feel as the only designer of their doom when you hear their wifes crying :-)
  5. Hello, has anybody tried something like this? My idea was to make a really competetive variant using all beloved mechanics of Descent, with no rules needed to change... Here it is, after huge testing as standard 2-player/2 heroes variant with AoD and WoD it looks pretty good, simple, intuitive and effective. 1) puzzle All tiles (without "corrupted") are put on table, OL-player choose one of them and put it in the middle of desk. Then Hero-player choose another to join etc., up to finishing dungeon of 20 tiles. Small corridor tiles are used just to join two parts of dungeon (automatically)... Then OL divides the dungen onto 5 (or more, up to 7, if you want it easier for heroes) areas by any number of doors. 2) Glyphs and starting area setting up Hero puts one glyph marker into any one area, white side up. Then OL makes the same in another area...etc, up to all areas contains glyph. Then OL turns one of them (where he does not want to have starting area) white side down. The hero makes the same... up to only one active glyph remains. This is starting area. 3) Obstacles OL chooses randomly three kinds of obstacles (lava, rubble, water, mud, fog or pit) and fill up to six spaces with each of it. Of course, all corridors and glyphs must be able to move through. 4) Treasures OL puts one money-marker (150coins to each) and one chest marker into each area. Chests are put in order: gold, silver, silver, copper, copper, copper, silver, gold. So in five-area dungeon there will be 2 copper chests, 2 silver and 1 gold. In six-area dungeon there would be one copper treasure more, etc. In text below I use the terms "gold area", "silver area" and "copper area", defined by these chests. Chest contents is very simple: 1-treasure and 1 conquest token 2-treasure and 2 conquest tokens. 3-double treasure and 2 curses. (I recommend no conquest tokens in chests opened by hero with Acrobat ability. This card is overpowered here...) Finally OL puts one potion of each type somewhere in the dungeon... 5) Traps OL sets up one "big" trap as he wishes: 2 Dart fields, 2 Scything Blades (or combination 1+1), 1 Crushing Wall or 1 Boulder. Wall and Boulder (with ramps) are put into dungeon just now and activated by moving a hero onto some of 2 encounter markers (markers are visible but it's not able to jump over them. After first activation they are removed from the game.) It is forbidden to block some corridor absolutly by very short endless loop of boulder and 180° ramps. It must be able, even difficult, to go through... 6) Creatures I use an "official" dividing cratures by tier 1-4 Tier 1: Bane Spider, Skeleton and Beastman Tier 2: Razorwing, Ferrox, Deep elf, Hell Hound, Sorcerer, Dark Priest Tier 3: Ogre, Troll, Manticore, Naga, Blood Ape Tier 4: Demon, Dragon, Giant, Chaos Beast, Golem a) Final area - Gold area. Here is one named boss (OL may choose a name), master of tier 4 with double wounds and armor. If he dies, OL lose. In addition there is one master of tier 3 and the same creature in normal tan version as the guard. These three final creatures are visibly set up just now, before the game starts...it's good for atmosphere:-) b) Wandering creatures. OL choose and sets aside any combination of following creatures: 5 normal creatures of tier 1 (guards) 5 normal creatures of tier 2 (guards) 1 master creature of tier 1 (boss-copper) 1 master creature of tier 2 (boss-silver) 1 normal creature of tier 3 (boss-copper) 1 normal creature of tier 4 (boss-silver) When the new area is revealed, OL choose up to one boss (copper boss to copper area, silver boss to silver area) and 1-3 guards (no more than one of tier 2 may be put into copper area) to "be there"... They can be spawned even by overlords cards but never can be returned back. Whenever wandering monster dies, the miniature is returned back to the box, not into the group of wandering creatures. 7) Final settings Now OL substitutes up to three of doors by rune-locked doors and puts runes somewhere (it must be possible to reach them, of course). Then he checks everything (he may move some obstacles, change setting of traps etc.), choose randomly values of treachery (we usually use dark glyphs as markers in the cup - first chosen color (green, for example) has value 2, second has value 4 and the last one 6), use it to prepare his deck or substitute some glyphs by dark glyphs and, finally, draw three cards. Heroes recieve 8 CT, prepare everything as usual and the game starts... As we have tested this variant I can write down a few impressions: The game is very well balanced now, OL has more options but he must be able to use them all to stop heroes. Beating the named final boss is really hard even with gold treasures, which makes an epic end of the whole game. Preparing of dungeon takes about 20 minutes, every "quest" is original and needs its own strategy of both - offense and defense. The whole game takes just about 3 hours, as there is not necessary to check anything with quest guide. However the goal of quest is still the same and pretty simple (find all rune-keys t reach and beat the final boss), it makes a really nice "action" story by itself. And every one quest is never repeated so I can really remember almost each detail of last 25 testing sessions ... which makes me happy :-) But in fact we have only 2-player experience. With more than 2 heroes there should be probably necessary to decrease CT rewards from glyphs and treasures by 1. Thank you and enjoy!!
  6. On the other hand, we are speaking about product of Corey Konieczka, maybe the most busy game-designer of the world. So I believe that expansions will be not so cruely common as in Dominion, for example... Everybody knows, as I'll start with it, I must have everything:-))
  7. kilrah said: The strategy is RUN. Take the run action, spend fatique, drink a potion,... and get the cool weapons for your team. Don't let yourself get blocked repeatingly in the corridor. Of course acrobat or the Runewitch help tremendously here as well. Exactly. After some tests with ideal strategy I have found that at least first five quests are playable in just two random heroes with random skills (but no fails are accepted) but the second one is really easy. Just run - if you will take the RUN action, then use all but one fatigues to move, drink a vitality potion, then spend everything again, you will have total speed about 15 quarters per turn. It's enough to run around the giant, activate the portal and escape to the town immediately after you open the door...
  8. I've tested it now on the quest 2, following some strategy tips from BGG too, and I had no bigger problems to win the first game ... It looks pretty good but I have to test some other - more complicated and less "special" quests to know more.
  9. Thank you all very much. The main thing I found is that it is impossible to win each quest with only two heroes. But I'm not pleased about imagination of playing with more than two heroes by myself, so I decided to find a way how to reduce abilities of OL. The best idea I found on BGG (and as I read it's recommended by Kevin Wilson) is using the Spawn Marker from Road to Legend expansion (which reduce spawning only to one spawn card per area or by paying 15 threats). It should pull Overlord back enough, I've read...
  10. Hello. We have Descent just a couple of days. I play it with my girlfriend (she's OL) but I am not able to win with only 2 random heroes, even in the first quest of the guide (I'm pretty sure it's not because I'm such a bad player). I know there is big curve of experience, but I have read some thoughts about unbalancing of original 2-player game variant, so would you recommend me to play with 3 heroes, or just 2 and try to be better? Generally: Is it possible to win with only 2 heroes, following original rules, each of the original quests? Thank you for your experiences!!
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