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I have Labyrinth of Ruin ... Questions?

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Also, have you tried putting these components into the base game box? I keep my minis separate, so I'm hoping I can get the new map tiles into the main box without much difficulty.

 

We have EVERYTHING for Descent: Second Edition.

 

First off, we took out all the nice dividers. they are nice, but they take up valuable room. We ended up putting all the token pieces into a small craft box (one of those that you can make sections to keep everything divided? yah). All the board pieces and that craft box fit in the base set box. Everything else fits into Labyrinth box. Any unused class cards and characters where put into the conversion kit box, leaving Layer box empty for my art supplies... Because I am the overlord and I get to draw everyone being throted by my evil plans >}

 

Hope that helps. We took a while to come up with that simple plan x.x

 

 

Not a bad system for sure! I was actually also using a small plastic craft container for my Descent pieces, and just updated it today to a larger one: too big for the box now, unfortunately.

 

So my current plan is base box will hold map tiles and cards; Labyrinth box (when it arrives tomorrow!) will hold all minis (currently in giant plastic bag just begging to be broken); and my big craft divider for all the bits and pieces and tokens (with a matching one for Arkham Horror!). I tossed the Lair of the Wyrm box day 1 of having it, since everything fit in the base box minus minis, which I keep separate anyways. Already know I won't have that luxury with Labyrinth!

 

edit: I don't own the conversion kit, but I do plan on piece-mealing it together via ebay purchases, and those will just be stored according to the current system: cards in base box, minis in Labyrinth! (because I don't believe in proxies. Yuck).

Edited by JBouthietteJr

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Jeez... the Hexer looks really, really strong in my eyes. But time will show if that's true.

Thx again for your effort!

Edited by Zaibazu

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edit: I don't own the conversion kit, but I do plan on piece-mealing it together via ebay purchases, and those will just be stored according to the current system: cards in base box, minis in Labyrinth! (because I don't believe in proxies. Yuck).

 

Getting all the figures for the conversion kit is around 800$ the last I checked, so we only proxy the monsters for that. I'm pretty skilled with Gimp and a few other artist tools on the computer. If I really wanted to I could draw all the monsters. I might do that with time. But as an artist, I don't have the money for the figures. It's sad. I am a sad OL. Only 2D monsters for me.

 

But I agree. I don't really like proxes unless need be. I am glad they came out with the conversion kit!

 

I like your set up with your boxes as well! You can fit all your Arkham peices into a craft box?! We have this HUGE tool box to fit most of our Arkham stuff in and let the base box hold all the rule books and boards. You truely impress me! You must be a boss at Tetris!

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Jeez... the Hexer looks really, really strong in my eyes. But time will show if that's true.

Thx again for your effort!

 

It is. ~.~ We did an act two epic quest. though I chose a really weak monster group (Kobolds) because of their LOL factor, they still steam rolled my larger beasts and almost took out all my 7 Kobolds in two moves. One to hex them all twice and next to use a blast weapon to finsh them off. As OL, I give them what is due. A truely beautiful move for the Heroes. Beautiful bit of teamwork as well.

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I would like to know how the quests of LOR compares to the original? In the game I played, the heroes always had it too easy no matter who was the overlord. One thing that was problematic is that the heroes knew which quests to do in which order to garantee wins and they would always wipe out a group on the first turn due to the way the monsters were forced to be placed. The quests were also short enough that the OL couldnt react.

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I would like to know how the quests of LOR compares to the original? In the game I played, the heroes always had it too easy no matter who was the overlord. One thing that was problematic is that the heroes knew which quests to do in which order to garantee wins and they would always wipe out a group on the first turn due to the way the monsters were forced to be placed. The quests were also short enough that the OL couldnt react.

 

 

I have only read the quests, not played them (which is a HUGE difference), so I only know from reading. In Shadow Rune, game play was 50/50 win condition for OL and heroes. My heroes' main difficulty was the 'run away' quests where I, the OL, would grab something and run. It was very hard for them to keep up. My hardest to deal with quests where the beat down ones where we had to beat each other up.

 

In LoR, it seems that many of the quests are a little more equal. There aren't many "run away" quests but there are allot more beat-em-up and race quests (where both of you need to accomplish something before the other. Or heroes need to accomplish something and therefore the OL sabotages everything).

 

I have only read it, but it FEELS more balanced in the regrades that the quests are enough alike that the OL can plan his deck a little better. But there is enough verity to make it NOT feel like the same quest over and over again. I really like it.

 

In the grand villain is ten times more evil then Zackerith was. No joke. Makes me feel bad for Splig.

monadir likes this

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I would like to know how the quests of LOR compares to the original? In the game I played, the heroes always had it too easy no matter who was the overlord. One thing that was problematic is that the heroes knew which quests to do in which order to garantee wins and they would always wipe out a group on the first turn due to the way the monsters were forced to be placed. The quests were also short enough that the OL couldnt react.

 

 

I have only read the quests, not played them (which is a HUGE difference), so I only know from reading. In Shadow Rune, game play was 50/50 win condition for OL and heroes. My heroes' main difficulty was the 'run away' quests where I, the OL, would grab something and run. It was very hard for them to keep up. My hardest to deal with quests where the beat down ones where we had to beat each other up.

 

In LoR, it seems that many of the quests are a little more equal. There aren't many "run away" quests but there are allot more beat-em-up and race quests (where both of you need to accomplish something before the other. Or heroes need to accomplish something and therefore the OL sabotages everything).

 

I have only read it, but it FEELS more balanced in the regrades that the quests are enough alike that the OL can plan his deck a little better. But there is enough verity to make it NOT feel like the same quest over and over again. I really like it.

 

In the grand villain is ten times more evil then Zackerith was. No joke. Makes me feel bad for Splig.

 

 

Thanks for the answer, what about the size of the encounters? Are there more big maps like the interlude? In shadow rune, some games felt pretty short.

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I would like to know how the quests of LOR compares to the original? In the game I played, the heroes always had it too easy no matter who was the overlord. One thing that was problematic is that the heroes knew which quests to do in which order to garantee wins and they would always wipe out a group on the first turn due to the way the monsters were forced to be placed. The quests were also short enough that the OL couldnt react.

 

 

I have only read the quests, not played them (which is a HUGE difference), so I only know from reading. In Shadow Rune, game play was 50/50 win condition for OL and heroes. My heroes' main difficulty was the 'run away' quests where I, the OL, would grab something and run. It was very hard for them to keep up. My hardest to deal with quests where the beat down ones where we had to beat each other up.

 

In LoR, it seems that many of the quests are a little more equal. There aren't many "run away" quests but there are allot more beat-em-up and race quests (where both of you need to accomplish something before the other. Or heroes need to accomplish something and therefore the OL sabotages everything).

 

I have only read it, but it FEELS more balanced in the regrades that the quests are enough alike that the OL can plan his deck a little better. But there is enough verity to make it NOT feel like the same quest over and over again. I really like it.

 

In the grand villain is ten times more evil then Zackerith was. No joke. Makes me feel bad for Splig.

 

 

Thanks for the answer, what about the size of the encounters? Are there more big maps like the interlude? In shadow rune, some games felt pretty short.

 

 

YES and YES. Since there are some straight up beat 'em up quests, there are large maps that help with that feel of the quest. A very nice fit. There are three act two quests in which there is only one encounter due to the size of the map and the quest requirement. One quest requires the OL to stall out/smite the heroes for 13 turns. 13!! The results is a killer prize for the OL if he can pull it off! Sadly, I was never good with stall, but I am willing to give it a shot. ^.~

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Really anxious about the Beastmaster and Apothecary. Probably would be playing with one or 2 of them a lot by the looks of it.

 

Not so sure about the Treasure Hunter and Hexer though, but hey, I'm sure gonna try them out :-) Would have prefered an assasin class and battlemage class personally.

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Really anxious about the Beastmaster and Apothecary. Probably would be playing with one or 2 of them a lot by the looks of it.

 

Not so sure about the Treasure Hunter and Hexer though, but hey, I'm sure gonna try them out :-) Would have prefered an assasin class and battlemage class personally.

 

We played Apothecary in an epic quest. She felt rather anti-climatic. Even as the OL, I was disappointed in her. Healer is still much better.

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Really anxious about the Beastmaster and Apothecary. Probably would be playing with one or 2 of them a lot by the looks of it.

 

Not so sure about the Treasure Hunter and Hexer though, but hey, I'm sure gonna try them out :-) Would have prefered an assasin class and battlemage class personally.

 

We played Apothecary in an epic quest. She felt rather anti-climatic. Even as the OL, I was disappointed in her. Healer is still much better.

 

 

Ok thanks for the heads up. I just thought combining apothecary with Ashrian would be a good combo (stunning potioner). Well now all my hopes are focussed on Beastmaster Durik. :)

 

Did the treasure hunter and hexer played out fine?

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YES and YES. Since there are some straight up beat 'em up quests, there are large maps that help with that feel of the quest. A very nice fit. There are three act two quests in which there is only one encounter due to the size of the map and the quest requirement. One quest requires the OL to stall out/smite the heroes for 13 turns. 13!! The results is a killer prize for the OL if he can pull it off! Sadly, I was never good with stall, but I am willing to give it a shot. ^.~

 

 

Thanks a lot for the answer, it seems that's just the sort of quests I was missing for the original.

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