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Descent: Journeys in the Dark Second Edition is a board game in which one player takes on the role of the treacherous overlord, and up to four other players take on the roles of courageous heroes.
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Game description from the publisher:
Descent: Journeys in the Dark (Second Edition) is a board game in which one player takes on the role of the treacherous overlord, and up to four other players take on the roles of courageous heroes. During each game, the heroes embark on quests and venture into dangerous caves, ancient ruins, dark dungeons, and cursed forests to battle monsters, earn riches, and attempt to stop the overlord from carrying out his vile plot.
With danger lurking in every shadow, combat is a necessity. For such times, Descent: Journeys in the Dark (Second Edition) uses a unique dice-based system. Players build their dice pools according to their character’s abilities and weapons, and each die in the pool contributes to an attack in different ways. Surges, special symbols that appear on most dice, also let you trigger special effects to make the most of your attacks. And with the horrors awaiting you beneath the surface, you’ll need every advantage you can take…
Featuring double-sided modular board pieces, countless hero and skill combinations, and an immersive story-driven campaign, Descent: Journeys in the Dark (Second Edition) transports heroes to a vibrant fantasy realm where they must stand together against an ancient evil.
Compared to the first edition of Descent: Journeys in the Dark, this game features:
Simpler rules for determining line of sight
Faster setup of each encounter
Defense dice to mitigate the tendency to "math out" attacks
Shorter quests with plenty of natural stopping points
Cards that list necessary statistics, conditions, and effects
A new mechanism for controlling the overlord powers
Enhanced hero selection and creation process
Experience system to allow for hero growth and development
Out-of-the-box campaign system
Descent 1st edition Conversion Kit
Descent: Journeys in the Dark (Second Edition) – Conversion Kit
Mechanics | Action Point Allowance System, Dice Rolling, Dungeon Crawler, Grid Movement, Hand Management, Miniatures, Modular Board, Partnerships, Variable Player Powers |
---|---|
Play Time | 120m |
Players | 2 Players, 3 Players, 4 Players, 5 Players |
Theme | Fighting, Miniatures, Adventure, Exploration, Fantasy, Medieval |
Designer | Daniel Clark (I), Adam Sadler, Corey Konieczka, Daniel Clark, Kevin Wilson |
Publisher | ADC Blackfire Entertainment, Arclight, Delta Vision Publishing, Edge Entertainment, Fantasy Flight Games, Galakta, Giochi Uniti, Heidelberger Spieleverlag, Hobby World, Wargames Club Publishing |
Ages | 14+ |
albcann
This game, and the expansions, served a great purpose for me as I drew my 12-year-old son into board gaming with me using this game. We played many more games than the 10 I listed here, mostly with him playing the overlord, with me controlling the adventurers. It didn't take long for me to realize that my son had the "gift" that is shared by all the good gamers in this world, of understanding the rules and how to win nearly instantly. He made quick work of me, a solid gamer, but without that gift. But my son moved on with his interest, and we both outgrew this game, looking for deeper gameplay and something other than a "one vs many game". I sold it, will most likely never again play it, but I will always have a special fondness for this game.
AaronJH
This still feels a lot like Descent 1st Ed, but I like it better. It is streamlined, and although I don't usually like streamlined versions of games I think the trade off here is worth it. The only problem with 1st Ed was that I could never find anyone to sit for 4-8 hours and play it. I hated that it only hit the table once a year or so. My friends who liked 1st Ed all like this much better, and so do I.
2018
Was hyped to play it. Turns out it's not a dungeon crawl but a dungeon race. Instead of heroicly fighting monsters you're supposed to ignore them while they hit you and just run to square X in time. The overlord doesn't send monsters to fight but to block the way for the heroes, so he can buy enough time to get to square Y. Miserable line-of-sight rules. Will try to get it played with house rules that heavily change (fix) the game.