- Posts: 2108
- Thank you received: 898
Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)
Recent Topics paging, uploading images and preview bugs require a patch which has not yet been released.
Descent Game Night Kit
At this point I have ran through twice and both times I was smoked. Both times I paired up a basher with a healer. The first time I more or less picked randomly and was killed by the third room. The second time I put a little more thought into it and managed to get to the fourth room! And that is out of a possible 10-12.
It has been a while since I've played Descent and usually I'm the OverLord so this has been fun. I've been able to knock some of the dust off my Descent abilities and been able to look at the game from the other side so to speak.
The way the Game Night Kit works is there are 12 Encounter Cards - A Starting Room, Three Objective Rooms (which are seeded in the deck) and then 8 Generic Rooms. The game ends when you completed Objective Room 3 which is seeded in the last three cards of the stack so will appear in room 10, 11 or 12.
These Encounter Cards are pretty neat because they give you a little flavor text, reference you to the room diagram in the book detailing how the room is setup and then usually give you a task that you need to complete within a certain number of turns otherwise bad stuff happens.
Now after you complete and Encounter Card and it goes away you can't even take a breath because the game starts hitting you with Fate Cards which you draw when Encounter Cards aren't in play. These spawn monsters, damage you because fireballs or giant spiked boulders in the way...Basically they're there to make sure you keep moving because every Fate Card you draw you move the Fate Track down by one.
The Fate Track is your Game End Timer...From the top Fate moves down, from the bottom Doom moves up. Shall the two meet, your game is over.
There are also two tracks that happen which pertain to the leveling up during the game. When you kill a monster you place one damage token on a track per space the killed monster occupied. Once it reaches a certain point (depending on the number of players) you draw a treasure card. When you kill a Master Monster you move a second track up which allows you to draw more treasure cards when it comes time to draw, you still keep one though.
The second way the game handles leveling up mid-game is the Objective Rooms. When you succeed or fail the first Objective Room you get either 1 or 2 XP. The 2nd Objective Room gives you XPs as well, but I don't know how many as I haven't visited the room yet, and triggers the Act II monsters and item deck.
Lastly the monsters are controlled by a AI deck of 10 cards, flip a card, it shows the four monsters available in the quest and you move through the card following the instructions detailing what they do. In a nutshell they typically move closer and then attack. Or stand and attack if they have ranged weapons. Different cards will also give little perks and bonuses.
Now, if you've made it thus far, awesome! I've had a blast these first two games I have to say, even though I was whooped. I do get the feeling that FFG is in a bit of a Beta Test with these though in preparation to launching a big expansion with rules to remove the OL and make it all ran by AI card decks and random dungeon card flips. Just a guess, but they have said this expansion (which is a POD expansion I should add) will be available for retail at some point.
They have already announced a second Game Night Kit with a similar concept and I expect it to be pretty much the same as far as setup, components and flow and personally I welcome more.
A downside is as I mentioned there are only four monster types used in a mission so the monsters lack variety. Also each room is characterful, but once you see it and have the excitement of exploring it, the room does loose a little charm. But the plus side is I've gotten my ass whooped so bad I've only seen half the rooms.
Well this is getting a bit long, but if this is in fact a beta type test for an alternate play style for Descent I'm very excited. I always end up playing the OL so playing the heroes is a nice change of pace for me...As a side note, the removal of the OL in Super Dungeon Explore Kickstarter is the main reason why I bought so much into that one, so I'm all for AI decks.
TL/DR: Check out the Descent Game Night Kit, it mixes it up in a pretty neat way and especially if you're the one that always gets stuck playing the Overlord in games.
Please Log in or Create an account to join the conversation.
- hotseatgames
- Away
- D12
- Posts: 7180
- Thank you received: 6299
Please Log in or Create an account to join the conversation.
- ChristopherMD
- Away
- Road Warrior
- Posts: 5241
- Thank you received: 3797
Please Log in or Create an account to join the conversation.
- Posts: 1236
- Thank you received: 404
Please Log in or Create an account to join the conversation.
One other thing I forgot to highlight is that it is great for those one off game sessions where you do get to advance your character a bit without doing a full or mini campaign.
Please Log in or Create an account to join the conversation.
There's just something that feels very Beta Testing about this launch. Like a bit of feeling the water out, seeing what works and what doesn't. So I'm really hoping this is a portent for things to come on a much larger scale.
Please Log in or Create an account to join the conversation.
- hotseatgames
- Away
- D12
- Posts: 7180
- Thank you received: 6299
Please Log in or Create an account to join the conversation.
But that said, you can give each player some XP and gold to spend on weapons and in essence skip ahead a few levels. I can't remember the exact rules for that though but there are some in the base rules.
If I were to be honest, this is one of those games where I feel like the whole is greater than the sum of the parts...There's a lot that is good to very good on its own but the collection is what makes the game great.
Please Log in or Create an account to join the conversation.
I'm still sorely tempted to pick up the gamenight kit off ebay [unless someone here happens to know of an FLGS selling 'em for $50 or less] for the nifty but totally superfluous promo items (playmats, acrylic wound tokens, loot tracker, and dice--which may *not* be quite so superflous depending on what the co-op rules and cards require), but the price is still sitting around $100 for the bloody thing. It'd be a no-brainer at half that [which is what I'd actually expect to pay if my gamestore would ever order the damned things]
VonTush: Are the blue dice different (beyond color, that is) from anything else available outside the promo kit? Or are they just basically the equivalent of "alternate art" promo cards for just about everything else they do?
Please Log in or Create an account to join the conversation.
The playmats...I ditched them last game. It only helps you keep things organized once you're deep into a campaign and at that point you'll develop your own organization for your character. Otherwise picture putting a half dozen or so cards on two 8.5 x 11 pieces of paper in front of you. Lots of wasted space.
The wound tokens are nice, but like the playmats aren't needed. The loot tracker? If its the card I'm thinking of you'll get it with the PoD thing.
As for the dice, TM me your address and I'll mail you one. I ran the event at the store and paid all the entry fees myself not charging anyone else so I have all the tokens and dice. It is the exact same blue dice in the base game, or at least I assume as I never double checked. No special rules and yeah it is basically alternate art.
Please Log in or Create an account to join the conversation.
- metalface13
- Offline
- D10
- Posts: 4753
- Thank you received: 701
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.