Tuesday, February 11, 2014

Descent: Journeys in The Dark Second Edition


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Product Description

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. 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.

This updated version of the classic board game of dungeon-delving adventure features a host of enhancements, including new heroes and monsters, streamlined rules, a class-based hero system, campaign play, and much more.


Product Details

  • Amazon Sales Rank: #4296 in Toys & Games
  • Brand: Fantasy Flight Games
  • Model: DJ01
  • Released on: 2012-03-31
  • Original language: English
  • Dimensions: 4.25" h x 11.75" w x 11.75" l, 2.00 pounds

Features

  • The revised edition of one of the most popular dungeon-delving board games in the world
  • Pits one overlord player against up to four hero players, who cooperate to complete a range of scenario-specific objectives
  • Based in the fantasy realm of terrinoth, the setting of runewars, rune age, and runebound
  • Includes nearly 50 detailed plastic figures, 9 custom dice, 48 double-sided map tiles, over 150 tokens, andnearly 250 cards
  • Features engaging story-driven scenarios, as well as included campaign rules







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Customer Reviews

Most helpful customer reviews

56 of 62 people found the following review helpful.
A great dungeon crawl!
By Tahsin Shamma
For fans of Descent 1st Edition, be sure you know what you like about the first one before buying this one. There are significant changes, but overall, the game moves towards long term playability through shorter quests and fewer "stuff" to worry about. It's not that they have removed the core essence of the game, just that they have gone in a slightly different direction with the game.

For those new to Descent or other "dungeon crawl" games, this game feels very much like a fast paced miniatures strategy game pitting the wits of the a group of heroes against the evil machinations of the "Overlord" player. With plenty of room for expansion but still providing enough quests to keep you occupied for some time, Descent 2nd Edition has a lot of fun packed into the box. I've been a fan of Fantasy Flight Games board games for quite some time and this is one of their top productions.

The thing I like most is how fluidly the game plays. There are few times when the game has to stop to check rules or to figure out what the results of all the dice mean. I was skeptical of the new version, but the play style has definitely won me over.

107 of 134 people found the following review helpful.
A Descent 2nd Edition review from a Descent 1st Edition Fan
By benstrik
Descent 2 Review from a Descent 1 Fan

First off, there are several reviews of Descent 2nd Edition that are based entirely on the game itself. The purpose of this review is for players, like me, who love Descent 1 and were hoping for more of the same with Descent 2.

I'd like to start with some background. I have been playing Descent 1st Edition for as long as I can remember. I own every expansion and have played nearly every dungeon and some several times. I have played both campaign expansions though not extensively with Sea of Blood as the ship battles were tedious. I was active on the forums to make sure I had all the rules right and I printed the full FAQ and referenced it often. I knew the rules well and so did my players (I was almost always Overlord). We knew the rules so well that the hero players knew what card I was about to play based on the amount of threat I was counting out.

I was very excited about Descent 2 and read every preview. When the rules were posted I read them twice in my free time at work. Then when I got the game itself I read the rules twice more; once to just to be sure and again when I thought I had to be missing something. I say this because the general response to a negative review is that I'm just not doing it right. My group and I can't figure out how people are able to enjoy this game in the same capacity as Descent 1. Remember, this review is for Descent 1 fans who wanted Descent 2 to be a natural successor. Also, this review is a comparison between vanilla Descent 1 (with no expansions) and Descent 2 which is the only way to be fair.

There are enough reviews about the good aspects of D2 so instead of re-hashing what has already been said I'm going to focus on the negatives.

Here are the reasons my group mutinied against D2 mid-quest in no particular order:

-Overlord doesn't get to spawn. Some quests let you replace 1 lost monster per turn, sometimes two but that's rare. And it enters the dungeon at a set location.

~One Overlord tactic always works and works too well: Put a large monster on a choke point and have your smaller monsters run for the quest objective. This boring tactic has seen the Overlord win every time.

-Heroes can only spend fatigue for movement or to trigger lackluster class abilities.

o No random draw for cool powers. Your class will always have the same starting setup and the same options as it levels up. Some are cool but most are just okay.

o No adding power die to beef up an attack, or adding just one more power die to finish a kill.

§ You get one primary attack dice and one power dice. In tier 2 you get two power die.

-No separate loot for potions, money and chests. Now it's a single token and you draw from a deck to see what you get: Potions, treasure, or the hated X (no loot).

o Potions are very limited. You won't see Silhouette running 19 squares to grab all the loot in a dungeon anymore.

-Once a hero gets knocked out, unless another hero helps him up, he'll be stuck getting smashed round after round by whatever knocked him out in the first place.

o This makes for a boring game for the hero team. Descent 1 was far better where the hero dies in a blaze of glory then comes right back the next turn at full strength ready to bash monsters.

-Dungeons are too small. I understand streamlining but it encourages the use of Bullet #2 and makes the dungeons a little claustrophobic.

-Attacking is heavily discouraged. Both sides need to use all their actions toward completing the objective, which is very easy for the Overlord and very difficult for the heroes, especially when using bullet #2 as the heroes have to pummel their way through a heavy defense monster while the Overlord is double-moving toward his goal.

By the end of the second dungeon my group and I saw that the Overlord would win every encounter within a couple of turns if he just ignores the heroes entirely and goes for the objective. So we house-ruled that monsters cannot double move (except with Dash). We also house-ruled that the X card in the loot deck was to be removed since so much of the heroes' potential lies with equipment.

The Overlord still won every encounter, and yes I tried playing on the hero team.

My group and I feel that D2 is not balanced for competitive play, and that's what we were expecting from Descent 2 based on what we liked about Descent 1. That said, even if D2 were balanced, the gameplay is simply boring. They have removed so many options for both sides of the table by making too many assumptions in the name of streamlining. The heroes chafed at not being able to use a Ready action for Aim and burn a ton of fatigue in order to get one big hit on the big heavy monster. Instead they had to hope for a good roll and also hope that the Overlord had a bad roll on defense. With D2 it seems to come down to luck since so many of your tactical decisions have already been made.

I've seen people say that D2 is supposed to be more like an RPG where the Overlord pulls punches and plays more like a DM. This is not what we signed up for. I've also read that it's more about hero progression which completely boggles me. You only have a few choices when you level up - generally A, B or C. With Descent 1 the possible combination of powers made each game very different.

If they had called Descent 2 by another name like Defenders of Terrinoth then I don't think I would be so negative about it. It's because I like Descent 1 so much that I find Descent 2 so disappointing. My wife's review of Descent 2 was that it played like something you'd get at Toys'R'Us - fun at face value but lacking tactical depth.

I already know the response to this: If I don't like Descent 2 then I should just play Descent 1. That's what we're doing. The purpose of this review is to help other Descent 1 fans who may be on the fence about Descent 2 make their decision.

However, I wish they'd make a conversion kit for Descent 1 so I could use the Descent 2 plastic

29 of 34 people found the following review helpful.
Dumbed-Down Descent 1? No, Simply Streamlined!
By Timothy Weeks
Opinions are mixed on this game. Is it just a dumbed down version of Descent 1, or is it a streamlined dungeon crawler, excellent in its own right? I think the right way to review this game is NOT as a successor to Descent 1, but on its own merits. When looked at this way, the game really begins to shine.

First, what stands out in gameplay is the focus on story. As one offsite reviewer has noted, this isn't a find-the-goblin-in-the-dungeon-and-kill-him type of game. While there's plenty of monster-killing, there is a lot of backstory for every campaign, hero, and monster.

Second, the map is beautiful. There are a lot of map pieces that fit together very well both mechanically and visually. There are map layouts in the campaign book, and there's a lot of variety there. Everything is numbered for easy use.

Third, play is really balanced between Overlord and Heroes. It is entirely possible in most games for either side to win. So the Overlord doesn't need to hold back. Heroes playing wisely can win -- but they also can be defeated by a skillful Overlord.

Fourth, game play is great right out of the box. There are a lot of campaigns to choose from. What's also nice is they all have a natural stopping point about an hour in, at the end of Act I. There's plenty of material, too, to create your own campaigns. But the way the game is set up, it's totally possible to have the same campaign turn out very differently each time. This means that EACH CAMPAIGN has excellent replay value.

Highly recommended for the high quality of play, and for its excellent replayability. While not exactly innovative, the game is certain extremely well done -- one of the most perfect dungeon crawls that exists. The quality of construction/printing/textual materials is likewise excellent. A must play.

Owners of the original Descent will find theDescent: Journeys in The Dark Second Edition Conversion Kit helpful. And if you do get burnt out on crawling dungeons, or if your friends just can't "hack" it, try THE Book of Word Games: Parlett's Guide to 150 Great and Quick-to-Learn Word Games.

See all 102 customer reviews...

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