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Descent: Journeys in the Dark (Second Edition)» Forums » Variants

Subject: Skirmish variant for 2 players rss

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Lanz RafDE
Germany
Hamburg
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Hi guys,

I had this idea the other day, tried it out with my wife and we both had a lot a fun:

we both think the campaign quests are a tad too short for our tastes, so we started "putting the game to better use", 'cause, you know, the game is fantastic, the campaign is what bothers us.

So we laid down a large dungeon with the tiles, fairly symmetric, and chose 2 heroes each. Then we decided which kind of "open groups" of monsters we would add to the dungeon - 3 open groups for each player (in this particular case, "civilized" and "cave"). Odds and evens to see who would choose the first group and then, alternately, we laid down the monsters respecting group limits (for 2 heroes). Some search cards here and there, and a relic in the center of the dungeon. Whoever got the relic first would win the skirmish. One condition, however, is that all the monsters in each room/section be killed before the player were allowed to proceed to the next room.

Wife goes first, moves all her heroes, attacks etc. I then draw an OL card and activate the monsters in that room. On my turn, I activate the heroes and the wife, the monsters. And thus we proceed until one of us gets the relic in the center.

That is, IMO, a great way to mitigate the "oh, I'll play the OL again, but I'd rather play as the heroes" problem, turn the game into a more balanced competition between two parties and skip the boring quest objectives from the quest book.

We'll keep playing the campaign as well, but this skirmish variant was great for two players. I wonder how it would play with four.

Any thoughts on the subject? I'd appreciate any suggestions for making the skirmish even more fun.
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K J
United States
Michigan
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Not too often do I like to play a varient of a game but I must say I dig this concept. It keeps the balance and as I play this with my gf (as I do most my games) I think it gives a little more "umph" a short session instead of looking down the barrel of a 20 hour campaign. I also would like a chance to do some larger dungeons and just like you said get to play the heros and the OL more often.

I am excited to try this out and will re-post with the findings.
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Daniel Hadlock
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Roy
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Lanzetti wrote:
way to mitigate the "oh, I'll play the OL again, but I'd rather play as the heroes" problem,


My friend and I just started a series where we both chose a party of hero's and are taking turns with each phase, I play hero's, then reset I play OL.

Just started last night and already it's a lot of fun.

I do like your skirmish idea, giving the game even more replayability.
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Triu Greykith
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Illinois
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This is an interesting idea, similar to a turncoat scenario I had suggested to allow for up to 9 players -- 6 heroes, an Overlord, and 2 turncoats on the OL's side. I think the only parts you would need to add would be hero tokens for the extra 4 players.

I have a Search token rule in my solo/co-op variant based on placing tokens when killing the last master, or minion if none, in a group. Adding that to yours would provide an incentive for clearing rooms. Your variant has the benefit of not requiring any monster AI rules.

You could expand the "skirmish" to an 8 player game with 4 heroes vs. 4 heroes. Control of opposing monsters could be a group decision, or rotate through each party if you have an argumentative bunch. If you want to add a PvP element, and extend the game length, you could require the party to carry the token back to their entrance (or to a certain location). Of course if one side had a movement advantage, that could be anticlimactic -- without perhaps a monster reinforcement rule to slow them down.

Another option would be to have an odd number of objective rooms for 2-out-of-3 or 3-out-of-5 victories. The parties would have to decide whether to stay together to tackle objectives serially, or split up. I'm not sure if there are enough tiles to build a symmetrical board of that size (an exercise for the reader), or enough monsters to populate it with just the base game.

One issue I see would be if both sides managed to enter the same room at the same time. If the objective room(s) {is/are} a bottleneck separating the two halves, that is less likely. Maybe the monsters cower in the corner, or just decide to let the heroes fight it out (and pounce on the victor?).
 
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Kevin Zepik
Canada
Surrey
British Columbia
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I think this could easily be made for 4 players. You would need a map that starts one hero in each corner with equidistant paths to the center relic. Each player gets a hero and a couple monster groups. Or possibly have 4 equal monster piles. (1 from each small group + a couple large choice picks) so each player fights his way to the center but only their hero can claim the artifact.

Needs some roughed out rules and some balancing but could be a fun diversion.
 
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Lanz RafDE
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That's a very interesting idea, Triu, although I can't even begin to imagine playing Descent with 8 people! I guess 4 are more than enough!
 
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Lanz RafDE
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That's also interesting, zepik. The problem there is to determine the monster groups for one player, as the cards always start with two. I guess two player on each side would be ideal.
 
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tiduz 99
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Descent: Journeys in the Dark (Second Edition) » Forums » Variants
Re: Skirmish variant for 2 players
Awesome ideas. Were nearing the end of our first campaign which has been alot of fun. However we have dedicated our play time each weekend to this game which was our choice but has meant we couldn't return to other board games in our collection.

Whilst I would welcome another campaign with different heroes and quest selection I like the idea of a skirmish one weekend!

Any further testing or rules added for balancing purposes? Will try this 2 Vs 2.
 
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