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Subject: A light review
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Inhuman Misinformer
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Descent: Journeys in the Dark » Forums » Reviews
A light review
Originally posted at my blog, The Gamer Dome.

Descent is another board game from Fantasy Flight Games that highlights their quality dominance in the American board game market. In fact, I believe Descent was their first brave entry into the $80 board game market…that might just be a market they created! As you can see, it’s a huge double-sized box that dwarfs even the giant Euro boxes published here by Rio Grande Games, like El Grande.

The game is meant to recreate the best of dungeon crawling without all that pesky roleplaying. Sounds like a certain card game, eh? Still, this is a more serious take on dungeon crawling. The game board consists of different-sized dungeon puzzle tiles that fit together according to pre-determined configurations found in the Scenario Book (which contains a dozen or so linked adventures that can form a campaign).

Thick cardboard chits, something Fantasy Flight Games is well known for, represent chests, potions, pits and other traps, and other effects and objects. Three-dimensional doors stand between rooms, which are only revealed when the characters can see them, much like drawing a roleplaying map. The characters are represented by plastic miniatures, as are the monsters, some of which are large and truly frightening. None of them are painted, unfortunately, but they are color coded depending on how powerful they are (each monster has a weak and strong version).

The gameplay works basically like the tactical portion of Dungeons and Dragons, except that since it’s a board game you have some “action point” resources to decide on. Anyone who’s played Doom: the Boardgame will be familiar with how Descent works, as the latter is a “fixed” version of the former. Doom had some balance and mechanics issues that were solved in Descent. You basically have the choice to attack twice, move twice, attack and move, or use special abilities. It’s not uncommon to see someone decide to go open a chest or pick up a potion while his buddies fight it out.

The combat dice in Descent are unique, like the movement dice in Runebound, and they come in several colors. Each color is good for a different thing…so some dice have more range, some have more damage, and others have more special ability triggers. Your weapon and magic attacks determine which dice you combine to make your attack. There are several portals to town, which are important for the heroes to find as they replenish their stock of Conquest Tokens.

The game is competitive between the Overlord and the players. The Overlord reveals the basic setup of rooms, but he also has special cards that let him rain hell on the characters when it seems like they’re having too easy a go of it. There’s a constant tug-of-war between the threat tokens of the Overlord and the Conquest Tokens of the players: if the characters run out of Conquest Tokens, the Overlord wins. He can sap their reserves primarily by killing them.

This adversarial play is necessary to make the game run, because the basic Scenario setups are simple, and it’s only the surprises that the Overlord can tailor to each adventure that make it exciting for all involved.

Descent, unlike Runebound, is not a good game for two players. While it’s technically possible to play with as few as two or three, the game really shines with 4-5. Any time a player has to run more than one character, the game is going to bog down, and the player is probably going to have less fun as he juggles too many options and abilities each turn.

I heartily recommend picking up Descent, as even if you can’t get a group to play the game, the pieces are great for building D&D dungeons, and owning such a big, heavy box will certainly make you feel like an alpha gamer.
Matthew M. Monin
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Propagandroid wrote:

Descent, unlike Runebound, is not a good game for two players. While it’s technically possible to play with as few as two or three, the game really shines with 4-5. Any time a player has to run more than one character, the game is going to bog down, and the player is probably going to have less fun as he juggles too many options and abilities each turn.



Completely disagree. I have played most of my Descent games 2p with one Hero player taking control of 3 or even 4 heroes. Whatever time is added by considering extra options is more than made up for by the fact that there is no need to negotiate the progress of the turn. We frequently finish a full adventure in 3-4 hours.

-MMM
Inhuman Misinformer
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I think for most players it's not a good 2-player game, so my review could definitely be clarified there. For very advanced players who are both really good at board games and already familiar with D&D tropes, then I think it's probably a fine 2-player game. I have never played it with such a player. :)
Ken Agress
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I'll agree with Octavian. I've run Descent with my 10 year old son solo and with he and his mother as 2 player. It works fine. Arguably better and faster than with more players because there's far less discussion of "the right thing to do" in any given situation.

Descent works with 2-5 players fine, and I find it plays faster with fewer, even if you keep the number of heroes high.
Matthew M. Monin
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Let me add that there are cons to playing 2p Descent as well - the primary being at a connection-to-the-heroes level on the part of the Heroes player. When each player controls one hero it is far easier to get invested in that hero's progression and how he can contribute to the team as compared to when one player is managing the entire squad.

Good review, btw.

-MMM
Prasant Moorthy
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Propagandroid wrote:
I think for most players it's not a good 2-player game, so my review could definitely be clarified there. For very advanced players who are both really good at board games and already familiar with D&D tropes, then I think it's probably a fine 2-player game. I have never played it with such a player. :)

Hmmm - I'd agree with Octavian. A lot of the delays come from the need for communication between players and arguing about what the best strategy is. Assuming you play with four heroes regardless of the number of players, it will almost always be quicker with one hero player than with four, as well as having better co-ordination between moves. As for saying for it's not a good 2 player game for most players is a massive assumption. Personally I use boardgames as an excuse to get a bunch of friends together so would rather fill up all the slots if I can but in terms of satisfaction as a player I'd rather control all the heroes myself.
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