Far north of Terrinoth, past the Spires of Thunder, across the Sea of Weik, lies the icy realm of Isheim. Here, unquiet apparitions of a lost people are the harbingers of the age of frost that threatens to swallow the world. Day by day, this arctic blight encroaches further south.
The Tomb of Ice is the fourth expansion for Descent: Journeys in the Dark. Included are more than two dozen new plastic figures representing spectral shades, volcanic lava beetles, petrifying medusas, stealthy wendigos, and gigantic ice wyrms - not to mention six new heroes. Along with new treasures and a new potion type, the heroes gain an entirely new weapon for their arsenal - Feat cards they can use to surprise the overlord.
This product also introduces new features for the Road to Legend campaign games in the form of outdoor terrain and new Dungeon, Rumor, Location, and Incident cards.
From the introduction:
Rather than being a single ‘block’ variant, this is a compilation of modular, multi-tiered variant rules. The majority of these are original; others have been borrowed but significantly altered or expanded. The modules have various objectives in mind: some address Descent exploits, many address balance, some immersion; others, predictability; complexity; play time; and so on. DA modules assume that you are playing according to the latest official Fantasy Flight FAQ, and should be taken to overrule it wherever implied.
I decided on a modular format for DA because currently nearly all of the variants for Descent that are worth employing require a total game conversion. Many people will be understandably unwilling to go to such lengths. Modularity means DA can...
I made this list so that people can tell if they have any cards missing from their games. It's not too pretty, but it is complete. The detail about the 'Deck one' 'Deck 2' is just there to find out which of the two packet of cards the cards are in. AS a note - the finish is glossy, and sometimes they stick together!
Card combo including the leader with all his stats and special abilities for the dungeon (where possible) at all campaign levels and the choice of minions for the level plus the description for the dungeon. Let your players do the hard work of building the dungeon while you choose which creatures to throw at them, with the added advantage of not having to work out the maths for the extra health, armour or speed for the leader because it has already been factored into the card for you.