If it goes right it's the best game ever. Pity it doesn't always go right, but with a Loyalty Deck mechanic you have to take these things in stride. Annoying when you play 2 hours only to find the last half an hour is boring, though.
Despite so many aliens, games... eventually start feeling the same. Which is ironic, considering the main point of CE is that it should never feel the same. Downtime starts getting too high once you add a sixth player, and is nigh-unbearable with seven.
Good for about 4-5 hours of fun, if you have that amount of time to spare in the first place. More fun for the heroes than the Overlord, but hopefully you have an experienced group of players who can rotate Overlord duty with you. Quests are frequently imbalanced, some seem to be impossible unless you've played before and know where everything is, others are way too forgiving.
Quests are frequently imbalanced requiring house rule fixes - although that could be said for a lot of other stuff in Descent. Treachery is cool, but some of the other additions (e.g. power potions, some of the new treasures) seem a bit unnecessary. Still a solid addition, should be added into the base game.
So easy to teach (everyone plays Poker, right?), intuitive, light and doesn't take very long unless playing with people who manage to AP on die rolls. Not much strategy here, but for an hour of dice, better than most.
Good cooperative game, decisions are simple most of the time so there's no leader ordering syndrome, but quite a lot of exciting turns come up. A bit too dicey for a cooperative "puzzle" game for my taste though.
Chaotic fun that can be done within 45 minutes. Great with 4 or 5 players, and everyone has a blast trying to figure out who goes first and how the spells interact with each other. Better than Citadels in that getting screwed doesn't really ruin the entire turn, also turns are faster and there's less downtime. Also I've found less AP when picking spells as opposed to the character draft.
Makes the game from above average to great - no longer just a gateway game but rather a light strategy game that's easy to pick up but even experienced gamers can enjoy strategically. I'd consider this essential.
A little harsh, but the lack of "every game is different" factors are disappointing (think Agricola's hand of 7), and also resources don't feel different enough (you take equal effort to get 6 wood/3 gold, and those give you equal points when building buildings). The dice can also really screw you up - I prefer the "know your dice first" mechanic of Kingsburg and Alien Frontiers. Finally, there's little sense of progress since the "engine" in this game is pretty lackluster.
Brilliant game, dynamic, extremely unfiddly, and so many layers of strategy. I've only scratched the surface of what this has to offer and already I'm completely hooked. This is number 1 on the Geek for a damn good reason.