Review
of Descent Second Edition
Having
had our second night of dungeon delving using the new Descent Second edition
rules I feel confident to give it a review.
First
up the changes from the first edition that I feel have made the greatest
improvement to the game- Combat dice, Mission Length and Token Removal.
The
reduction on the amount of maths required for each attack has drastically
reduce play time, analysis paralysis and encourages players to concentrate on
their character rather than trying to get the right weapon for the job.
Previously players had the option of spending the surges rolled on the attack
dice multiple times causing them to slow down their turns as they looked for
the optimum combination to cause maximum damage. Now as players can only use a
card’s ability once and the number of dice for each attack has been reduced to
two on average players tend to resolve their attacks within moments of the dice
roll. Add to this the inclusion of defence dice rather than known armour values
and you not only create the opportunity for any attack to succeed but you
create a moment of tension with every attack.
Mission
Length
Each
dungeon is now far smaller and is in fact split into two maps called Encounters
(anyone familiar with the Road to Legend expansion for the original Descent
will already be at home using this style of dudgeon). Each encounter has a
specific set of win conditions for both the Heroes and the Overlord which has
really opened up the role of the evil player, as now they no longer have to
just focus on killing the players and can use monsters for specific roles
(Kobolds make for a great speed bump in Encounters which involve collecting
objectives, whilst Dragons and Demons are good during encounters that allow you
to re-spawn monsters as reinforcements).
Add to
this the fact that the game is designed to be played as a campaign first and as
stand alone games second and you have game that you can break out in an evening
whilst still being able to play other games, whilst still linking the games
together. Not something which was manageable with the last edition.
Token
Removal
The
designers have done a great job of drastically reducing the number of tokens
needed. Whether it is removing the terrain tokens needed during set up
(coloured coded outlines on the tiles now denote the terrain effects), the
inclusion of cards for condition effects instead of tokens (so that players
have the rules for the condition in front of them) or the removal of the Glyphs
and Potions the game now has far less chits needed to play. This has not only
reduced the set up time but also made the box control much easier.
Beyond
these changes the introduction of Open Groups of monsters in most of the
Encounters has really opened up the re-playability of the game as the Overlord
players can choose from a set list of monster types during set up. This allows
those players that invested in all the expansions from the first edition to
continue to use the models they own.
This
leads me to my only gripe with the new edition – you can’t use any of the old
dungeon tiles. Whilst it is understandable to avoid any confusion or players
from simply downloading the rulebooks and using the old box contents, it would
be really nice to have a reason to keep hold of old tiles (and there really are
a lot) to use with the new, improved rules set. I don’t really want to have to
use the old rules and scenarios. Even if it was a pdf conversion of the old
scenarios into the new system that they sold through their website I’d happily
pay for it.
So
beyond these changes all the successes of the previous edition remain as
players have a great way to role-play out their dungeon adventures, whilst the
Overlord is more than just a facilitator of the other player’s enjoyment.
5 out
of 5 (if you have the first edition expansions and the conversion kit, though
that makes it one of the most expensive games I can think of!)
No comments:
Post a Comment