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8

Per this FAQ: The Reach ability allows a figure to make a melee attack targeting both adjacent spaces and spaces at a range of 2 I think it's pretty clear from the way that's phrased that "adjacent spaces" means the same as "spaces at a range of 1".


6

Yes, a character can attack unarmed. "If a hero attacks without a weapon, he attacks with his fists. This is a melee attack that grants one red die and has no special abilities." (Descent rules, p19.) So it's a base melee attack using the minimum melee dice - the red plus however many black. Ranged and Magic attacks cannot be made without a weapon. ...


6

Yes, fatigue tokens may be used as often as you like to gain movement points. These movement points are spent just like regular movement points, to perform Movement Actions or to move (gold chart page 16 shows examples). From the rule book (page 18): Spending Fatigue for Movement - At any time during a hero’s turn, he may spend one fatigue to gain one ...


6

"Apparently the ship can't turn and can only go forward, with a bit of steering." You are correct, this is something my heroes often complain about that I explain by saying the map is too small for the ship to turn meaningfully. It's a design flaw that isn't easily fixed without changing the course so it isn't squares. "The rocks sink the ship ...


4

Since you weren't sure which version you played, I'll post my answers for both editions, although i'm significantly more familiar with 1E rules than 2E. From the First Edition Descent Rules: The overlords turn consists of: Step 1: Collect Threat and Draw Cards Step 2: Spawn Monsters Step 3: Activate Monsters You spawn monsters before you activate them, ...


4

Yes. That's why they're flipped face-down when used rather than being discarded--to keep track of how much gold you've earned. Conceptually, the card represents that your search uncovered a cache with both gold and a useful item. From p. 10 of the rulebook: Gold: When playing the campaign, this number shows how much gold the players have earned, in ...


4

Yes, Descent (both First and Second Editions) is weighted against the Heroes. Descent is a board game designed to play like a Role-Playing Game (RPG), so it includes the classic thematic elements of heroic player-characters striving against an unknown evil entity seeking to do Evil Things with the aid of his endless ranks of minions. In most RPGs, the ...


4

I don't know about the general case, but the official FAQ does specify that you can NOT jump over water tiles. They give a pretty lame justification for it, but the real reason is that it would break a lot of the scenarios that count on that to act as a barrier. So a good rule of thumb is probably that you also can't jump over "trigger" type tiles that a ...


4

Since all weapons and skills etc. are essentially adding dice to your standard black dice, I would say you'd use only the black dice (or die) you have as standard for that type of attack. Of course such an attack would be absolutely pants in comparison to a normal attack (1/3 chance of doing 1 damage with no surge conversion), but then so would fists in ...


4

While this may seem disappointing, my advice is: don't. Descent is a great game in its single-dungeon mode, and while it might look appealing to bring your characters from a dungeon to another, it actually "just doesn't work". One of the fun things about this game is the weapon progression: as you go on, you might find cooler weapons to use. This works ...


4

One significant difference that leads me to prefer Descent over DOOM is Ammo. In DOOM, Ammo is "full of fail". Ammo scarcity is a thematic element that happens to be implemented in an abstract way that is often flat out not fun. The breadth of characters and skill and item combinations make Descent really come to life compared to the relatively lackluster ...


3

I think this BGG forum topic is a great comparison of those two games.


3

My experience with Descent is that some maps are balanced towards the Heroes, and others towards the Overlord. If you still find the heroes are losing a lot on most of the maps, in my opinion, your best bet is to pick up The Tomb of Ice expansion. It adds Feat cards for the heroes which are quite powerful, especially when you add them to the base maps. If ...


3

Descent is an unbalanced game in favour of the Overlord. My friends and I made these adjustments that may help you as well: There is no selling half-price problem - we started selling items 1:1 or with a 25 gold penalty per item sold. Actually buying is much more fun than dreaming about items and never trying them in action. One relic item per lieutenant ...


3

Yes. From p. 8 of the rulebook: "Monsters follow the same movement rules as heroes when moving except that monsters cannot suffer fatigue to receive additional movement points." In case you're still not convinced, p. 3 of the FAQ specifically calls out "When a large monster interrupts its movement to perform an action" as part of a question referring to ...


2

Yes, to both questions. One fatigue for one movement.


2

Heroes do not recover health at the end of each encounter, only fatigue. Heroes do recover full health and fatigue at the end of each Quest (two encounters). The rule book regarding Quests (page 18): Heroes keep all damage suffered during Encounter 1. Heroes recover all fatigue suffered during Encounter 1. and (page 20) The Campaign Phase ...


2

I suggest involve 4 heroes every campaign, regardless the players number, that will be fine, some veteran can handle more than one hero. If some new player join, he can pick any one from the four heroes. There's some variant in BGG forum can make this like a co-op game, like this one.


2

I've found that Descent is really made for one-off games, and not for campaigning. As much as anyone's tried to tack it on. If every game is a new game, and everyone always starts again at zero, then this problem just disappears entirely. For campaign-style play, we just stick to classic pen-and-paper RPGs. Works well.


2

I would vote for: Yes! I think the real question is, can the Overloard place it directly on his turn, or does he have to wait until the next round? I think there is nothing in the rules that presses him to wait. I think the rules for reinforements are clear about when they occur, they are usually given in the scenario description. If there is a monster on ...


2

You cannot jump in Descent 2nd Edition. I believe this statement is in the rulebook to notify First Edition players that this is a difference in the editions: you can no longer spend extra movement to jump across a pit you are aware of.


2

I don't recall there being any rules for auto-equipping cursed items; you can elect to use it if you want to, but you don't have to. You get a curse token for equipping a cursed item, and while you can remove the cursed item as normal, you do not lose the curse token for un-equipping the item (so if you re-equip it later, you get another curse token). In ...


1

You'll need to have the base set. The expansions are just that. No rules, no dice, only a few cards to add to the base set.


1

We've been playing with six players (5 heroes + overlord). The only changes we've made are to: Play all white minion monsters with red stats. They still count as white minions for hero powers. Add an additional treasure. When calculating the boss monster's HP, increase it by one hero. I think it's a little bit easy for the heros, but it's been close. ...


1

The trap effect resolves before the contents of the chest are distributed. From the FAQ (page 4) Q: When a chest contains curses, can the overlord use the threat generated by the curses to play a trap on that chest? Does the trap go off before or after the rest of the chest contents are distributed? A: Curses are always the first thing ...


1

Descent, unlike Doom, is balanced towards the Heroes; I find rather odd you're having trouble. Unless the heroes have very bad power combinations, they shouldn't have any problem. Anyway, a nice help for the Heroes is to draw more powers than they would be allowed, and choose which ones to keep.


1

You can drop them at any time or sell them when you are at a the market. The curse applies when they are equipped and the curse can be removed by dying or by buying a doll in the store. It came with one of the expansions and removes 3 curses.



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