Descent 2e: Lair of the Wyrm

Expansion: Descent 2e: Lair of the Wyrm

The treacherous Serpent Queen Valyndra has awakened from its slumber and freed their heinous hybrid minions to burn and loot at will. His thirst for gold has pulled out of his lair, and now is the turn of a few brave heroes to destroy his cruel servants and return to his lair!

Adds even more adventures all your campaigns in the second edition of Descent: Journeys in the Dark with the Serpent’s Lair.This expansion of Descent 2e: Lair of the Wyrm, introduces new heroes, classes, monsters, adventure and much more!

Descent. Lair of the Wyrm, tabs
Descent. Lair of the Wyrm, tabs

Heroes can now discover secret rooms and investigate suspicious rumors as the Supreme Lord is equipped with new cards and try to ally with a new and lethal lieutenant: Valyndra, Queen Tiller!

Requires Descent (Second Edition) 1: Journeys in the Dark

Descent
Descent

Amazon (83€)

Embark on an epic quest against an ancient evil …

An ambitious Supreme Lord gathers his minions in the darkest depths of Terrinoth, preparing to besiege the surface world. Only a group of gifted heroes of great courage and to have any hope of saving the region from the icy clutches of the tyrant. It is time to venture into the darkness and thwart the nefarious plans of the Supreme Lord before it is too late …

Descent, tabs
Descent, tabs

Descent: Journeys in the Dark (Second Edition) is a board game for groups of 2-5 players. One assumes the role of the evil overlord, and the other controlled courageous heroes. During each game heroes they undertake dangerous adventures deep into caves, ancient ruins, dark dungeons and cursed forests. Along the way they will face monsters, accumulate wealth and seek to thwart the evil plans of the Supreme Lord.

This second edition of Descent: Journeys in the Dark board includes modular pieces of double-sided endless combinations of heroes and skills and surround a campaign argument that will carry the heroes to an epic fantasy world which will unite forces against an ancient evil.

Descent, tabs board
Descent, tabs board

The legacy of the first installment of Descent: Journeys in the Dark is developed with this new edition, which reinvents the classic experience with an epic campaign system simple rules to represent highly dynamic tactical battles. Over a series of exciting adventures with a strong story component, our heroes must accumulate power and experience in order to prepare for the grand finale game against the wily Supreme Lord. But besides that, including any mission it can also be enjoyed as a separate item only.

Descent, tabs
Descent, tabs

With 39 miniatures, over 200 letters, almost 50 pieces of board and more, Descent: Journeys in the Dark is the perfect game for unlimited adventures!

Second and improved edition

The first edition of Descent: Journeys in the Dark, designed by Kevin Wilson, has been one of the most popular titles for almost ten years; He has redefined the genre of dungeon exploration and put the bar very high in terms of game mechanics and quality components. The improved second edition continues this tradition of excellence.

Descent traditional enthusiasts will find in it a new way to enjoy your favorite classic; while a new generation of fans thanks to the exciting tactical style and captivating narrative will capture.

But you’re a newcomer or a veteran in these conflicts, no doubt you will appreciate the second edition with new heroes and monsters, optimized its rules, the system of class-based characters, the campaign game, and more!

The new rules focus on what’s important

From simplifying the line of sight to the agility of the preparations for each meeting, the second edition of Descent: Journeys in the Dark offers a gaming experience as tense as satisfactory with minimal waiting time. The defense dice attenuate the tendency to excessive stones in the attacks, and to raise shorter adventures with abundant natural interludes have managed to adapt the game to all kinds of groups. And what’s more, since all parameters needed effects include statements and conveniently described in their letters, you do not even need to make the policy manual box to play!

For all this, coupled with the intuitive new mechanics to control the vile powers of the Supreme Lord, the new edition of Descent: Journeys in the Dark offers the same degree of tactical challenge than its predecessor, while it is more affordable than ever . Instead of accumulating chips Threat to spend on traps, minions and other tricks for heroes, the Supreme Lord can play cards from your hand if you meet their basic conditions. Draw cards each turn, add them to your hand and use them when it suits you!

Create the perfect character classes included eight

The selection process and creating characters in the second edition of Descent: Journeys in the Dark gives players needed to build in a short time a group of adventurers perfectly suited to his style of play tools.

Each player begins by choosing from one of four archetypes: Mage, Warrior, Ranger, or Healer. Each archetype includes several classes that offer different game experiences even within the same archetype. If you choose to be a warrior, you assume the role of the brave knight, to physically protect their weaker peers? Or maybe you play as the formidable Berserker to open a bloody furrow between the enemy ranks?

Descent, cards
Descent, cards

And with the experience improved system of the second edition you have full control over the development of your character. Each class has its own deck of cards of skill, and take the path your hero to greatness is as simple as choosing your starting skills. As you gain experience in the campaign included in the basic box, you’ll invest in acquiring additional skills that complement the capabilities of your adventurer. For example, if you have chosen the Warrior archetype and the Berserker class, you could specialize in eliminating multiple enemies at once, or maybe you prefer to be able to deliver devastating blows to individual fighters. These and many other options are those that make the system fast and intuitive character of the second edition of Descent.

Embark on a dangerous campaign against evil

The new edition of Descent: Journeys in the Dark has an exciting themed campaign that confronts the greatest heroes of Terrinoth with the mysterious conspiracies Supreme Lord. When the heroes reach the idyllic old barony of Rhynn, they find it besieged by a vast horde of fierce monsters and black magic. Can they uncover the real horrors that lie behind the alarming inroads?

This campaign consists of many meetings that can be played as individual experiences or as part of a series of adventures interrelated rules that allow you to adjust the items to any number of players. And not only that: the arc of the campaign varies depending on the successes and failures of the adventurers! Did you manage to get out alive from the dungeon, but you could not complete some vital goal? Your failure would have strengthened an enemy that still desconocéis, or maybe you deprive yourself of a chance in the future (although do not therefore cease to gain experience points). The plot follows a brilliant design branches, and gripping narrative of encounters fosters a genuine feeling that your decisions have an impact in a fantasy world … one whose only hope is you.

Summon your favorite heroes of past adventures

Want to use your favorite heroes and monsters from the first edition of Descent? Descent: Journeys in the Dark (Second Edition) Conversion Kit contains everything you need.

This top box is an indispensable tool that contains all the letters of monsters and heroes produced to date for the first edition (yes, including promotional!), All compatible with the second. So whether you want to take your collection of Descent for new adventures, as if you have a weakness for a hero and you always prefer to use it, we have all your needs met.

Is Descent new to you?

Below is a brief summary of the game for those unfamiliar with Descent: Journeys in the Dark.

This popular adventure game and dungeon exploration, one player acts as the Supreme Lord; its purpose is to frustrate the attempts of the heroes by using a deck of special cards. Each of the other players control a hero and must join forces to complete the goals set by the stage. The description of this scenario also determines the placement of the board, which is constructed by combining modular pieces to create a different dungeon in each game.

In a world where dangers lurk behind every corner, combat is a must. For these meetings, the second edition of Descent: Journeys in the Dark uses an exclusive system by given resolution.

Players meet their dice depending on the skills and weapons of the characters; each die booking attack brings different qualities. The increases, special symbols that appear in most of the dice, also allow the use of special effects to make the most of the attacks. And given the horrors that await you in the basement, you may receive any advantage that is within …

Terrinoth underground galleries are infested with dreadful henchmen of the Supreme Lord eager to end your epic. However, the Supreme Lord has not only monsters displayed on the board; also includes reinforcements for his army. If no heroes are careful, they could be overwhelmed by its enemies.

Are you ready for venturing into dungeons and crypts Terrinoth? Form up your group and make common front to the minions of the Supreme Lord!

Features
Game Type Adventure,Dice,Expansion,Exploration,Fantasy,Fighting,Miniatures
Recommended Age +14 years
Language English
Players 2 – 5 Players
Game Time 60-120 minutes
Difficulty Medium
Boardgamegeek www.boardgamegeek.com/boardgame/129423/

Mage Knight

Mage Knight: Board Game is set in the universe created for a fantasy game makes more than a decade by Wizkids publisher. This editorial is particularly famous for its line of HeroClix and original set of figures with rotating pedestals on which game statistics reflect. This time we are not facing a tactical game like games HeroClix miniatures line but with a fairly dense, brainy eurogame, not suitable for newcomers to the world of board games.

In Mage Knight players embody a powerful characters
Mage Knight character

In Mage Knight players embody a powerful characters sent to explore and conquer the Atlantean Empire. On your way you will find villages, monasteries, castles, warring orcs, wizards towers, dungeons, and more elements of a medieval fantasy universe. Mixing elements of board games with some touches of role, Mage Knight offers an experience similar to games like Runebound, but in my opinion the game at hand is far superior to the latter.

What comes in the box Mage Knight? Pretty, and all good quality.

Box Mage Knight
Box Mage Knight
  • Two panels, one to take the points of reputation and fame, and other printed two sides to indicate movement costs as day or night.
  • Two manuals, one regulation and another with the first game scenario and an introductory explanation of the rules.
  • Tile ground where the adventures of our Magic Knights will develop.
  • Several decks: the heroes, the advanced skills, spells, units that we can recruit, wound, summaries of the rules and tactics.
  • Tiles of different heroes to mark their scores, their level, their special abilities and their achievements on the board.
  • Tiles with different encounters and discoveries that we will find along the way: orcs, Draconum, castles, shrines, etc.
  • 4 figures of heroes painted and excellent workmanship.
  • 4 figures of town with HeroClix base type.
  • Given to indicate what kind of magic is available each turn.
  • Plastic figures representing crystals mana (magic).

The most important mechanics of Mage Knight is the construction of decks. Each hero starts with a deck of 16 cards, of which depends for its actions. During the game you will be adding cards to your deck, whether advanced skills, spells and powerful artifacts. So you can deal with the threats will encounter on your way, or the other players. Each card belongs to one or more types according to their effect: movement, combat, healing, influence or special. The guy who owns the letter will know by the text itself, but also by an icon appears in the upper left corner of all.

Combat card
Combat card
Movement card
Movement and attack card
Movement card
Movement card

The cards also have two possible effects. Which appears in the top half of the text box is the basic purpose of the letter, which will take place if we enhance the letter with manna from the color shown in the center of the frame, separating the two halves. If you use a mana point the effect to take place is the lower half, which is generally more powerful than the other, but sometimes there is a better effect with respect to the first, but another entirely.

Mage Knight playing
“Let’s see, I have three points of attack … With a red mana is five … I need ice blockade 6 or something healing … Mom!”

In his turn the player must plan what to do with the cards you have in hand. You may have enough movement points to reach the orcs, but do not have combat cards, so you must wait for the next turn to provoke and fight. Or you may have combat cards, but does not have enough movement. You may have points left over to heal influence in the village and recruit a unit of soldiers to assist him in combat. Each turn consists of solving a puzzle of, first, what the player wants to do and secondly, what the cards you have let him do. For this is not an impossible task, all cards can be used as “wildcards” can be used as if it were otherwise, but with very limited effectiveness.

Mage Knight playing
“No, if I attack, but I just healing cards in hand.”

To enhance the charts there are given that indicate how different colors of mana available, and on occasion we can keep those mana as crystals, so we’ll have available when needed.
Upon completion of a shift, steal cards until reaching our limit of hand and continue the next player.

Mage Knight enemies
The bad. Without knowing what the icons mean and intimidating.

Throughout the game we will be finding different enemies such as round tiles. Can be orcs, or the inhabitants of a tower of sorcerers, or defenders of a castle, and resolve our differences with them politically incorrect but very effective method of giving cakes. As a result of the fighting receive fame points, which we will level up and gain new skills, broaden our ability to recruit more units and also improve our armor and the maximum size of our hand of cards. The fighting also receive wounds in Mage Knight are useless letters take up space in our hand (we started limited to five cards in hand game). We can not rule them rather than using a full shift at rest, and can eliminate healing us from our deck in a village or in a monastery.

Mage Knight card
Front and back of a letter of wound.

The combat system is fast and fairly implemented. The various special abilities from enemies give much variety to the battles. To not bore much I will summarize by saying that consists of several phases: the first ranged combat, which can wipe out your opponents before they reach us, a second in which they who attacked us they could block his attack or have any of the units that have recruited receive the blow and the last in which melee attack.

Mage Knight playing
“Come, every man for himself and devil take the hindmost, which today does not touch the cooperative scenario.”

Another thing that can make our heroes during their adventures is to interact using letters of influence in the villages, castles and monasteries. We can heal or recruit units. Add that to take advantage of a castle will have to conquer first beating defenders. We may also get mana crystals crystal mines, heal in magical places in forests, enter dangerous caves full of monsters or attacking towers wizards to get spells go to our deck of cards. We can also loot and burn villages monasteries, which also receive benefits even lose reputation.

When a player ends his deck and start the turn with no cards to steal, it may herald the end of round. All players have one more turn and passed to a new round. If you were in a round of the day, one night starts now. All shuffle their decks and draw new cards that begin the first round of the new round, and so on until the end condition of the scenario being played is met. What is the difference between day and night rounds? Basically three: the cost of movement for the different types of land (not the same walk in the desert or forest day than at night), visibility (some tiles enemy only be seen from the adjacent space by day, at night you have to go and start a fight to see the contents thereof), availability of gold and black mana, one of them is available day and night is useless, and vice versa.

Mage knight board day
The board round, the day side. The numbers on the hexagons are the movement point cost of different types of terrain. In some of them, in gray, the cost will be when it’s dark.

This is, broadly speaking, the game system Mage Knight: Board Game. The game offers different scenarios, each with different setups, durations and victory conditions. In the opening scene, for example, the goal is to find the capital of the Atlantean Empire. The game ends after finding it, during the same there can be no fighting between players, nor conquer the city. Other scenarios are to conquer cities, either alone or in teams, and there is also a cooperative scenario. I left many things in the pipeline to do a review too long. Discuss all elements of the game and talk about everything offered fully occupy twice the space of what has taken me this post, and my intention is simply to give an idea of what you can find in this great design great Vlaada Chvátil .

Term and recommending you to try this game if you have time. This is a gem, although its price can roll back to more than one, is amortized safe since it is one that catches table easily. As adventure game is magnificent, besides being a eurogame able to satisfy the most discerning fan.

Features
Game Type Fantasy and Adventure
Recommended Age +14 years
Language English
Players 2 – 4 Players
Game Time 180 minutes
Difficulty High
Boardgamegeek http://boardgamegeek.com/boardgame/96848/