It is a game unpretentious where the fun is simply to annoy other means that those who do not like the games to annoy and / or seek something that has to plan a minimal strategy and can move from reading the rest.
The game comes in a not very large box in a space similar to the Hulk Death Angel size but a little wider.
Includes 4 dice 6, 8 large poster boards with the characters you can carry (are all the same, the only difference is that the illustration), a few meters of cardboard, a Skullfire mountain (which has no function in the game, is purely decorative) and a lot of letters from a little thin these “magic” size.
Special mention the pictures that apparently have no middle ground, either you love or hate. One of the people who played the game commented that it looked like fun, but could not stand the drawings.
Simpler than the mechanism of a jug.
You start with a hand of 8 cards, and grace is to create a spell that can have up to 3 components: Source (source), quality (quality of the spell) and delivery (say that the ultimate goal of the spell).
With your 8 cards you can do a spell of 1, 2 or 3 components with the only condition that can only be a source, quality and delivery, it can not be repeated any element.
After everyone finds reveal built its spell, spells act first single component 1, then 2 bigger and 3 (which are the maximum). In case of a tie in the number of components there are a number of initiative in the letters delivery that determines the order, from highest to lowest.
Each card has an effect and are resolved in order, first the source, then the quality and then the delivery, basically removing the effects are life rivals.
Source: Ago Three damage to each enemy who has already acted.
Quality: Strips 2 dice, then each of the other wizards roll a die and a result equal to pull one of the two dice you threw those eating damage.
Delivery: Strips a given, every enemy who has more points than your removed: if you take 1 to 4-1 damage damage March 5 to 9 and 10 or + 4 damage
Each card is in your spell has a glyph indicating down to magic school belongs (fire, darkness, primary ..) so that if a letter you have to roll a die (xej the delivery above) matches the glyph with another card from your strips spell a given but for each match (if you have 2 equal glyphs would 2d6 and 3d6 if you have 3).
So magicians are eliminated until only one remains, this earns a token of the last wizard standing. Then it start another game and get two tokens that last wizard standing wins.
When you are killed for every round you play where you do not participate xq you are dead draw a card from the deck dead magician, who is giving you advantages, so that if you die very early next’ll have a lot of help starting. They are usually the type you start with 5 points more of life, or even a treasure no one tells you, you’re dead, you learn to live with it (and of course does not give you anything at all).
Some spells get treasure letters that make squirm a bit different rules in different ways, x eg. It gives you a +2 dice rolls, or if someone plays a card that you have in hand is eaten 2 damage and 2 and you heal your stuff.
Basically that’s it.
A quick game without many pretensions to have a good time and a laugh, the combination of the names of the spells out very funny and things that make you hit one laughs (yes, in English). It is a game that can play up to 6 players and is not slow, yesterday paste several games in a row to 3 and 5 players and duration did not suffer to be a player but as having a spell but turn it into much more damage could almost say that more players the game is faster.
A Fun game for to aggrieve and laughter
Duration Short, more or less half an hour per game
The Illustrations (if you’ll such drawings) are very horny
Look no strategy, play your cards and often the wizard that you hurt is random, and it tells you the strongest and when you reach the turn to do the spell the strongest is no longer the same as when you designed the spell . PURE CHAOS. (Although for some this is not a defect).
The illustrations, if you do not like hate.
Party Games, Thematic Games, Fantasy, Fighting, Humor
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!
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
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: 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.
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.
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?
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!
First of all say that despite what I may like this game and how fast they are their games, so far I could only taste a tiny part of the whole menu that offers this game. We are facing a great little game.
His background is post-apocalyptic based on an RPG published by Portal called Neuroshima, this is the tool of combat that was created for a reduced time to resolve the skirmishes own RPG, apparently I worked so well that they decided to publish it. The story: After the Apocalypse humans who survived fled to the cities, while a huge cybernetic body took shape, an army of machines coming from the north patrol the remains of our civilization chasing humans, these divided struggle between whether for food, fuel, territory …
The game mechanics
The game mechanics is very robust, the most robust I’ve tried, and it has another quality that combines many features from other games, in an explosive combination. After speaking with several players, some reminded a card game, players tournament, reminded a draft, others reminded a tactical wargame, others to a game of miniatures. Part of his success is due to that than like many types of players of very different tastes. It can therefore like a wargamer as a eurogamer as a americantrasher, whereby these labels hatred and what use.
The characteristics of mechanical despite appearing to have picked up here and there, it gives you the impression of playing in a collection, and instead is quite original, it is very visual, intuitive, dynamic although we speak a tactical wargame, exempt dice, their random part is the hand of cards that touch you, but it is controllable with house rules and then explain.
The game modes are varied, fight to the death, in plan last one standing, wrestling team, scoring 20 combat damage, is a wargame, how does it work best? Well, according to taste, a wargamero maybe likes the fight 1vs1 or in pairs or teams, eurogamer liked to score more without removal? All this based on tag-based I hate prejudice. My impression is that the multiplayer very well hold up to 5, 6 or 7 players according to the creators, I read that played up to 8 players, but as happens all the more turn-based games players are harder departure, less controllable loses some of its charm, I think a solution for many couples is to do team players in teams of two.
Description of the components
Let us turn to the description of the components, it is a small board, instructions and chips. There are two types of tiles, board sheets are divided into: headquarters, modules and soldiers; And then there are the chips of action. The modules provide bonus on board the soldiers, which can be initiative, damage from a distance or close combat. Immediate action sheets, played to take effect without placed on the board.
The soldiers have features like ranged or close combat, armor, initiative and endurance, but can include tokens own immediate action skills, modules add their bonus to those features, provided they are connected to them. The most common actions are the movement, the fight and push.
The sequence of play
Each turn three tabs shown to all players steal, first rule out, with the other two decide if you play unfold on the board or guardians, knowing that if you keep a tab, the next only you steal turn up to have three, so it is advisable to play and not save yourself a lot.
The fighting began in two ways when the small board is full, or when a form of immediate action combat is played. This is simultaneous and begins tabs major initiative to lowest, when they play the zero initiative continued where he had left rotation.
The victory achieved by the game system that we select, which destroys the headquarters of another twenty barracks damage support in qualifying so I do not make the first twenty damage to enemy headquarters.
The board is small so that there is no time for speculation, is not a game will be diplomatic, you coward, I’ll take back these kill and then I come and win. From the first moment to the last must be dividing, or thinking and give the other where it hurts, in the headquarters of course, but sometimes question of dismantling the move the other.
The system is robust and rules Aguata home, home hosts, without going clear, I would add the hidden game, showing no bone chips, increase hand 5 tabs, allowing 2 saved to make more combos
As a negative point: The default have told me, they find you is that when you open and destrónquelas, gives you a feeling of mini-game. Let leftover box, but I take a walk after the BGG and see all the free stuff, the print and play, the editors of Hosts, redesigned official armies, the events for fans, 2 free campaigns etc. I can think on the contrary I need cash.
Today we review one of those games with tradition, falling stand in any group. We refer, as is obvious from the title of the entry Munchkin.
Munchkin is an original title of Steve Jackson, the famous American designer, who was born around the year 2000. The author of other games, like Illuminati or Zombie says, has built its reputation especially with the title in hand, that since come out to the market, it has been commissioned to squeeze the maximum pulling Arabian versions (something similar to what happened with Uwe Rosenberg Bohnanza but exaggerated).
Sure everyone ever wanted to dive into a spectacular game of role, which take the role of a character that makes epic feats. But when most mortals we see that one of these items is usually recoil, it does not seem as spectacular as the idea that would have formed in our mind. Well, Munchkin comes to fill that gap of players who want to participate in a game of role but seems too cumbersome because of all the paraphernalia involved. A card game and a simple and dynamic mechanics that take a group of brave to venture into the dungeon to kill all kinds of monsters. But in addition also we have to annoy our colleagues to stand up with the victory. What more could you ask for?
As a curious note, the name of the game is the term given to those role players to create characters with unique and powerful features making use of the nooks and gaps in regulations, an idea that takes the game as the basis for development.
In Spain, the game is published by Edge Enterntaiment, as amended, at a suggested retail price of 19.95 €. Allows consignments of 3-8 players with an average duration of about 90 minutes per game. The issue that is in my little toy library is the former which is in the market, and which I will outline. Which is available now contains some more components, but essentially the game is pretty much the same.
Important: If you already know the game and / or you just ask me about it, you can go directly to section Opinion. The Content and Mechanical paragraphs are intended especially to those unfamiliar with the game and prefer to get a general idea of how it works.
In a box of standard dimensions in which card games are concerned (19.5 x 10.5 x 3.5 cm.)
100 letters Dungeon
68 treasure cards
1 six-sided die (Bakelite)
Munchkin is a card game where you take the role of a character that is inserted into a dungeon to try to become the greatest adventurer of all who form the group. To do this we must defeat the monsters that we get ahead, get treasures and gain experience.
In Munchkin there are certain concepts that should be very clear to enjoy the game.
On the one hand we have the character to embody. This character has a set of attributes that will vary throughout the game. The first and most important is the level of experience that go with markers indicating some sort (not included in the game). Our character will start with a level 1 (will never be less than this) and can reach level 10. Our character will also be of a certain race (initially we will be an ordinary human-mill), but throughout the game can be Dwarf , Medium, Elf or even a mixture of any of the above. Also, your character may belong to a class. Initially we not belong to any, but throughout the game we can be Warrior, Cleric, Thief or Magician. Both races and classes give special abilities to the character.
We have two types of cards in the game. On the one hand we have the letters dungeon (with a picture of a wooden door on the back). In it we can find monsters, curses, events, races and guilds. Monsters indicate a certain level of strength, certain conditions which arise in the battle, and what happens if we defeat the monster. They also indicate how many hidden treasures. Curses and events indicate the effect applied to be played. On the other hand we treasure letters (with a picture of a treasure on the back). They find objects (which may be single-use or permanent) indicating the effect applied should be played, and a value in coins.
And a little more.
Preparation of the Game
As in any game of cards, preparation of the game is very simple:
Two decks (the letters dungeon and the Treasure cards) are shuffled and placed on the table.
Each player is dealt four cards in each deck.
10 markers per player for levels (not included in the game, so we’ll have something we can use for this purpose) are prepared.
Each player one marker indicating that begins with a level 1 character is placed.
And we are ready to start.
Development of the Game
The game is played by each player playing rounds following the direction of clockwise. The player in each round will:
Open a door to the dungeon. Draw a card from the dungeon and shows the other players. If it’s a monster card, the player must fight the (discussed below as the fighting are resolved). If it is a curse, it falls on the player. If a letter otherwise, it can be played immediately or put in hand.
For trouble. If the previous letter was not a monster, you can play one of our hand and face him.
Loot the room. If we want to do the above (that is, that first stole a letter and this was not a monster and do not want / can play a monster on our hands), steal another card from the dungeon, this time in secret, and place them directly in our hand.
Charity. At the end of the round you can only have five cards in hand. If we have more, we have to give away the surplus the player with the lowest level. If there is a tie, they should be distributed as evenly as possible (without taking into account the effect of the letters). If we who have lower level, they are discarded.
Let us resolve the fighting. To fight a monster combat forces of both contenders are measured. The strength of the monster is the one indicated on the chart (the level of the monster). Our fighting force will be our current level plus all the changes that produce items that your character carries equipped. If the sum total of our fighting force is higher than the monster, this is defeated. If it is equal to or less we will have to flee.
If the monster is defeated, you automatically go up a level (even two if the monster is very powerful), and take the treasures kept (stealing treasure many cards as indicated by the monster card).
During the course of combat you can also play cards that affect the strength of our monster or fight, as well as letters that automatically defeat the same. Note that if the monster is not killed, not level or even climb could not lead or treasures. Nor can we modify our equipment in the development of combat. When the monster card appears we face, we will do with the current equipment.
If our fighting force is not enough to defeat the monster, we can ask for help from one of our partners. If a player decides to lend assistance, the fighting force will join ours. If you defeat the monster between the two players, only increase of level the player faced the initially monster, but certainly for the second player lend us help prompted receive some compensation (a part of the treasures achieved after the victory). Monster capabilities apply to both players (if the monster somehow affects any race and it is our partner, this will be affected while we do not).
Since it was found to defeat the monster until we are declared winners, you must allow an interval of time set in the curious figure of 2.6 seconds to allow our enemies colleagues involved in it. The other players may participate in combat in several ways: by launching a letter-only use (either on the player or the monster), playing a card to improve / worsen the monster, playing a monster wandering (will add another monster fighting also will have to defeat), stabbing treachery if the player is a thief or throwing a curse.
As we said, if we do not defeat the monster, we must escape. To do so will throw the dice. If we take 5 or 6, we escape. With a value of 1 to 4 we will be hit by the monster (objects, races and classes can modify these values). If we run, the monster is discarded. If we reached, we apply the effect indicated on the card, the Bad Stuff. If two players are involved in combat and have to flee, they flee each. If we are fleeing from multiple monsters, will have to make a roll for each one (indicating that monster belongs to each shot). Escape or we are struck by the monster, this is finally discarded.
If our character perish lose everything except our race and class as well as 1 level. The rest of levels that we had are removed and will post our letters (which are at stake and our hands) on the table, starting with the highest level player, each player takes a card (and only one) of the we have lost. It may not have letters for all. Our character revives then no cards (could help in fighting). When we return to play, steal 4 cards (2 treasure dungeon and 2) and can play any card of race, class or object before stealing the first letter dungeon.
The end of the game takes place in the time when either player reaches level 10 experience with his character, being the winner.
I have mixed feelings with this game. Le I have a special affection because it was one of the first to arrive at my small collection (then very small) as a gift from my colleagues in Barcelona.
The mechanics is dynamic enough to discurran heading steadily and laughter (especially by stabbing and betrayals that follow incessantly), while it is true that the first time you read the rules there is some confusion. In fact, I had to print a flowchart me there by the network in which the steps to be followed in each shift is very clear. Until we learn the mechanics, it is almost essential, then, for me, the regulation is worded somewhat chaotic, leaving important details that are slated to be explained at a certain time for subsequent paragraphs, so that we are not a good idea mechanics until we have played many times.
However, in my opinion it is a game that is aimed at a very specific type of player: an active, imaginative, with great sense of humor and a big dose of bad baba player. If all participants are more or less of these features, the game will surely be a good experience. If instead the players move away from this model of participant, the game will be bland and boring. As you said a companion, seems focused on roleros players to have something to entertain themselves while waiting are all design. A hobby than competitive game leaves much to be desired.
And this game depends heavily on the interaction between players. If all go to slaughter, trying to annoy as much as possible the rest, the game will become a series of personal vendettas chain. If, however, the players are engaged in going about their business, the game will run without any grace. The truth is that the final rounds, in which players have characters with high levels are strained and the level of evil increases unsuspected, trying everything possible to annoy the player who is about to win.
The work of John Kovalic is magnificent. To be a card game and with relatively simple designs, these, together with the hilarious descriptions of the cards have a great charisma that will make us enjoy simply flipping through the various letters that appear throughout the game.
regardless of the topic of the players, the black point is certainly important theme bookmarks. So much cost include a bag of chips parchís type? I’m not saying markers and quality of wood or other materials. Nope. We are looking for life. Chickpeas, lentils or first thing you pilles. I ended up buying a couple of bags of colored markers, which could be very fashionable to decorate vases later. Furthermore the box is very fair. Being a game of cards, they should be sheathed if we want the game to survive the passage of time and the games. For once sheathed (standard case), insert the small ditch next to close the box properly. Even without the insert goes the complicated thing. It seems incredible that publishers do not take into account the needs of its customers. It is true that when you start in this business does not usually pay much attention to the issue of conservation, but as you increase your playroom begins by trying to keep this setting as the first day of each game. At least in this case the cards are a decent weight, so with standard cases (as I said I have put myself) would suffice.
In short, Munchkin develops an idea that obviously has been in operation long (hence the number of expansions and spin-off arising), and that allows us to “simulate” roleplaying games without all the hassle normally associated. If your group games competitive players abound, and who enchants fun trolling, this game should be in your playroom. But it is normal that the items on forever until exhaustion for that focus effect against going further dependence winning chance when managing hand. For all this I give him a … FAIL.