Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Dragon Strike Review

Dragon Strike
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The board game 'Dragon Strike' is a timeless classic, for those who enjoy medieval fantasy settings. If you're looking for an experience similar to 'Dungeons & Dragons', but don't want to go the whole mile, this is a great place to start. It features four different board settings, that allows for varied gameplay, as well as countless pre-written missions. It's a lot of fun, and I'd recommend it to people age twelve and up.

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After Milton Bradley and Games Workshop had good success with Hero Quest, Which can arguably be described as "Advance" Dungeon (by TSR) or a very simple version of Dungeons & Dragons (or "D&D the Boardgame"). It also is not too surprising that one of the companies that published a Hero Quest clone was TSR.Dragon Strike has almost identical game play as Hero Quest: One player acts as the "Dragon Master" (i.e., the DM) and controls the placement, movement, and action of the villains. The rest of the players control one of five different hero types (Warrior, Wizard, Thief, Elf, or Dwarf) and attempt to complete various adventure goals. Dragon Strike takes the Hero Quest game play and goes a step further in a few directions: 1) The Wizard and Elf have more spells at their disposal and a greater variety to choose from, 2) Dragon Strike comes with 4 different game boards (vs. Hero Quest's single board), one of which is outdoors, 3) a slightly more advanced combat system which uses different polyhedral dice (instead of all six-siders) and has concepts like flying creatures which can only be hit with spells and missile weapons, and 4) a (cheezy) 30 minute VHS video tape which introduces players to the game and sets the "mood" for playing.Unlike Hero Quest which was successful enough to spawn four expansions (six in Europe) and two sequels (Advanced Hero Quest and Warhammer Quest), Dragon Strike did not go any further than the base game.

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Cave Troll Review

Cave Troll
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Overall, it's a fun game and I'd recommend it to anyone who's into fantasy board games--as you'll be playing with an orc, barbarian, dwarf and of course one cave troll per player. But I do have my gripes! There's definitely some thing the makers overlooked in designing the game, and it does take a while to learn. The box says it takes 20 to 40 minutes, but give yourself an extra 40 if it's your first time.
The object is to earn the most gold during the game and at the end of the game, which comes when one of the players has used all of the cards in his or her deck. You do this by having control (aka the most figures) in a room at the end.
When you draw a character card from your deck, the corresponding figure comes into play on the board. Other cards give the player a chance to retrieve an artifact, which usually means more gold.
You can use your figures' special powers to kill your opponent's figures -- just to make sure you have more on the board than they do.

Pros:
The art is phenomenal. The figures are very detailed and look a lot like they do on the cards--even striking the same poses. The actual board looks great, with pits, staircases and a stone-walled labyrinth. Even the box is stunning.
Once you get the hang of it, the game is pretty easy to master. It's also really exciting, since you never know what card your opponent is going to draw next or when they'll use their cave troll to attack.
When playing with four people, you can split into teams or have a rumble (everyone against one another).
Cons:
You're supposed to keep track of your gold with markers on the perimeter of the board. However, the amount only goes up to 100! You will definitely earn more than that. When you find five hour glasses you earn the sum of all the gold on the board (about 90). If you already have 11 in gold, your marker is already off the board! I say ditch the markers and just keep track on paper.
The cards are so tiny, you'll need to break out your reading glasses to read the character's special powers. And even though the figures are sculpted differently, they're all relatively the same size and color. It's hard to notice the differences and you might have to search the board when you want to use one.
The cave troll himself is kind of overrated. He can kill everyone in a room, aside from one figure each player chooses to escape. However, he can only do this once! Once you use your cave troll, he's no good except for maybe taking control of a room.

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Inside the lair of the cave trolls lie riches and dangers beyond one's wildest imagination. In the Cave Troll board game, players command brave heroes in an attempt to reap the most treasure from the dungeon. In order to defeat your enemies, you will wield powerful artifacts and summon vile monsters to prevent your opponents from achieving victory. Lead brave adventurers, avaricious dwarves, and valiant knights into the dark. Assault your foes with deadly orcs and terrifying wraiths. Above all, fear the wrath of the deadly cave troll! Cave Troll is a board game of treasure, danger, and excitement for 2-4 players.

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Ascension Chronicle of the Godslayer Review

Ascension Chronicle of the Godslayer
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My friends and I play a good deal of german style and specialty board games, and this one is the cream of the crop. The game is not quite as easy to learn as Dominion, but in my opinion, it is a lot more fun, and the art is way better. The game is very easy to set up and break down, and there is a minimal amount of sorting to do. Unlike Dominion, there is a balance or specialization to consider when drafting your deck. There are monsters to fight, and items and heros to aquire, so one may chose to specialize in battleing or aquiring, or take a chance on the not-quite-best of both worlds.
There are a few flaws in the game but very little of it has to do with the mechanics or play of the game. The card quality is a weird choice, they are plastic coated paper, which is a measure of quality and resilience in some way, but they could easily get sticky. This also makes the cards a little hard to shuffle. The plastic coating may protect the cards, but when damage is done to them, the cards become very clearly marked. One suggestion, is to sleeve the deck in standard magic the gathering card sleeves. Fortunately, the box seems to be designed to accommodate the game's deck in or out of sleeves easily.
Another is the board. A lot of space on the board is dedicated to the basic rules legend of the game, which is really only useful for the first 2 or 3 times playing the game. It could have been better used to put some cool artwork on, or freeing up some play space.
There is one point that is up for contention, the artwork. It is all done by a single artist, and though i think that the artwork on almost every single card is amazing, not everyone agrees with this point of view.
These are small faults to a game that I consider totally amazing. The quality, fun, and very reasonable price make it a great value.

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Ascension is a fast paced deck building game designed by Magic the Gathering Pro Tour champions Justin Gary, Rob Dougherty, and Brian Kibler, with artwork by Eric Sabee.Ascension is a deck-building game where players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly.Each player starts the game with a 10-card deck comprised of eight Apprentices and two Militias. Apprentices provideRunes when played, which can be used to recruit Hero and Construct cards during the game. Militias provide another type of resource, Power, when played, which is used to defeat Monsters.The game revolves around the Center Deck that contains Heroes, Constructs, and Monsters. Contents:200 cards, game board, storage tray, 50 deluxe honor tokens, and rulebook.

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Rio Grande Games Fearsome Floors Review

Rio Grande Games Fearsome Floors
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I am surprised that nobody has reviewed this game yet so I'll give it a go. I highly recommend this game. It was recommended to us by a local shop in Boston and one of our other favorite games "Power Grid" is also made by Rio Grande and we've had good experience with their games. This is essentially a survival game. You start out with 4 pieces and each piece can move up to 7 spaces. Once every player has taken a turn a "monster" is unleashed. The monster moves a predetermined number of spaces and "eats" as many players as are in it's path. There is quite a bit of strategy to employ such as trying to bait the monster so that he eats your opponent. The object of the game is to escape a dungeon and not get eaten by a monster. The person who gets the most people out first wins. Overall it takes about 45 minutes to complete a round and it's 2 to 7 players. I think the thing that makes this game more accessible to other players is that there is a good balance between luck and strategy, so that unskilled players don't feel like losers for not comprehending the rules or winning the game.


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It was fabulous! Fearlessly, you found the 3 fetishes in the Finnish fjord. With light-footed and foxy feints you ferry the fetishes to prince Fieso in France to free the fascinating faerie Fabula. But Fieso is not fond of foreigners, what a fiasco! You land freezing and foolishly find yourself trapped in a frightful fortress with sinister corridors. Now you must flee Fiesos trap. Furunkulus, the monster, is a frightening freak, especially fond of foolish foreigners. He will feed on you if he is able. So you want to fool Furunkulus and flee to freedom. Players: 2-7 Ages: 10 and up Playing Time: 60 minutes

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Runebound: 2nd Edition Review

Runebound: 2nd Edition
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'Runebound' is recent entry in the board-based fantasy adventure game market. Board-based, in this context, means players are limited to moving on a board and having adventures based on cards that are drawn after moving. (Those of you old enough to remember Games Workshop's 'Talisman' should be familiar with the concept.)
Play is relatively simple, although the first game or so will go slowly as players adjust to the system. Each player selects a hero, gets some gold, then sets to adventuring. Terrain dice are rolled to determine how players may move during their turn. Players finishing their move on a city may heal wounds, sell treasure, and buy equipment or hire allies. Players who finish their move on an encounter space may trigger a game-altering event or be given a quest, but will always have to fight a monster. Combat is fairly simple; roll the supplied dice, add the character's combat value, and see if the total beats the monster's. Defeat enough monsters and your hero collects gold and experience, which in turn enables him or her to improve his combat power. There are four levels of encounters to be fought; the player who defeats the final boss monster (or three sub-bosses) in the toughest level wins the game.
The rules are well-written and have clear examples of what players may and may not do during their turn, but care needs to be taken while reading them. I recommend players play through a few turns slowly with the rules in hand as they figure out the game.
'Runebound' also has quality components. The many cards are printed on heavy stock, the counters are made of thick cardboard, and the dice are heavy and solid. The map seems durable for the light use it should see. There are also 12 plastic miniature heroes; sadly, these aren't painted, but they do match their pictures on the hero cards.
The real beauty of the 'Runebound' system is its replayability. After playing the enclosed game a few times players may look for a new challenge. The publisher has already released expansion card sets and map sets that expand on the original adventure, and imaginative players could easily design their own adventures.
'Runebound' is a good family game; players as young as 8 could probably play the game without much difficulty. I recommend it for anyone looking for something light but fun to fill a Saturday evening.

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The world of Runebound is a magical, dangerous world of powerful wizards, noble knights, vicious monsters, and power-mad tyrants. It is a world of great quests and mighty deeds. Above all, it is a world of legendary heroes, and the time has come for you to join them"

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Thunderstone: Dragonspire Review

Thunderstone: Dragonspire
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This is not just an expansion - it is also a stand-alone set for Thunderstone. It includes all the cards you'll need to play the game (and more!). I have all the expansions so far, and have found each one of them interesting in its own way. The artwork in this base set is the first that isn't all by Jason Engle, and his art was a huge plus to the game. There are several illustrations on cards in this set that just make me say "Really?"

The quality is still good, however, and the dividers that come with all the expansions are awesome (way better than the beginning Thunderstone dividers). In true AEG form, they also upgraded ALL the sets Randomizer cards, and made their backs different colors so they don't accidentally get mixed in. (Monsters also have different colors from Heroes who have different colors from Village cards.) Also in this set are upgraded experience markers to get rid of the old XP cards. They are pretty fantastic, and for just being tokens, we have really enjoyed using over the cards.

As for the cards themselves, a few of them (Spoiled Food in particular, which does the same thing as "Feast" pretty much, but you have to destroy a Hero at the end of the round.) seem to be just useless. Some of the Heroes seem pretty neat though, Phalanx which gets more powerful the more Phalanx cards in hand (they only level to 2 and there are a LOT more of them) and Veterans which can level up to 4.

The box itself has a plastic insert that will fit all the cards from all the sets in it, though from other reviews I've watched if you have card sleeves on them you may need to leave out the randomizers to fit them all in. The insert is nice, but I don't like the ridges along the bottom because they don't make things slide well on the bottom. It's also realllly heavy with all the cards in it (clearly).
A new card type is included called "Settings" - kind of a Global Effect that is in place for the entire game. Optional to play with (randomizers). Some good, some bad, some in the middle, to help and hurt.

The last update is the dungeon board it comes with. This could help when teaching new people about Thunderstone as it lists the light penalties and what they are for each rank, but I'm honestly not a big fan of the board. The lettering is difficult to read at the bottom of each rank that tells you what the light penalties and attack penalties are. We were using an eraseable glass message board before that and could write it as large as we wanted.

All in all, the cards add some new aspects to the game that are fun and interesting. The artwork is new and (imnsho) not as good as previous versions. But I did enjoy the updates to the game (for the most part, the board isn't bad just kinda...meh). There are weak and strong heroes in this one, and light seems to be given to heroes or based on heroes levels more. New Treasures: Figurines are included, and are probably my favorite treasure yet. Each one does something different when it's broken, such as the Ivory Dragon that lets you destroy as many cards in hand as you'd like and gain 1xp for each card. Two new THunderstones, three new guardians, and new traps and mercenaries broaden the games base.
The Down Sides: I don't think it captured my attention as much as the first Thunderstone did. That may be due to the amount I've played since then, so it's not quite as fun with easy monsters (their "newbie" game has super easy monsters). It did throw certain strategies for a loop, though, and I found I had lost my first game in a long time due to poor planning on my part.
I wrote this review assuming people know what Thunderstone's about, if you aren't one of those people: Thunderstone is a deck building game, much like Dominion, where people create decks to gain Victory Points from the same group of cards. It has several more intricacies than Dominion (base set), however, because you're building an adventuring party to go kill monsters in the dungeon to regain the Thunderstones and put an end to the plague on the land. Go see Thunderstone for full reviews on it.
Personally, I recommend the original Thunderstone over this one for content, but Dragonspire over the original for pieces and quality of game play. Or, if you like to complete the whole set like I do, all of them. :) But really, best to start with just one of the base sets to make sure you like it first. ;)

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The Doomgate is open and Doom has been released into the world! The forces of destruction stalk the lands destroying all they touch. There is but one dim flicker of hope: the Thunderstones scattered at the dawn of time. Two lie hidden deep within the Dragonspire. Will your heroes be the first to reach them? Dragonspire is a stand-alone expansion to Thunderstone. The cards within can be played with any or all of the past Thunderstone sets or can be used by themselves as a fully playable set. Dragonspire adds a fresh crew of new heroes along with new spells villagers and weapons all ready to help your stand against the darkness. They will be needed for within new terrors have awakened: bloodthirsty undead blistering elementals wrathful dragons and mighty giants! Dragonspire also includes brand-new dungeon settings campaign rules and an entirely new way to face Doom alone!

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DungeonQuest Review

DungeonQuest
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Let me get this out of the way first.
I'm a proud owner of the original 1985 edition published by Games Workshop, along with the Heroes of DungeonQuest and Catacombs expansions. There are an absolute myriad of unscripted ways in which you can die, and your job is to survive with as much loot as possible. Thank DungeonQuest for turning me into a connoisseur of rogue-like video games such as NetHack, Diablo, ADOM, and even ToeJam & Earl.
DungeonQuest (1985 edition) has been an almost unmatched favorite board game of mine for over 20 years. In fact, I purchased Descent: Journeys in the Dark in an attempt to find an newer game with similar gameplay to DungeonQuest. Alas, Descent is great, but doesn't scratch the itch. When I heard that Fantasy Flight Games picked up publishing rights, I anxiously awaited their release with skepticism. I could finally stop worrying about losing/damaging the long out-of-print contents, but only if they could reproduce the experience!
I've played this 2010 edition of DungeonQuest very aggressively both solo and with up to 3 players (age 30+). Ready to pass judgement. I'll try to clarify for new players, though there are many references to changes from the 1985 edition.Pros:
- Custom characters. Each of the 6 unique characters has meaningfully distinct perks. Depending on which character you draw at the start, you will significantly change your combat or exploration strategy.
- Catacombs. Including what was previously an entire expansion (as well as 2 extra characters), is very generous. Catacombs are much more dangerous, but offer faster, diagonal movement beneath the dungeon floor.
- Extended sundown. Game lasts longer than before, giving chance to survive after the doors would normally have locked you in the dungeon to die. The increasing chance of death looms like a game of Russian-roulette (why not, since you should be dead by then in the original anyway).Cons:
- Sell-out. Obviously, some things were changed just to fit Terrinoth, rather than having Terrinoth fit DungeonQuest. Most of this is not bad, and, in fact, the 6 new cross-over character sheets for Descent more than make up for this downside! However, it's more than a bit unnatural to run into "easy" demons and trolls in the once goblin-filled dungeon. Similarly, the combat system uses melee, ranged, and magic instead of the more natural melee-only stances.
- Chance of survival has increased. Based on my 28 plays, there's a 32.1% chance of survival. The original survival rate was 15%. I've had games where all 3 smart players successfully survived with loot. Terrible. Life should feel much more fleeting and precious.
- Combat card mini-game is complex. In the original, I enjoyed reading my opponent's face in the "slash > leap > mighty blow > slash" intuitive combat. Some immersion is lost in the new combat card game. It's much more strategic, but also more abstract. Though, even newcomers to board gaming can pick it up after about 2 games.
- Catacomb movement is unintuitive. For instance, in the catacombs, movement is only diagonal, but the player is asked to declare a compass direction (N, S, E, W) upon entering. In the original, this compass direction was the predominate movement direction, but in this version, the player is necessarily offset into a NW, NE, SW, SE direction on exit.Changes:
- Includes Catacombs; an expansion in the original.
- Includes 6 heroes; the original started with 4.
- Rules are clearer; addition of ~10 official optional rules.
- Combat is more complicated, but retains rock-paper-scissors elements.
- Heroes are more legendary; likewise, mundane orcs are now trolls, golems, demons, etc.
- Arrows are gone, so bows no longer have ammo; they're abstracted into new combat.
- Pets are gone, hence no separate HP; they're abstracted into new combat.
- Not limited to 26 turns; sun has increasing chance to set after turn 26.
- Rings are now runes (and different).Complex combat rules and much better chance of survival slowly become less of a downside as you play. In fact, you get used to the combat, learning to build feeling into it. The more abstract combat mostly comes when using one of the characters that has no pro-combat perk or lame combat cards. I'm loving the extended sundown and unique, unpredictable potions and other new loot. Catacomb deviation isn't crazy either when you look at it as diagonal movement from the start.
As in the original, there are numerous cases where a player must remember to resolve certain rules in following turns, despite no on-board representation. Also, many tiles have special rules that need to be frequently looked up until remembered. However, most of the time, these special rules add a dynamic flair that keeps the game fresh and immerses you further into the story.
Bottom line, this is a game about survival. It's for those who love randomity and randomly generated dungeons. It's also a game that tells a story. Win or lose, each game you'll have totally unique experience to talk about, and walk away fulfilled.

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DungeonQuest is a re-imagining of the classic board game of dungeon exploration for 1-4 players. Set in the vibrant fantasy realm of Terrinoth (first popularized by Runebound), DungeonQuest retains the peril, tension, and brutality of the beloved original game while updating both mechanical and thematic elements. Players take on the roles of brave (or foolish) heroes willing to brave the legendary dangers of Dragonfire Dungeon. Fortune awaits those able to venture into the dragon's lair. In DungeonQuest, Players must guide their heroes through the twisting halls of Dragonfire Dungeon in pursuit of unimaginable riches hoarded by the Dragon Lord Kalladra. Whoever can amass the most wealth and make it out of the dungeon before the closing of the doors seals their doom will emerge victorious. However, merely surviving the harrowing dungeon is a feat all its own.

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Thunderstone Wrath of the Elements Review

Thunderstone Wrath of the Elements
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Make sure that you have the 'basic cards' or the original thunderstone for this game. We had a tough time with it the first game, used all Wrath monsters and heros, but a random one or two are great. Some of the items are very useful, some are pretty lame, but that's part of the fun!

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Thunderstone returns with all new monsters heroes equipment and now? traps! Thunderstone brought dungeon crawling to the deck-building game genre and Wrath of the Elements takes Thunderstone to a new level. With four new heroes six new monsters and many new village cards Wrath of the Elements can be stand alone or mixed in with classic Thunderstone for a larger experience. Wrath of the Elements also introduces Traps. This new card type creates perlious dangers for your adventuring party when revealed from the Dungeon Deck. Can you overcome the new monstrosities and claim the Thunderstone? Wrath of the Elements also features an attractive and durable card box large enough to hold both Wrath of the Elements and classic Thunderstone and is even more compact and easy to transport! The box also comes with all new labelled card-type dividers for both the new cards and classic Thunderstone cards. Jason Engle returns again with more amazing art as well

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Descent: Quest Compendium Review

Descent: Quest Compendium
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You like dungeon crawling boardgames with miniatures? This is a collection of some great scenarios written by game authors like Kevin Wilson and Monte Cook. Just remember to download the errata available on the Fantasy Flight Games website.

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Delve into the dungeons of Terrinoth with a veritable who's who of the hobby game industry! The Descent: Quest Compendium presents a hardbound volume of sixteen of the most cunning, deadly, and puzzling scenarios for your gaming table, brought to you by a cadre of acclaimed and award-winning game designers and authors including Keith Baker (Gloom), Kenneth Hite (Where the Deep Ones Are), Mike Selinker (Yetisburg), and John Kovalic (Dork Tower).

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Descent: Journeys in the Dark Review

Descent: Journeys in the Dark
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My son and I are always looking into dungeon crawlers. He also thoroughly enjoys playing the antagonist force when permitted by the game, such as the cooperative Lord of the Rings game. One player (with the Sauron expansion) takes on the role of Sauron and the forces of the Dark.
Descent is a lengthy board game that involes dungeon crawling, massive creature slaying, treasure gathering, tactics, strategy, and some logical thinking. The basis of the game involves a party of heroes (2 - 4) that battle the forces of a dungeon (the Overlord player) in an attempt to complete a quest. The game comes with layout suggestions for five quests, but with imagination, the possibilities are endless.
Battles are interesting where the weapons are concerned. Many different kinds of dice exist for specific weapon types (magic, melee, ranged) and they change based on the weapon's information card. Depending on the class of character, certain weapons give special advantages (a full warrior type can roll the maximum three power dice to add to his attacks). There are a decent amount of treasures and items. It does take some time for the game to really pick up speed, which may turn off less patient players.
In addition to the basic hack and slash design, there are many status effects (burning, poison, etc) that you would expect to find in a fantasy game. There are pits, water, debris, and other obstacles for the dungeon. There is a decent amount of creatures made of plastic that are quite detailed. Many players paint or detail these models. This game contains a TON of punch out tokens, board pieces, etc.. It is simply massive (hence the price). Even though the price is a little steep, once you open the box you will understand why. The quality of the tokens is decent - they are thick cardboard, as are the dungeon tiles.
Is the game fun? It's very long. It still took us about 4-5 hours to finish our second run. However, once my heroes starting gaining some power, it was much more fun. So yes, the game is fun. There is a decent amount of freedom for the Overload player to design their own quests and dungeon layouts. Think of Descent as "D&D Lite". If you need visuals instead of just a pen and paper to role play, then Descent may be for you.
Here are some tidbits from our last session with this game:
There is a fair learning curve for this game and it requires a lot of patience to get used to the rules. Quite frankly, we've only played twice and the first time was rough since we had to consult the manual every 30 seconds. Players of similar games will likely have some difficulty accepting some of the rules (especially D&D players) because they are watered down a bit from more complex games. To clarify, I mean specific rules about line of sight, etc.. where the players are allowed a full 360 degree field of vision. Some of these rules are a little illogical, but it doesn't take any fun away from the game. The line of sight rules will create some confusion for sure. In the end, players may simply come to some agreements on line of sight rules on their own (we had to agree on some rules dealing with corners and obstacles diagonally touching corners.)
Anyhow, the early game starts off very slow, but once the heroes start gaining some items from chests, the game takes off. I felt many times (playing as the heroes - with two players the hero player just plays two characters) that the Overlord was way too powerful. He can summon hordes of monsters and keep you pinned into one room for an hour. This happened a few times, but once my characters were powerful enough, we were able to clear the rooms quickly. I finally won after two attempts to complete the first quest.

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Across the land, courageous heroes delve into shadowed dungeons, journey to lost cities, and explore forgotten ruins. In the darkest corners of the world, these heroes confront deadly and terrifying monsters, including Skeletons, Hell Hounds, Giants, Demons, and Dragons. For those few who survive, the rewards are many. Victorious heroes return from the treacherous dungeons with ancient magics, bags of gold, and powerful weapons and artifacts. In Descent: Journeys in the Dark, you play one of these daring adventurers. Armed with mighty weapons and powerful abilities, you venture into the dungeon to battle monsters, escape deadly traps, discover lost treasures, and ultimately, confront and defeat the evil masters that dwell in the hidden places. Can you survive the dark? Descent: Journeys in the Dark is a game of dungeon-crawling adventure for 2 to 5 players, playable in 2 to 4 hours.

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HeroQuest Game System Review

HeroQuest Game System
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This is the most AWESOME GAME EVER! Period. Put out in 1989/1990, it is very interactive, yet very easy to understand. Comes originally with 14 quests, but there are at least 7 expansion packs with several other quests each. The sky is the limit, though, with this game, as you can create your own quests as well. I had this as a kid for a short time, and like most other toys and games, as I got older, I got rid of it. Dammit!

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Enter the World of Hero Quest...If You Dare! It's like no other game you've ever played!14 Different Quests Inside -- A New Adventure Each Time You Play!Dark caverns. Gory monsters. Deadly traps...and worse! Once you enter the mysterious underground world of Hero Quest, there's no turning back. One of you will play the part of Zargon, the Evil Sorcerer. With your mutant monster forces, you'll plot against the Heroes. Watch as they fall prey to your cunning traps. The rest of you must battle against Zargon! Which daring hero will you be?THE BARBARIAN: The mightiest warrior! Few can match him in mortal combat!THE ELF: A proud champion with fighting skills matched only by his magic!THE WIZARD: A master of sorcery. His knowledge and use of magic is unrivaled.THE DWARF: A fearless fighter with a unique ability to disarm traps.Your first Quest is about to begin! Will the evil forces of doom be stopped? Will the land be saved from destruction? It's all up to you. Good luck!CONTENTS: * 35 High Detailed Figures * 21 Doors with Bases * 15 Pieces of Furniture * Parts / Tile Sheet * Gameboard * Character Sheets * Instruction Booklet * Quest Book * Evil Sorcerer Screen * 4 Character Cards * 66 Cards * 8 Die

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Lord of the Rings Board Game Review

Lord of the Rings Board Game
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When I saw only one review for this game--and a very bad review at that--I felt obligated to give my opinion so that people can make a more informed decision about purchasing this game.
Personally, I love this game and it stands out from my collection because of its co-operative game play. Instead of playing against each other, the object is to work together to beat the game (destroy the ring)--just like the Fellowship in the books/movies. In that way, it is great lesson in teamwork--for those of you interested in the educational aspect of this game (keep in mind that it's meant for ages 12 to Adult however, because of the complexity).
It's challenging in its normal game play and can be easily adjusted to further increase the difficulty. There have been many times that the game has defeated us--making victory that much more sweeter when we do win!
There are also expansion packs available for the game for when you're ready for something new. If you look at the reviews for some of the expansions (Friends & Foes, Sauron, & Battlefields), you'll see that a lot of other people really do love this game. I think it's the best game based on "The Lord of the Rings" yet.

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Your task is to stop the Dark Lord Sauron from winning back the One Ring, which Frodo Baggins has inherited, and which Sauron will use to forever enslave the land. You must journey through Middle Earth, taking on the challenges of four of the most hazardous regions of the land - Moria, Helm's Deep, Shelob's Lair and Mordor - and destroy the ring in the volcanic fires of Mount Doom. Join Frodo and his friends Merry, Pippen, Fatty, and Sam on a perilous adventure across Middle Earth, using skill and fortune to guide you while preventing the Ringbearer from becoming corrupted.Created by master designer Reiner Knizia, this innovative game follows the book closely, is fully illustrated by celebrated Tolkien artist John Howe, and won the Games Magazine Family Game of the Year award. In addition, this game is unique and original in which players must work together to defeat the game itself, a daunting task that will challenge even the most experienced players. Includes 1 Master Board, 2 double-sided Scenario Boards, 1 Sauron figure, 5 Hobbit figures, 6 markers, 60 Hobbit cards, 5 Character cards, 5 Gandalf cards, 35 feature cards, 23 square Event tiles, 11 round Life tokens, 32 shields, 1 Ring, 1 die, 1 Hall of Fame sheet, and instructions. For 2 to 5 players.A 2004 Games Magazine Games 100 honoree in the Family Strategy category.

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Descent: Altar of Despair Expansion Review

Descent: Altar of Despair Expansion
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This expansion is a fine addition to the Descent table-top game. I recommend it to anyone who already enjoys the base game and its other expansions.

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Long ago, foolish men worshiped a malevolent power that lurked just beyond the edge of the light. Now, they work to awaken their dark master once more. If they succeed, it will mean the end of all you hold dear. So, while lesser men quail in terror, you must take up arms to defend the world against those who would enslave it forever.The dangers that lie ahead of you are not for the faint of heart. Deadly crushing walls, unspeakable curses, and assassins cloaked in shadow will try to claim your life long before you ever reach the corrupted temples of Zorek. However, if you're lucky enough, you just might find some help in unexpected places.Descent: the Altar of Despair includes more than two dozen new plastic miniatures, featuring six new heroes and five new kinds of monsters. Heroes have powerful new skills and treasures to discover, while the Overlord gains a host of deadly new tricks and tactics, including dark glyphs and relics.Expansion Contents: Rulebook/Quest guide, 6 Hero Sheets, 6 Plastic Heroes, 21 Plastic Monsters, 110 Cards, 8 Map Pieces,45 Prop Markers 28 Effect Tokens, and much more.

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