Monday, September 14, 2009
Boardgame Review: Descent - Journeys in the Dark
Boardgame Geek Link
This game is a cross between and RPG and a boardgame about dungeon delving. One player takes the GM role and the others are the party adventuring into the dungeon. The GM attempts to thwart the players with his cards and his action tokens and the players attempt to stay coordinated, stay alive, pulverize monsters, and achieve a dungeon-specific scenario (in the one I played, it was kill the giant at the end of the dungeon).
This sort of game would be familiar to anyone who has played dungeon-crawl board games or RPGs. Someone opens a door, someone goes through the door, monsters are seen, fights ensue, treasure is looted from the room, traps go off, more monsters are fought, etc.
There seems to be a variety of monster quality levels and special abilities and that makes for some interesting decisions. The Ogre, for instance, possesses formidable knockback as well as good damage dealing. The hell-hounds had area-effect conic firebreath.
Combat is by means of customized dice. You roll dice, which differ in face values by their colour. On the dice, you can get hearts (wound points), numbers (range for effects), lightning bolts (special power activators), nothing (blank!), and probably some other icons I forget. A typical roll for a character with a sword might be three dice of differing colours and might generate 6 damage points, 1 range, and 1 power activator. The power activators can be used to trigger powers on items your character is carrying (such as +1 damage or the like).
Of course, being a dungeon delve, it comes with gear you buy at the start and magical and loot you find along the way (plus money). These items take the form of armour, weapons (ranged or melee) with bonuses to damage, magic items which increase magical attacks, and other special ability items. One example of the later was a magic item that let me spend a fatigue to heal two life for another player.
Characters have some skills which let their characters do extra things or have bonuss. In our run through, one character could spend fatigue points to charge and do more damage. My character had bonuses to defense from parrying and from willpower.
Each character also has variable statistics for fatigue, life points, natural armour/defense, and for what dice they use in melee, ranged combat, or magical combat. They also have special powers - my character was sort of a whirling dervish who could trade fatigue for wounds or wounds for fatigue on my turn.
The characters try not to get killed, try to efficiently kill the monsters and limit the DMs respawn locations by keeping line-of-sight to as much of the explored area as possible. The DM in turn tries to find out of the way spots to spawn in monsters and throws traps to slow down and attrit the party.
The players have control of their tactics, their character's gear distribution, and where they want to go at junctions in the dungeon. The GM has control over which of his cards he plays or discards and whether he spends his action tokens piecemeal to bleed the party along the way or saves up for crushing waves at more distributed intervals.
The game also has a campaign system and this apparently lets you run an entire campaign with the same (barring dying) characters. Even more like an RPG, but on the light side and with very sort of simple dice mechanics and a focus on "open door, whack monster, get loot".
Not sure if the game would sustain my interest over the long haul - different monsters, powers, items would help (and there are a lot of expansions). But it isn't a full fledged RPG and its rather one dimensional play (dungeon crawl, shoot-n-loot) would probably get tiring after a time. Still, as a one off or short campaign, it might make for some excellent fun.
Fun: 3 of 5
Strategy: 2 of 5 (there are tactics, not much strategy)
Speed of Play: 4 of 5 (for games of its ilk)
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment
If I'm not happy with it, it'll be deleted. Please keep it civil, thoughtful or funny, and comprehensible.