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In Shadow of Nerekhall , the overlord also gains a new effect that he can use to his ultimate advantage. This ability is known as influence. At the beginning of many quests in Shadow of Nerekhall , the overlord is given a choice between several options that can drastically change both the plot and mechanics of the quest. For example, the overlord may need to decide whether an errant executioner is corrupt or simply insane, forcing the heroes to uncover the truth before they can act with certainty.

When the overlord chooses which influence effect he will use for the quest, he secretly takes the influence token with the symbol that matches his choice. The overlord may have the advantage of using influence to fool the heroes, but the overlord will certainly have to work to pull the wool over the eyes of the new heroes joining the adventure in Shadow of Nerekhall.

From Orkell the Swift, a reformed bandit, to Ravaella Lightfoot, a gnomish wizard, these heroes will stop at nothing to defeat the dark schemes of the overlord and defeat the darkness gathering within Nerekhall. In addition to four new heroes, Shadow of Nerekhall also introduces a new hero class for each archetype.

The Warrior archetype receives a new adherent with the Skirmisher class. The Skirmisher is a light and quick Warrior, excelling at fast attacks and speedy escapes. While some Warriors fight best with a single, massively powerful weapon, the Skirmisher favors a different form of combat. By fighting with two one-hand weapons, Skirmishers can receive bonuses from skill and abilities.

Scouts have always been stealthy fighters, using camouflage and cunning to get the upper hand on more well-armed foes. Now, a Scout can make the shadows themselves his ally with the Shadow Walker hero class. This class allows a Scout to summon a Shadow Soul familiar, in addition to other stealthy tricks.

Although a Shadow Soul moves slowly, its mere presence can drain the life from unwary monsters and servants of the overlord. A Mage with a dangerous amount of tricks up his sleeve can be extremely useful in a fight, and the Conjurer is no different.

By scattering his image tokens throughout the battlefield, a powerful Conjurer can cause the overlord no end of trouble, whether by making ranged attacks from one of his image tokens, or detonating every image token with a concussive explosion of magic. The final new hero class introduced in Shadow of Nerekhal l is the Bard. The Bard — a sub-set of the Healer archetype — takes a rather unorthodox approach to healing.

Almost all of his hero class cards have two separate effects. One effect is triggered when the melody token is placed on the card, and the other effect is triggered when the harmony token is placed on the card. Although the heroes receive powerful new classes and effects in Shadow of Nerekhall , the overlord obtains equal power as he swells his ranks with new monsters and learns a new Overlord class.

The overlord gains access to the Shadowmancer Overlord class, offering him new options and opportunities to attack the heroes with Overlord cards. The Shadowmancer class opens new forms of attack for the overlord, as he waits in the darkness until his plans have come to full fruition.

The overlord can use these new Overlord cards to force the heroes apart, potentially turning them against each other and forcing them to split up, so he can pick them apart, one by one. New monsters charge into battle for the overlord as well. Perhaps the most powerful of these are changelings. Although changelings are deadly in combat even without additional enhancements, when a group of changelings enters the quest, the overlord has the opportunity to play a Corrupt Citizen card, allowing the master changeling to take on a new form.

Demons other than changelings are also breaking into Nerekhall from the Black Realm. Ynfernael hulks are large and surprisingly fast, their bodies rippling with heat and power. Powerful and dangerous, these creatures rip through the fabric of reality in search of the blood and agony that gives them sustenance.

Although rats are common throughout Terrinoth, they seem to be swarming together, as if controlled by a malevolent force — and whispered rumors seem to suggest that a new creature, the Rat-Thing King, has established itself beneath Nerekhall.

The heroes may not even have to look very far from home to see new enemies. Although they appear as mere metal statues, the ironbound of Nerekhall are in truth powerful magical constructs forged from black iron They act as defenders of the city, detecting, absorbing, and dissipating malign magical energy. Lately, their behavior has become erratic, although Chief Artificer Rylan Olliven assures the city that this is all normal and will soon be resolved.

No one can truly say how deeply corrupted Nerekhall has become. The heroes must determine whether an outside force is working to subjugate Nerekhall, or if the city itself is rotten to the core. The Shadow of Nerekhall is rising once more! Prepare for an adventure like none other. You have traveled these accursed lands for far too long. Bound here by Kyndrithul, the manic vampire lord, your bodies and souls are his ongoing experiment.

Something foul taints your blood. You are both living and dead—a little of both or perhaps not quite either. Regardless, you now know your last hope for a remedy. If you will ever escape, Kyndrithul must die. Your journey thus far has taken you deep into the Mistlands and the domain of Waiqar the Undying. In this land of shifting mists, uncertain footing, and terrifying undead, you are certain of little.

Spirits loom up out of the fog and vanish moments before they touch you. Even the air you breathe seems to be worming its way inside you, tainting your blood and binding you to the Mistlands with indelible bonds. More and more, you are sure of only one thing: you must find a way to escape. New Tainted cards and a new Overlord class give the overlord player new tools, even as eight plastic figures swell his armies with new monsters. As in Mists of Bilehall , the noxious mists afflict each of your heroes with new Tainted cards.

After your hero is knocked out, the Tainted card is flipped over to reveal a dangerous effect, such as Dream Walk. Worst of all, you also become tainted, which means you can only recover damage through untainted heroes and heroic feats. The very ground beneath your feet may shake and give way with the addition of crumbling terrain and old walls might suddenly fall to reveal an undead monster stalking you.

Soulbinder cards offer a variety of powerful effects, but they all start with Ties that Bind. By exhausting this card after a monster is defeated, you can bring the Scourge servant into play. Servants were first introduced by the Manor of Ravens expansion, and in The Chains That Rust , you can use the Scourge to help your monsters crush the heroes. Called forth from the souls of dead monsters, the Scourge is slow-moving and deadly in a fight.

With such dangerous effects, your opponent will want to kill the Scourge quickly, but if they do destroy it, you can simply summon it again as soon as a different monster is slain. A flicker of motion may be a reed bowing in a phantom wind, or an undead creature scuttling past. One such group is the shambling colossuses—monstrous undead constructs, created by the arts of foul necromancy and animated by hate and agony. Some of these shambling colossuses undoubtedly answer to the marrow priests.

These monsters are priests utterly devoted to the worship of death. Their fanaticism has given them unnatural resilience and power, which makes them powerful enemies. Unlucky heroes may even be forced to contend with the dispossessed—bands of spirits that have gathered together into a vengeful whole.

If you are looking for a Descent set that is full of new features that make it more fun than your previous one, you are in the right place. Descent second edition: Oath of the Outcast has many extra features that can play as your demand. There have three monster groups: bane spiders, beast men, and razor wings. From these, only the first hero and monster are from the first edition and others are new. It includes some new artwork, and detailed figure sculpts update first edition heroes and monsters that enhance the esthetics of the gameplay.

This is not a standalone descent pack, but an expansion like others. In addition, if you are a descent lover, and you have one or more, then you will like this one too for its new accessions. Overall, it is a great addition to the descent expansion world.

It is mandatory to consider a few things before buying any product. This is the most crucial matter where you should not be oblivious about it. Do not be hesitated! We are here with our expert team, who spend hundreds of hours putting together some crucial points that will be very helpful for you to choose the best family board games of all time.

Not every descent expansion needs the basic game to play. There have many different editions, which contain all requirements within the expansion pack. So, before buying any product, try to make sure you have the base game. While choosing an expansion, you need to pay attention to the theme of the game—because everyone has a different choice. Features as a number of cards, classes, heroes, monsters, and tokens also have the priority to think about before buying any expansion. The descent is a game of multiple players.

You cannot play it alone. It is a game where players play against the odds. In games, you have to choose the right player card and get into the action.

Though usually in every descent expansion, there needs a minimum of two players to four players. It is really making an annoying situation when a game is going on for a couple of hours without an end. It is not only annoying; it makes us bore instead of having fun by a game also.

Plus, it is consumed our crucial working hours. There has some timing alternative in descent expansion. However, most of the descent games have sixty to ninety minutes duration, but you can choose any long duration one. Otherwise, you can select any other option that is short as less than sixty minutes. Any types of expansion are easily appreciable for years old kid. However, it is not a perfect age. In our entire package, we recommended an age range, which you have to follow before buying.

On average, the starting age requirement of the expansion between years or more. However, if you let them understand the basic game rules, then years children could play the expansion.

Usually, it is in English, and there is no other language in the box. However, some manufactures come with multi-lingual expansion for some board games.

The Conversion Kit is targeted towards owners of the first edition of the game who would like to bring their first edition heroes and monsters to play in the second edition. It includes 48 heroes, 3 familiars, and 25 monster groups to use with Descent: Journeys in the Dark Second Edition , all from the original first edition of Descent. While the Conversion Kit provides the hero sheets and monster group cards, it does not provide miniatures.

It was released on 1. August [1]. Lair of the Wyrm is the first expansion for Descent: Journeys in the Dark Second Edition , and the first of the small-box expansions. It includes a mini-campaign which can be incorporated into any main campaign through the use of Rumor cards , two new heroes Reynhart the Worthy and High Mage Quellen and classes Champion for Warrior archetype and Geomancer for Mage archetype , two new monster groups Fire Imps and Hybrid Sentinel , several new Shop Item, Relic, Condition, Search, and Travel Event cards, and 12 map tiles to represent the storyline for the expansion.

Lair of the Wyrm was released on December [2]. Labyrinth of Ruin is the second expansion for Descent: Journeys in the Dark Second Edition , and the first of the big-box expansions. Labyrinth of Ruin was released on 5.

July [3]. The Trollfens is the third expansion for Descent: Journeys in the Dark Second Edition , and the second of the small-box expansions. It includes a mini-campaign, two new heroes Augur Grisom and Roganna the Shade and classes Stalker for Scout archetype and Prophet for Healer archetype , two new monster groups Harpy and Plague Worm , several new Shop Item, Relic, Condition, Search, and Travel Event cards, and 9 map tiles to represent the storyline for the expansion.

The Trollfens was released on October [4]. Shadow of Nerekhall is the fourth expansion for Descent: Journeys in the Dark Second Edition , and the second of the big-box expansions. It includes a major campaign , four new heroes Orkell the Swift , Ravaella Lightfoot , Rendiel , Tinashi the Wanderer , four new classes Skirmisher for Warrior archetype, Conjurer for Mage archetype, Shadow Walker for Scout archetype, Bard for Healer archetype , four new monster groups Rat Swarm , Changeling , Ironbound , Ynfernael Hulk , 2 custom six-sided green dice, several new Shop Item, Relic, Condition, Search, and Travel Event cards, and many new assorted tiles and tokens for use in the campaign.



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