Descent Legends of the Dark
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Descent: Legends of the Dark – Spiel Digital Announcement

As a “good” board gamer, I get excited about new games all the time, there are always new games that come out and while I’m excited about them, I generally don’t write about them, unless it’s a Kickstarter Back or Brick article, or maybe something gets mentioned in Point or Order. The ones that I can think of that I’ve written about before they came out have been Pandemic Legacy Season 2 and Frosthaven, two games based off of or similar to games in my Top 10 games of all time, Pandemic Legacy Season 1 and Gloomhaven, so that made sense that I’d be really excited for them. Descent: Legends of the Dark is different. I haven’t played Descent 2nd Edition, though I did get it so I could paint the minis and play eventually, and I don’t have a strong connection to the game, so why am I writing about this one?

There are a number of things really that got me interested, the IP is interesting in that Fantasy Flight is making a non-Marvel/Star Wars/Game of Thrones/Lord of the Rings game, and making one that is based off of their own properties that isn’t Arkham Horror. That is fairly rare for them, so to have them go back into the world of Terrinoth, super fantasy name activate, was a lot of fun and interesting to see that they are keeping up some of their own lines. The app integration was also interesting as well as the game play and the cooperative nature. In Descent 2nd Edition, that game was a one versus all game. One person played as the “overlord” who ran all of the bad guys in the scenarios against the players. This is fully cooperative because of the app, and while Descent 2nd Edition had an app that gave it a cooperative campaign, that was not how it had been built to play.

So why am I talking about this now, well, because of these two things.

Fantasy Flight had a big kind of trailer kickoff and announcement for the game. So there is now a whole lot more known about the game, in fact, there is a ton more known about the game. If you are interested in knowing a whole lot more, watch the second video, if you want to read my recap and have a trailer, watch the first video and then read my recap, it won’t cover everything, but I am going to talk about some highlights.

First off, highlight wise, this is an app assisted game along the lines of Mansions of Madness or Lord of the Rings: Journeys in Middle Earth. Fantasy Flight has been doing app assisted games for quite a while, and for some people that has been a turnoff, they want to get away from technology while playing board games, which I can understand, but I don’t mind an app assist when playing a game, as long as I’m not doing everything on the app, and I don’t feel like I have been with Journeys in Middle Earth or Mansions of Madness. But there’s even more with this app, and I’m going to get into some details, but first, I do want to say that this app was built from the ground up for this game, in previous games they have leveraged their old app design and framework in order to make it faster to market, and that has some limits built in, such as it being really hard to have an undo button if you clicked the wrong thing, this has an undo button. This is also important because that means that this is going to have a different feel and probably a more modern feel to the app.

But let’s talk about features in the game, because that’s what people are going to care about more, than me nerding out over an undo button or the fact that they have built a new framework. There are a lot of cool things they talked about with the app, and I’m just going to highlight a few of them, the first because of how the app is built and because it’s their own IP, they are able to have really big branching storyline changes in it. They’ve done that to some extent in something like Lord of the Rings: Journeys in Middle Earth, but obviously you source material to that requires the world be left in a certain state, in this, it’s their world, they can do a lot. Next were two things about the bad guys in the game. That was tactics and weaknesses. Weaknesses are what they sound like, something that a bad guy is weak to, a bandit might be weak to slashing damage, but as players, you get to find that out in the game. As you try different weapons, it might tell you something like “You swing with your sword, and it did more damage than you thought it would as it slashes through the bandit.” Now you know swords are good, so next time you see a bandit you’d want to remember to use a sword, and the game keeps track of that you know it for you, so you don’t have to remember because forgetting and discovering the game thing over again wouldn’t be as fun. With tactics, certain bad guys are going to be apt to do certain things that are foreshadowed. For example, again, at the end of a round a bandit might be eyeing a chest, that the game narrates, you don’t know what is going to happen the first time, but after you see them grab a chest from the map and run away, you’ll know that you will want to stop a bandit from doing that again, basically, you have a round to kill them. Another thing that the app helps handle is downtime. Now with this I don’t mean downtime in the set-up or between turns, I’m talking about between missions, what your heroes are doing. A character might decide to do a side quest and they can pick between two, one might give you valor and one might give you honor. You have to decide which one to do, and the game will remember and make decisions about how people react based off of what you’ve done before. And there are more examples of the game remembering or knowing who you are, one person might get a different reaction and conversation based off of their character type and who they are than someone else would. Or the game might know that you are a big fan of using your war hammer in combat or opening chests, and it can tailor challenges and rewards to your style of play.

That’s a lot on the app, so let’s talk about some other things, like the heroes, the bad guys, and the terrain (some might still tie back tot he app).

Let’s actually start with the terrain and the components. The minis themselves are a harder plastic than Fantasy Flight has used before, though the ones in the video are resin, the reason for that is that they are still very strong, but because it’s harder plastic, they are able to get more detail in, and the detail on the minis looks really good in the resin prints. Resin is going to be closer to a hard plastic in the detail that you can get. But enough weird nerding out about that, because the terrain is awesome as well. The terrain is not only just flat map tiles and maybe some tokens to represent objects, it is cardboard 3D terrain where you build up your maps and put items on them. So a map could have multiple levels and some abilities might move bad guys, so you can maybe push them off the edges of things, which seems important. But not only can you interact with the height, you can interact with the objects, if there are trees, you can climb a tree, a well, you can hid inside it, that sort of thing. And how one character can interact with a thing might be different than another character. The reason I added in the app caveat is that this would be really hard to do without the app, so the app keeps track of who is doing that action.

Next we have the monsters, I don’t have a ton to say about them, except that there are 11 different types of monsters. But really, there are more than that, there are 11 different types of monster minis. Because they introduce a concept of factions. If a group of bandits are off by themselves, they are just bandits. If they are working with the Uthuk, the evil magic users or those corrupted by evil, they would be Uthuk bandits and behave differently.

But finally, let’s talk about characters, because really, a game like this is all about playing the heroes and how you play them. Descent: Legends of the Dark, has both cards and dice used in the game, so it’s kind of a hybrid between a few different games, but dice chucking is mainly going to be where it is at for combat and for taking actions. But you’ll use the cards, and their fatigue in an interesting way. A lot of things causes fatigue which is bad, in Descent 1st Edition, there were just turns of resting and doing nothing because you were fatigued in order to be able to do something again. In this, they’ve changed that up. You place fatigue on your character or your card, if that card hits it’s limit, you have a choice, you could leave it there, or you can flip it. Flip it gives you a different ability and you can use that one and start to put fatigue on that side since the fatigue clears off on a flip. It creates an interesting puzzle of a character. They have also made it so that you change up your character very easily. You have your unlocked skills and you have an XP budget, you can try whatever build you want with that XP budget, so a card might be 2 XP and another 1 XP and you have 3 XP so you take those two into battle with you, then the next one you decide to try three 1 XP cards, you can do that. Thematically, does it make sense, probably not, but game wise, it makes it a lot of fun, because you aren’t stuck playing a build you don’t like, in fact, if a character just isn’t your style period, you can swap in a new one, overall, an awesome idea to make sure the game is fun.

Now, in that hour and forty minute video, there is a whole lot more that they talk about, and they show off minis and things like that. If you want to know more, check it out, though, I cover some of the bigger highlights for me of things that are really interesting. But let’s also talk about the price tag here, before we wrap up, this is a $175 game, that is expensive. Now what you get is a lot, they were asked about game play and said probably 50 hours if not more in the base box. But compared to some other games, though with less minis, Gloomhaven you can find around $100 now and I probably have 200 hours into base Gloomhaven. So does that mean that this is too expensive, I’d say no. Gloomhaven doesn’t have an app built specifically for it, this does, and it is a brand new app, there was a ton of story work put into this game, and if you play through the whole game, that’s probably way more time than most people would put into a single game that costs $60. Plus there is the experience factor as well, I realize that the price will turn some people away because they just can’t afford it, and that’s a shame, if you have a group, make it a group buy if you can, but I get that it is a hefty price tag and why it is. It is still one that I’ll want to pick up, just for the cool factor if nothing else.

So, what do you think of Descent: Legends of the Dark? Does the game sound interesting to you? Does the price tag or app worry you?

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