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Descent: Journeys in the Dark (Anglais) Cuisine – 15 mars 2012

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W najczarniejszych czelusciach Terrinoth mroczny wladca zbiera swe slugi, gotów oblegac powierzchniowy swiat. Tylko niewielka druzyna bohaterów obdarzonych odwaga i sila bedzie w stanie ocalic kraine przed jego chciwymi lapskami. Nadszedl czas, aby zapuscic sie w ciemnosci i pokrzyzowac plany mrocznego wladcy zanim bedzie za pózno... Descent: Wedrówki w mroku 2. edycja to epicka gra planszowa o przemierzaniu podziemi dla 2-5 graczy. Waleczni bohaterowie, niebezpieczne potwory, magiczne relikty i ekscytujace przygody - to wszystko czeka na ciebie w swiecie drugiej edycji Descenta: Wedrówek w mroku. Nowa edycja gry Descent: Wedrówki w mroku rozwija pomysly zawarte w pierwszej edycji, wprowadza nowy system epickich kampanii i przystepne zasady dynamicznej, taktycznej walki. Bohaterowie beda musieli zdobyc moc i doswiadczenie podczas serii wciagajacych fabularnych przygód, aby przygotowac sie na ostateczne starcie z przebieglym mrocznym wladca. Gracze moga tez rozegrac kazda ze znajdujacych sie tutaj przygód osobno. Descent: Wedrówki w mroku 2. Edycja zawiera 39 plastikowych figurek, ponad 200 kart, niemal 50 kafelków planszy i wiele, wiele wiecej. To idealna brama do niekonczacych sie przygód! Zawartosc pudelka: 24-stronicowa instrukcja 44-stronicowa Ksiega Przygód 8 plastikowych figurek bohaterów 31 plastikowych figurek potworów 9 specjalnych kosci 7 plastikowych podstawek 8 arkuszy bohaterów 1 notes kampanii 84 karty klasy 34 karty przedmiotów sklepowych 16 kart stanów 12 kart przeszukiwania 6 kart reliktów 40 kart mrocznego wladcy 18 kart potworów 12 kart popleczników 10 kart wydarzen podrózy 4 karty aktywacji 48 kafelków planszy 45 zetonów obrazen 35 zetonów zmeczenia 7 drzwi 16 zetonów bohaterów 9 zetonów przeszukiwania 6 zetonów popleczników 10 zetonów celów 8 zetonów postaci 20 zetonów stanów 1 zeton chowanca Ozywienca Wiek graczy: 14+ Liczba graczy: 2-5 Czas rozgrywki: 2-3 godziny

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78 internautes sur 85 ont trouvé ce commentaire utile 
A great dungeon crawl! 21 juillet 2012
Par Tahsin Shamma - Publié sur Amazon.com
Achat vérifié
For fans of Descent 1st Edition, be sure you know what you like about the first one before buying this one. There are significant changes, but overall, the game moves towards long term playability through shorter quests and fewer "stuff" to worry about. It's not that they have removed the core essence of the game, just that they have gone in a slightly different direction with the game.

For those new to Descent or other "dungeon crawl" games, this game feels very much like a fast paced miniatures strategy game pitting the wits of the a group of heroes against the evil machinations of the "Overlord" player. With plenty of room for expansion but still providing enough quests to keep you occupied for some time, Descent 2nd Edition has a lot of fun packed into the box. I've been a fan of Fantasy Flight Games board games for quite some time and this is one of their top productions.

The thing I like most is how fluidly the game plays. There are few times when the game has to stop to check rules or to figure out what the results of all the dice mean. I was skeptical of the new version, but the play style has definitely won me over.
29 internautes sur 29 ont trouvé ce commentaire utile 
Review from a 1st Edition Overlord 2 janvier 2013
Par N. Leonardi - Publié sur Amazon.com
My gaming group and I played the first edition of Descent a lot, including the Road to Legend campaign all the way through a couple of times. When this second edition came out, the logical thing to do was to buy it. I'm pleased to say that it not only met, but exceeded out expectations when it comes to what a good dungeon crawl should be. It's better than the first edition for a variety of reasons.

First, it's much more accessible. FFG did a good job of reducing the amount of overall rules and significantly shortened the play time. Going through a quest now only takes a couple of hours, whereas with the original Descent it could easily be double that, depending on how the Overlord played. I can see the second edition being much easier to pick up and play, even if you never played the first edition. Revising the line of sight/monster spawning rules was a very good decision on the part of FFG too, and is one of the big reasons the game doesn't take nearly as long to play.

Second, it's a lot more story-driven. In first edition, the victory conditions were usually tied in with destroying some big, bad monster. In second edition, different quests have a large variety of different victory conditions, and it really makes it a lot more fun to play overall. Heroes actually have to think about how to win rather than just mindlessly hacking at monsters, which is nice. The new hero attributes system makes the game much more role-playing-ish, which is cool too. I very much enjoy the new terrain tiles, as well.

Third, having the heroes divided into classes is a nice touch. I'm happy that they actually included a healer class in this edition, something that I always felt the first edition was lacking. The only class changes I'm not thrilled with are those of the tank class; for one-shot encounters the tank is almost as easy to kill as the mage. If you play the extended/epic variant with more gear, that problem does alleviate itself, but I still feel like FFG could have done a better job with tank class design. Allowing any hero to equip any gear is kind of lame, but the amount of gear that comes up in a campaign is not huge, so I don't see it as game-breaking by any means. Overall, the classes work well and are tuned well, and the Heroic Feats are a cool mechanic (though some are noticeably stronger than others).

Finally (and most importantly), it's a lot more balanced. First edition was -heavily- weighted towards the Overlord if the Overlord knew what he was doing. My group and I had to institute a huge number of house rules in order to balance the game out. The second edition is much more even overall, and we have not had to institute any house rules for anything other than stylistic reasons to this point.

Overall, we are very big fans of second edition, and it's endlessly customizable, so when we finish the campaign that came with the game I can easily design more. It's certainly more of a tactical combat/dungeon crawl than a RPG, however, the RPG elements it does have really help the game come together nicely. Being able to buy a conversion kit and use all the monsters/heroes from first edition is a helpful, too, though I can see people enjoying the game even if they never played the first edition at all, using just the included monsters/heroes. I honestly can't really see us ever going back to playing straight-up first edition, although I may use some of the stuff from it for future campaigns I design. Kudos to FFG for designing such a great game!
39 internautes sur 46 ont trouvé ce commentaire utile 
Dumbed-Down Descent 1? No, Simply Streamlined! 1 octobre 2012
Par Timothy Weeks - Publié sur Amazon.com
Opinions are mixed on this game. Is it just a dumbed down version of Descent 1, or is it a streamlined dungeon crawler, excellent in its own right? I think the right way to review this game is NOT as a successor to Descent 1, but on its own merits. When looked at this way, the game really begins to shine.

First, what stands out in gameplay is the focus on story. As one offsite reviewer has noted, this isn't a find-the-goblin-in-the-dungeon-and-kill-him type of game. While there's plenty of monster-killing, there is a lot of backstory for every campaign, hero, and monster.

Second, the map is beautiful. There are a lot of map pieces that fit together very well both mechanically and visually. There are map layouts in the campaign book, and there's a lot of variety there. Everything is numbered for easy use.

Third, play is really balanced between Overlord and Heroes. It is entirely possible in most games for either side to win. So the Overlord doesn't need to hold back. Heroes playing wisely can win -- but they also can be defeated by a skillful Overlord.

Fourth, game play is great right out of the box. There are a lot of campaigns to choose from. What's also nice is they all have a natural stopping point about an hour in, at the end of Act I. There's plenty of material, too, to create your own campaigns. But the way the game is set up, it's totally possible to have the same campaign turn out very differently each time. This means that EACH CAMPAIGN has excellent replay value.

Highly recommended for the high quality of play, and for its excellent replayability. While not exactly innovative, the game is certain extremely well done -- one of the most perfect dungeon crawls that exists. The quality of construction/printing/textual materials is likewise excellent. A must play.

Owners of the original Descent will find theDescent: Journeys in The Dark Second Edition Conversion Kit helpful. And if you do get burnt out on crawling dungeons, or if your friends just can't "hack" it, try THE Book of Word Games: Parlett's Guide to 150 Great and Quick-to-Learn Word Games.
134 internautes sur 169 ont trouvé ce commentaire utile 
A Descent 2nd Edition review from a Descent 1st Edition Fan 13 août 2012
Par benstrik - Publié sur Amazon.com
Descent 2 Review from a Descent 1 Fan

First off, there are several reviews of Descent 2nd Edition that are based entirely on the game itself. The purpose of this review is for players, like me, who love Descent 1 and were hoping for more of the same with Descent 2.

I'd like to start with some background. I have been playing Descent 1st Edition for as long as I can remember. I own every expansion and have played nearly every dungeon and some several times. I have played both campaign expansions though not extensively with Sea of Blood as the ship battles were tedious. I was active on the forums to make sure I had all the rules right and I printed the full FAQ and referenced it often. I knew the rules well and so did my players (I was almost always Overlord). We knew the rules so well that the hero players knew what card I was about to play based on the amount of threat I was counting out.

I was very excited about Descent 2 and read every preview. When the rules were posted I read them twice in my free time at work. Then when I got the game itself I read the rules twice more; once to just to be sure and again when I thought I had to be missing something. I say this because the general response to a negative review is that I'm just not doing it right. My group and I can't figure out how people are able to enjoy this game in the same capacity as Descent 1. Remember, this review is for Descent 1 fans who wanted Descent 2 to be a natural successor. Also, this review is a comparison between vanilla Descent 1 (with no expansions) and Descent 2 which is the only way to be fair.

There are enough reviews about the good aspects of D2 so instead of re-hashing what has already been said I'm going to focus on the negatives.

Here are the reasons my group mutinied against D2 mid-quest in no particular order:

-Overlord doesn't get to spawn. Some quests let you replace 1 lost monster per turn, sometimes two but that's rare. And it enters the dungeon at a set location.

~One Overlord tactic always works and works too well: Put a large monster on a choke point and have your smaller monsters run for the quest objective. This boring tactic has seen the Overlord win every time.

-Heroes can only spend fatigue for movement or to trigger lackluster class abilities.

o No random draw for cool powers. Your class will always have the same starting setup and the same options as it levels up. Some are cool but most are just okay.

o No adding power die to beef up an attack, or adding just one more power die to finish a kill.

§ You get one primary attack dice and one power dice. In tier 2 you get two power die.

-No separate loot for potions, money and chests. Now it's a single token and you draw from a deck to see what you get: Potions, treasure, or the hated X (no loot).

o Potions are very limited. You won't see Silhouette running 19 squares to grab all the loot in a dungeon anymore.

-Once a hero gets knocked out, unless another hero helps him up, he'll be stuck getting smashed round after round by whatever knocked him out in the first place.

o This makes for a boring game for the hero team. Descent 1 was far better where the hero dies in a blaze of glory then comes right back the next turn at full strength ready to bash monsters.

-Dungeons are too small. I understand streamlining but it encourages the use of Bullet #2 and makes the dungeons a little claustrophobic.

-Attacking is heavily discouraged. Both sides need to use all their actions toward completing the objective, which is very easy for the Overlord and very difficult for the heroes, especially when using bullet #2 as the heroes have to pummel their way through a heavy defense monster while the Overlord is double-moving toward his goal.

By the end of the second dungeon my group and I saw that the Overlord would win every encounter within a couple of turns if he just ignores the heroes entirely and goes for the objective. So we house-ruled that monsters cannot double move (except with Dash). We also house-ruled that the X card in the loot deck was to be removed since so much of the heroes' potential lies with equipment.

The Overlord still won every encounter, and yes I tried playing on the hero team.

My group and I feel that D2 is not balanced for competitive play, and that's what we were expecting from Descent 2 based on what we liked about Descent 1. That said, even if D2 were balanced, the gameplay is simply boring. They have removed so many options for both sides of the table by making too many assumptions in the name of streamlining. The heroes chafed at not being able to use a Ready action for Aim and burn a ton of fatigue in order to get one big hit on the big heavy monster. Instead they had to hope for a good roll and also hope that the Overlord had a bad roll on defense. With D2 it seems to come down to luck since so many of your tactical decisions have already been made.

I've seen people say that D2 is supposed to be more like an RPG where the Overlord pulls punches and plays more like a DM. This is not what we signed up for. I've also read that it's more about hero progression which completely boggles me. You only have a few choices when you level up - generally A, B or C. With Descent 1 the possible combination of powers made each game very different.

If they had called Descent 2 by another name like Defenders of Terrinoth then I don't think I would be so negative about it. It's because I like Descent 1 so much that I find Descent 2 so disappointing. My wife's review of Descent 2 was that it played like something you'd get at Toys'R'Us - fun at face value but lacking tactical depth.

I already know the response to this: If I don't like Descent 2 then I should just play Descent 1. That's what we're doing. The purpose of this review is to help other Descent 1 fans who may be on the fence about Descent 2 make their decision.

However, I wish they'd make a conversion kit for Descent 1 so I could use the Descent 2 plastic
7 internautes sur 7 ont trouvé ce commentaire utile 
Descent 2nd Ed - man reviewers are missing the point 31 octobre 2013
Par M. W. - Publié sur Amazon.com
Achat vérifié
I own copies of both the first and second Eds. I currenlty have all the expansions for the 2nd Ed. I will not belabor what everyone else is saying regarding comparing the two the editions except to say that Fantasy Flight Games listened to the complaints about the first ed taking to long to play and decided to correct the playing time. In doing so, they took a few pages from their Doom! board game - a game I dearly love - and streamlined the character abilities and skills. The maps are also much smaller compared to the 1st ed which also cuts down on the playing time.

But a point that I think the other reviewers are missing is that the players playing the heroes MUST work together to complete the missions. The game is more about teamwork - for the heroes at least - then anything else. Each player should know what the other players abilities and skills are and use everyone's skills to benefit the entire group. Having played both versions, the 2nd ed relies quite a bit more on teamwork among the heroes than does the 1st edition.

While the game does scale down if there are only 2-3 heroes (I have never played with less than 4 heroes) from reading the posts, it may be out of balance for 2-3 heroes. I have always been the overlord and watching the heroes discuss among themselves the best way to solve a difficult tactical puzzles is highly amusing. Especially when their plan falls apart when the first player whose role is critical rolls a miss. Twice. I have read on other reviews that the different missions or scenarios are balanced towards either the heroes or the overloard. I have rarely found this to be the case. Yes, if I have a new group of players, I go a bit easier. It is no fun to be crushed your first time out.

Each scenario is divided into two parts. Whoever "wins" the first part of the map gets a slight advantage on the 2nd part of the map. In almost every scenario, it is a tie for the first part of the map. And the second part of the map is very very close.

One rule that I missed however, is that the monsters, if they don't attack during their turn can move twice. In my opinion, this makes the monsters overpowered. So unless a dash card is played, monsters only get to move once. For those of you who say the overlord always wins, try instituting this rule and see if things balance out. I also suggest that there should always be 4 heroes even if one player needs to play two characters.

I won't repeat what other players have said regarding the quality of the minatures and game pieces - but they are up to FFGs usual standards. And if you are looking to play, live in Southern CA and are near the San Fernando Valley - come join us at Friday Night Dice. You can find us on the meetup dot com website.

Hope to see you there!!
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