Home › Forums › BOARDGAMES › DESCENT › Descent 1st Edition Houserules
Tagged: Boardgame, Coop, Descent, Fantasy, Houserules
HERE ARE THE HOUSERULES FOR DESCENT 1st EDITION PLAYED BY GAMEMASTER SVEN:
START OF THE GAME:
There are 4-6 active hero players possible for the campaign. In a game session with more than 4 players some adjustments are made.
The players can choose a hero from 4 random character sheets or choose from 3 random characters of a certain class (Fighter, Mage etc.).
The group has to vote one of them as the Questmaster, the leader of the group (more below).
ADJUSTMENTS FOR MORE THEN 4 PLAYERS:
At the start of each turn the Overlord gains 1 threat token for each player (up to six).
Each Monster has +2 life per each hero above 4 and +1 Armor for 5+ players (per each campaign level e.g. in gold level with 6 players +6 life and +3 armor).
Every turn 4 players of choice can do what they want. The players above 4 can do anything except attacking or offensive actions (no guard, but dodge and rest is fine).
Wilderness Encounter loots are rolled with so many dices as heroes are in play.
In Dungeons the treasures are rolled with so many dices as Heroes are in play.
A pile of gold is 150 Gold per each hero.
Only 4 heroes can encounter the Overlord in the final battle.
If there is a pool of more then 4 Players, but not participating on a gamesession, then equipment and weapons can be “borrowed” if necessary.
Activating glyphs gains 4 Questmarker and one feature skill card for the activating hero + one for two other heroes of choice.
CHANGES FOR FASTER GAMEPLAY:
Rumors are played as 1 rumor dungeon level and don’t close the regular dungeon location when resolved.
Legendary areas and regular dungeons are played with 2 dungeon levels.
The final battle has only 1 dungeon (the Overlord keep).
QUESTMASTER – LEADER OF THE HEROES
The Questmaster is the leader of the hero group. All earned gold will be collected in a group purse which is with the Questmaster. His word is law and he has the last word how the group gold is spend. The Questmaster is voted at the start of the game by the group. The group can anytime decide to vote for another Questmaster. If the Questmaster is killed the Overlord gains +1 Questmarker to the usual ones.
OTHER CHANGES:
If a hero dies in an wilderness encounter, than he is permanently dead. The player can choose another character like at the start of the game. This new hero has the same XP as the group and get the upgrades of choice from the dead one.
If a hero is killed in a dungeon he will be teleported to the tempel in Tamalir. In the following turn he will be revived. A turn after revival he can decide to visit a building in Tamalir or teleporting back to the dungeon.
A health potion heals +4 lifepoints.
In dungeons the killing of the leader of the first level gives 150 Gold + 3 Questmarkers and for the second dungeon level it is 400 Gold + 5 Questmarkers.
Activating glyphs gains 4 Questmarker and one feature skill card for the activating hero + one for another hero of choice. If a hero uses a feature skill card the Overlord draws instantly one card from the Overlord deck.
Heroes going to the city through glyphs (start movement adjacent or on it) are done for this turn. Next turn they can visit buildings. Any following turn they can come back and use already 1 movement to enter the Dungeon on any glyph of the level.
A pile of gold is 150 Gold per each hero.
Resolving Sieges: the Overlord rolls the siege dices (surge can destroy the city), the Questmaster rolls equal dices (surge negates the Overlord surges). If the Overlord has more surges than the Questmaster the city couldn’t be defended successfully. It counts as destroyed. If not destroyed the siege attack continues in the next turn again.
In Legendary Dungeons the treasure rolls are doubled. Defeating the Dungeon Boss is also doubled (Questmarker and Coins).
For each 20 Questmarker the heroes have more than the Overlord their questvalue is +2.
For each 20 Questmarker the Overlord has more than the Heroes the questvalue of them is -2.
FINAL BATTLE:
The final battle has only 1 dungeon (the Overlord keep). Killed heroes are dead and out of the last battle. For each Conquest marker from kills the the Avatar heals 1 life.
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Home › Forums › BOARDGAMES › DESCENT › Descent 1st Edition Houserules
Tagged: Boardgame, Coop, Descent, Fantasy, Houserules
HERE ARE THE HOUSERULES FOR DESCENT 1st EDITION PLAYED BY GAMEMASTER SVEN:
START OF THE GAME:
There are 4-6 active hero players possible for the campaign. In a game session with more than 4 players some adjustments are made.
The players can choose a hero from 4 random character sheets or choose from 3 random characters of a certain class (Fighter, Mage etc.).
The group has to vote one of them as the Questmaster, the leader of the group (more below).
ADJUSTMENTS FOR MORE THEN 4 PLAYERS:
At the start of each turn the Overlord gains 1 threat token for each player (up to six).
Each Monster has +2 life per each hero above 4 and +1 Armor for 5+ players (per each campaign level e.g. in gold level with 6 players +6 life and +3 armor).
Every turn 4 players of choice can do what they want. The players above 4 can do anything except attacking or offensive actions (no guard, but dodge and rest is fine).
Wilderness Encounter loots are rolled with so many dices as heroes are in play.
In Dungeons the treasures are rolled with so many dices as Heroes are in play.
A pile of gold is 150 Gold per each hero.
Only 4 heroes can encounter the Overlord in the final battle.
If there is a pool of more then 4 Players, but not participating on a gamesession, then equipment and weapons can be “borrowed” if necessary.
Activating glyphs gains 4 Questmarker and one feature skill card for the activating hero + one for two other heroes of choice.
CHANGES FOR FASTER GAMEPLAY:
Rumors are played as 1 rumor dungeon level and don’t close the regular dungeon location when resolved.
Legendary areas and regular dungeons are played with 2 dungeon levels.
The final battle has only 1 dungeon (the Overlord keep).
QUESTMASTER – LEADER OF THE HEROES
The Questmaster is the leader of the hero group. All earned gold will be collected in a group purse which is with the Questmaster. His word is law and he has the last word how the group gold is spend. The Questmaster is voted at the start of the game by the group. The group can anytime decide to vote for another Questmaster. If the Questmaster is killed the Overlord gains +1 Questmarker to the usual ones.
OTHER CHANGES:
If a hero dies in an wilderness encounter, than he is permanently dead. The player can choose another character like at the start of the game. This new hero has the same XP as the group and get the upgrades of choice from the dead one.
If a hero is killed in a dungeon he will be teleported to the tempel in Tamalir. In the following turn he will be revived. A turn after revival he can decide to visit a building in Tamalir or teleporting back to the dungeon.
A health potion heals +4 lifepoints.
In dungeons the killing of the leader of the first level gives 150 Gold + 3 Questmarkers and for the second dungeon level it is 400 Gold + 5 Questmarkers.
Activating glyphs gains 4 Questmarker and one feature skill card for the activating hero + one for another hero of choice. If a hero uses a feature skill card the Overlord draws instantly one card from the Overlord deck.
Heroes going to the city through glyphs (start movement adjacent or on it) are done for this turn. Next turn they can visit buildings. Any following turn they can come back and use already 1 movement to enter the Dungeon on any glyph of the level.
A pile of gold is 150 Gold per each hero.
Resolving Sieges: the Overlord rolls the siege dices (surge can destroy the city), the Questmaster rolls equal dices (surge negates the Overlord surges). If the Overlord has more surges than the Questmaster the city couldn’t be defended successfully. It counts as destroyed. If not destroyed the siege attack continues in the next turn again.
In Legendary Dungeons the treasure rolls are doubled. Defeating the Dungeon Boss is also doubled (Questmarker and Coins).
For each 20 Questmarker the heroes have more than the Overlord their questvalue is +2.
For each 20 Questmarker the Overlord has more than the Heroes the questvalue of them is -2.
FINAL BATTLE:
The final battle has only 1 dungeon (the Overlord keep). Killed heroes are dead and out of the last battle. For each Conquest marker from kills the the Avatar heals 1 life.
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