I am 34 and live in Frankfurt/Germany.
A gamer for life, I slowly drifted from boardgames to roleplaying games, to miniature games (=Warhammer) back to boardgames. Maybe I'll get back to RPGs one day - though I doubt that I'll ever want to get back into miniature gaming.
Here at Stargazer's world I want to contribute irregularly about boardgames with a special perspective for roleplayers.
My favorite RPGs: Warhammer Fantasy Roleplay (1st Edition), Vampire: The Masquerade, Space Gothic
My favorite Boardgames: Arkham Horror, Pandemic, Twilight Struggle
Tomorrow is a big day in my gaming-calendar: The Spiel 2010 in Essen starts!
I assume, that “Spiel” or “Essen” don’t ring any bells with quite a few of my readers here at Stargazer’s World, especially the non-european ones. So let me explain:
The “Spiel” (German for “game” or “play”) is an annual gaming fair held in the west German city of Essen. While you will find Roleplaying games, miniature Wargames, comics and lots of other stuff in the halls, the thing that the Spiel is really famous for, are Board- and Cardgames. For Boardgames, especially the so called “Eurogame”-variety (games in the vein of Settlers of Catan, Carcassonne, El Grande, Agricola etc.), this is THE event of the year. Gamers from all over the world come to Germany each October, to be able to be the first to see and play the newest games – and of course to go shopping. The name of the fair and the name of the city where it takes place are often used interchangeably and if you tell a hard-core boardgamer, that you are going to Essen, he will know, that you are visiting the Spiel.
The Spiel (officially “Internationale Spieletage”) is held in mid-octobre each year. This year it will be from 21st to 24th of October and, being in the luxurious position of living only about two hours by car from Essen, I will be driving there tomorrow morning.
Originally I wanted to give you a bigger preview to what new games I am looking forward to, but somehow ran out of time. And since I don’t have the time to write any more tonight (going to see Sting at the Frankfurt Festhalle in two hours…yay!), I will try to give you a bit of an update in the next few days – though I guess that I will be busy gaming. 🙂
In the meantime, if you are really interested, you can see my “watchlist” here. Beware that it is basically a notepad for me and my notes are in german (though the videos and rules I linked are mostly english).
If you want to see some of the newest games: Aldie, Derk & the Crew from BoardGameGeek have their own booth at Essen and will be streaming interviews, demos and shameless bragging about the latest purchases throughout the fair. Check it out here.
Welcome back to another board game-review at Stargazer’s World. This time I am going to take a closer look at one mammoth of a game: Descent – Journeys in the Dark by Kevin Wilson and published by Fantasy Flight Games. I will try to give you a feel for this game and what I like about it. I won’t go into a detailed rules discussion – the game is just too complex for that and I fear this review would get rather boring that way. Do you want to know more? Download the rulebook at FFG.
Goggling at the bits
At first glance, this game is an obvious hit with role-players and fantasy geeks. Just looking at all the stuff in the coffin-sized box brings maniacal laughter to the discerning gamer. Or at least a deranged grin – see picture to the right.
There are 80 georgeous miniatures, depicting heroes and monsters. Heaps of cards with weapons, armour, treasures, skills and many other things. Beautifully illustrated map pieces, printed on sturdy cardboard, that can be connected to form ever changing dungeons. On top of that you get a mountain of tokens and LOTS of other stuff. The huge box is filled with high quality gaming goodness and just unboxing the game and punching out the counters and tokens is pure bliss – if you are, like me, such inclined. Just take my word for it (and take a look at the pictures): The components are beautiful and of high quality – we are used to nothing less from Fantasy Flight Games.
Not necessarily what you think it is
Get ’em, boys!
What most gamers hope for, when they see this game for the first time, is this: That it is the be all and end all RPG-style Boardgame. That this game will allow them to recreate the fun and depth of a dungeon-delving D&D-Campaign. That they can take a character from humble beginnings to epic hights of heroic might in an ongoing campaign. And that it does all these things within a more manageable timeframe than a “real” RPG. Many old-school gamers might also hope for an updated kind of Warhammer Quest, a game which allowed you to do those things to a certain extent, but which feels rather dated by now, has quite a few problems of it’s own and, being out of print, is no longer easily obtainable.
Let me say this right now and without any sugar coating: Descent doesn’t live up to those expectations. It’s not THE RPG-Boardgame-Hybrid, not the Messiah that the children of D&D and Talisman have been waiting for. But Descent is a really great game in it’s own right – just not, what many people hope for.
Journeys in the Dark – How it all works
Um…guys? I could use some help here…
In Descent players take one of two roles: Hero or Dungeonlord. There are up to four heroes in a game and these heroes try to defeat the Overlord, who controls the monster and traps in the Dungeon.
I have to get another misconception off the table at this point: The Overlord is not a Dungeonmaster/Gamemaster in the classical sense. The Dungeonlord is playing to win and he has to adhere strictly to the rules. Let me repeat this: The Dungeonlord plays to win. He is not just there to tell a story or pretend at putting up some token-opposition for the heroes but letting them win at the end, just to make a good story. This kind of stuff is for sissies – the Dungeonlord is in it for the sweet taste of victory and for laughing maniacally at each mishap the heroes suffer. So if you feel, that heroes should always win in the end or at least 80% if the time – this game isn’t designed for that. And if you decide to play the Overlord as a plushy push-over, the game gets boring real fast.
Descent comes with a booklet full of quests, telling the Overlord-player, how to set up the map, where to place treasures and initial monsters. While he is doing this, the other players draw random Heroes, draw Skill-cards and buy their starting equipment. The Overlord shuffles his deck of cards and draws his starting hand. The game is ready to begin – and probably half an hour has already passed.
Each turn the heroes take their rounds in any order they agree to – but every hero has to finish his turn, before another hero can act. Heroes can move about, attack monster, open chests, pick up treasures, drink potions and lots of other stuff.
The objective of the heroes is defined by the quest they are playing – most of the time it will be defeating some especially evil and mighty monster or something equally creative. But while the goal might be simplistic, it is not easy to achieve! The heroes have to be effective and well organised to be victorious: They have to move quickly and not let themselves get bogged down in pointless fights. They have to be clever in placing the party members, because any square that any hero can see, can not be used by the Overlord to spawn monsters. So a heroes life is quite hard: They have to think hard and coordinate their moves to get the best effect. That’s why Descent can feel a bit more like a squad-level tactical wargame set in a dungeon instead of a fantasy dungeon romp.
The sheer amount of options also carries a high risk of analysis paralysis: It is not rare for heroes to spend the better part of half an hour planning and discussing a single turn. During the course of the game, the Heroes will gain Gold and Treasures and can use these to buy new Skills and Equipment. When a Hero is “killed”, he loses some stuff and re-awakens in the city, from where he can return to the dungeon on his next turn. The really bad thing about dying in Descent is, that it makes the heroes lose Conquest Tokens. The heroes start out with a number of Conquest Tokens and have a chance to gain additional ones at certain points during the adventure. When the heroes ever run out of Conquest Tokens, they have lost the game. LOST!!! Mwahahahaha!
Errr…where was I? Oh, yes…
When the heroes finally finished their moves, it’s the Overlord’s turn. The Overlord can use his cards to spawn new monsters, set traps, buy permanent improvements (getting more monsters or drawing more cards each turn for example) etc. To play a card, he needs to spend Threat. The Overlord gains a fixed amount of threat every turn and can get more, by discarding cards from his hand. Moving and attacking with existing monsters on the board doesn’t cost any threat.
When the Overlord is done, a new turn begins, starting with the heroes. Repeat until one side has won – which means either the heroes achieving their goal or the Overlord making the heores run out of Conquest Tokens.
Is it any good?
Arrrrgh! The spider got me!
I really can not tell you, whether this game is for you or not. It’s really not that easy to tell with Descent.
On the one hand it is a really cool dungeon-themed game with fantastic bits and pieces. But it can be pretty much a brain-burner – which might put you off, when you expected it to be light beer-and-pretzels fun. All the planning also means, that the game can take quite long: One dungeon can easily last three or four hours. But the game can also be over in an hour or less – which more often than not will indicate a sweeping victory for the overlord. (Dont’ forget that maniacal laughter when you manage to do that as the Overlord!)
Descent also doesn’t really allow heroes to carry over their equipment and improvements from one dungeon to the other, as there isn’t a proper campaign system in Descent. There is the expansion “Road to Legend” which adds this – but it also adds a hell of a time commitment. A campaign can span months, even if you manage to play weekly!
So, to put it in a nutshell: If you would like to spend a few hours dungeon delving with your friends and don’t mind thinking about your move and don’t mind, that there is no real campaign-mode, this game is great. If “light fun” and “deep thinking and long playing time” aren’t mutually exclusive for you, then Descent could be for you.
If, on the other hand, you want a RPG-substitute, something, that feels like an old school RPG – forget Descent. In this respect Descent fails utterly. It is just a boardgame – nothing more and nothing less.
The game also won’t be for you, if you want something, that plays quickly. You should expect your games of Descent to last at least two hours, but the real problem is, that you don’t really know how long it will take. A single play might last one hour or four, so it is very hard to plan.
Ok, I hope, that I was able to give you a rough idea about Descent: Journeys in the Dark. Personally, I really love this game and the only thing I don’t like about it is that I get it to the table so rarely.
First of all, a big apology to everybody who is waiting for me to write something about Descent or Arkham Horror, as originaly promised. I had very little time to spare recently and many things that kept my mind occupied. So today I will give you another review of a rather light filler type of game: Roll Through the Ages – The Bronze Age by Matt Leacock of Pandemic-fame. But don’t worry, that Descent-review is coming. Promised!
Roll Through the Ages (RTtA for short) is a simple dice game for up to four players. Actualy it is very similiar to that extremely uncool and ungeeky game calle Yahtzee – you roll dice and try to get certain results to cross of your scoresheet. Sounds unsuitable for roleplayers and serious geeks in any field? Ahhh…wait a moment: Have I told you about the theme? It’s a civilization-building dice game and the dice are custom, showing results such as workers, food and trade goods. Does that sound better? Yeah? Thought so.
Roll Through the Ages – The Box
At the start of the game, each player get’s a score sheet and a peg board (see picture below). The score sheet allows you to keep track of where you spend your resources and a few other things: How many cities and monuments you have build, which developments your civilization has bought, how bad you people have been hit by disasters. During the game you just tick off the appropriate boxes with a pencil. The peg board allows you to track your resources: Food and the five different kinds of trade goods. You just move the peg in the appropriate rows up and down – much more convenient than writing stuff down.