(Changing Horses will return this coming week, when I run the next 13th Age session. In the meantime…)
Descent is probably my favorite boardgame, although I always found it flawed in a number of ways. A session could easily run 4-5 hours, the rules required extensive FAQing and clarification and boy howdy were there a lot of bits and pieces, both physical and informational, to keep track of.
All that said, I still didn’t hesitate long before ordering the second edition of the game. The rules are posted on the Fantasy Flight Games website so you can take a peek. I liked what I saw there enough that buying it was a foregone conclusion.
The big changes between first and second edition: no glyphs or going back to town, no money to manage (except in the campaign rules), no treasures or chests, no threat or conquest tokens, characters have classes that determine their abilities instead of random card draws, combat is now done with opposed rolls instead of static armor value. Other than that last one, these all sound like great ideas to speed up and streamline the game. That last one, I don’t know. It feels like it might slow things down but who knows. One of my other favorite boardgames (Star Wars: The Queen’s Gambit) uses opposed combat rolls and I feel like it makes things more exciting there so I’m not completely “opposed” (I’m so very, very sorry) to the idea.
The rules claim a 1-2 hour playtime. Between the simplification of the game and what looks like simplified, shorter scenarios that looks about right to me.
This pseudo-review is based on reading the rules and looking over contents of the box. I haven’t had a chance to play yet but will post a follow-up when I do. Read the rest of this entry »
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