has anyone else received Heirs of Blood yet?

By psuczyns, in Descent: Journeys in the Dark

So, the new rules for 2-player game and drawing shop items, are you guys gonna use them in the other campaings as well?

E'splain plz.

- Jee

in a two player game each hero gain an additional attack action. If they dont attack, they heal 2 HP instead. You always draw 5 shop item cards now, not hero+1

And of course if the campaign books are successful, I am sure that the Imperial Assault fans will get some books as well.

depend first on the real success of Imperial Assault. My heart is still hesitating between keeping my way in it or jumping into Descent. As I mention it in my Topic "Descent - Today", I have been offered IA as a gift so... But considering this is a type of game I like... And when I read that the campaign book for Descent meets its success. Let's see what will come :-)

Edited by Elrad

This book is so fantastic, I can't wait to do a campaign. I hope all future expansions include this level of flavor.

Love how they're doing the whole hard cover books like wizards does for DnD. Now my OCD is wanting all the previous instruction booklets for descent all hardbound dang it!!!

And of course nice video of the book and all, but holy crap!!!!! Wash your freaking hands!!!! I'm gonna stick my hands in my kids diaper and then film a review of the next descent item!! Enjoy!!!!

in a two player game each hero gain an additional attack action. If they dont attack, they heal 2 HP instead. You always draw 5 shop item cards now, not hero+1

Question to discuss, I think the rule says:

"Once during each heroes turn"

Does that mean once action for each hero, or once action at all that they must decide which hero should use? Because it says during each heroes turn not during each hero turn. I understand that heroes turn is the phase where each hero plays his turn (hero turn) so the extra action should be only one. I think if not would be just easier 2 players than 3.

"Hero turn" following your wording would be a term with a clear and distinct meaning like action or movement point. In this case the word "heroes" is used to specify which turn they are talking about, here: the turn of a hero.

Once during each heroes turn = Once during the turn of each hero.

Hope that helps.

Edited by Funkfried

"Hero turn" following your wording would be a term with a clear and distinct meaning like action or movement point. In this case the word "heroes" is used to specify which turn they are talking about, here: the turn of a hero.

Once during each heroes turn = Once during the turn of each hero.

Hope that helps.

Can someone post the exact wording? I don't have the book yet, to ask FFG about it. I think if they wanted an extra action for each hero it would have been "Once during each hero turn" instead of "Once during each heroes turn". Also would make more sense as 2 heroes with 3 actions will be easier (IMHO) than 3 heroes with 2 actions.

Thanks!

in a two player game each hero gain an additional attack action. If they dont attack, they heal 2 HP instead. You always draw 5 shop item cards now, not hero+1

5 shop items card is ok, but additional attack for each hero is too much IMO. You'll get 6 atacks in a turn, the same as if you are playing with 3 heroes, but group limits are lower.

Warfare, that supposes of course that you are in a position to use those attacks.

What is the more likely outcome is that heroes can rest/move while keeping some attack options only.

Can anyone put the exact wording and the page the new 2 players rule appears?

Thanks!

The 2 player rule would have been taken into consideration when the campaign was designed. I can think of a few encounters that would be far harder for 2 hero's without the extra attacks.

Can anyone put the exact wording and the page the new 2 players rule appears?

Thanks!

When playing the "Heirs of Blood" campaign with two heroes, the heroes receive an additional advantage. Once during each hero's turn, that hero may perform one attack that does not require an action. This attack cannot be a special action that includes an attack ("Rage" or "Exploding Rune" for example); the attack must be a regular attack action. This attack can only be performed during the "Perform Actions" step of the hero turn, and can be performed before or after either of his actions.

At the end of each hero's turn, if that hero did not or could not perform the free attack during their turn, he may instead recover 2 hearts.

I noticed something about Plot Decks in the rules for this Campaign as well (on the video). Was that just a passing thing, or do those play differently in Heirs of Blood ?

- Jee

It’s just that you can’t summon Eliza. It’s also noted that some of the others might have to be sacrificed in the story, and thus you can’t summon them if you use those plot decks.

So other then some guys cant be summoned, they function as always.

You always draw 5 shop item cards now, not hero+1

When playing the "Heirs of Blood" campaign with two heroes, the heroes receive an additional advantage. Once during each hero's turn, that hero may perform one attack that does not require an action. This attack cannot be a special action that includes an attack ("Rage" or "Exploding Rune" for example); the attack must be a regular attack action. This attack can only be performed during the "Perform Actions" step of the hero turn, and can be performed before or after either of his actions.

At the end of each hero's turn, if that hero did not or could not perform the free attack during their turn, he may instead recover 2 hearts.

Do people think these rules would be relevant or a fair addition to the base game?

Given a lot of people say a 2 hero game is the hardest configuration for the heroes to win.

It's worth a try- unless Heirs of Blood is particularly harder than the other campaigns for the heroes, there's no reason that this rule should work any better or worse in Heirs of Blood than any of the other campaigns.

When playing the "Heirs of Blood" campaign with two heroes, the heroes receive an additional advantage. Once during each hero's turn, that hero may perform one attack that does not require an action. This attack cannot be a special action that includes an attack ("Rage" or "Exploding Rune" for example); the attack must be a regular attack action. This attack can only be performed during the "Perform Actions" step of the hero turn, and can be performed before or after either of his actions.

At the end of each hero's turn, if that hero did not or could not perform the free attack during their turn, he may instead recover 2 hearts.

Do people think these rules would be relevant or a fair addition to the base game?

Given a lot of people say a 2 hero game is the hardest configuration for the heroes to win.

What about the cooperative games ? It would be worthy to give two heroes the possibility to heal themselves a bit (even if there are no healers in the group) thus players would be able to select between more combinations of heroes and classes. ;)

In our games we are already testing the possibility to give the heroes at least the Tival Crystal ... :huh:

I should get mine today! Can't wait!!!!!

I got mine yesterday and you know what I love the most?

The maps are huge compared to other quests. Reminds me more of D1. :D

I got mine yesterday and you know what I love the most?

The maps are huge compared to other quests. Reminds me more of D1. :D

I agree. I received mine today. The funny thing is, CSI sent it in a box that is 5 times or more the size of the book, stuffed with the little white kernels to protect it. I think I could have fit some of the big box expansions for this game in the space available.

As has been noted before, the book itself is a beautiful, hard cover creation. And much like Kage13 says above, many of the maps are very large (especially compared to many of the other D2e expansion maps). In addition, many of these large maps include so many connections, that there are multiple paths through which you can travel to reach the same ultimate goal.

I really like this. One of the things I did not like about many of the maps released until now is the fact that not only were they relatively small, but many also had really only 1 single path that could be taken to reach the goal.

I got mine yesterday and you know what I love the most?

The maps are huge compared to other quests. Reminds me more of D1. :D

I agree. I received mine today. The funny thing is, CSI sent it in a box that is 5 times or more the size of the book, stuffed with the little white kernels to protect it. I think I could have fit some of the big box expansions for this game in the space available.

As has been noted before, the book itself is a beautiful, hard cover creation. And much like Kage13 says above, many of the maps are very large (especially compared to many of the other D2e expansion maps). In addition, many of these large maps include so many connections, that there are multiple paths through which you can travel to reach the same ultimate goal.

I really like this. One of the things I did not like about many of the maps released until now is the fact that not only were they relatively small, but many also had really only 1 single path that could be taken to reach the goal.

I feel like this is radically different in the Shadows of Nerekhall campaign and as far as I know Nerekhall also introduced the large map one encounter quests. From the few glimpses I've seen from the maps, a few looked very corridor like in the Heirs of Blood campaign. Is my impression wrong?

This Book is really well done. It was definitely worth the money spent. Its been mentioned that the quest vault is a good tool and this book isnt necessary, but I have a hard time navigating the vault. And this is laid out in a grand way. Hardcover, with gloss font adds a richness to it. The quest look challenging for both players and the OL. Plus the use of Baron Zacareth is genius. I thought he would only contribute to the descent world as an agent( which I don't use as OL very much, I really like Bol Goreth). I'm impressed and look forward to more books like this.

3-encounters Finale means Elder Mok's heroic feat forces the Overlord to discard three cards in that quest. That's a lot. Giving longer time for the heroes to play discard effects also has an impact on the OL capability to strategize. That's a concern.

See, one of the issues when playing 2-encounters quests is that you either save your hand for the next encounter, or you are basically forced to play your best cards already in encounter 1 in order to keep decent chances of winning encounter 2. There is rarely an in-between, especially when you have OL-discard abilities on the table from the heroes.

The former is rather lame, because it means you give up 50% of the quest to force unbalance upon encounter 2. On the other hand it's definitely a viable strategy. The latter means you simply don't have fuel to do anything in encounter 2 and you lose easily to half-brained heroes while you sit like a duck in topdeck mode.

So yeah, 3-encounters quests to me seems to benefit the heroes, because the overlord can probably not sustain a constant stream of cards, ESPECIALLY at this point of the campaign when killing hero is just not anything happening by a fair mile. E.g. don't expect to get your cards from killing heroes.

Thematically, awesome. Technically, I think the concept is likely to be unbalanced and favors the heroes.

Edited by Indalecio

Thematically, awesome. Technically, I think the concept is likely to be unbalanced and favors the heroes if they have Elder Mok .

I went ahead and corrected that for you. :)