Road to legend

By Volkren, in Descent: Journeys in the Dark

@kraisto: I always thought the problem with the instantly killed monster groups was a problem for the OL vs. Heros campaigns... Does that happen in the Co-op campaigns too? (Most people seem to say they are somewhat challengeing either way) But if they only wanted to achieve that, they could let the monsters activate when they are set on the map in the heros turn (there are quests with this mechanic afterall). Or they could be positioned so that the heros don't reach them in one turn...

Either way I will probably play with the App in my group.... even if it's just to feel how it is to play a hero for a longer time than just one quest ;)

Although for someone like me who loves to play as the OL a "automatic hero App" would be better... but will probably never be made... Heros are to complex for an App I guess. -_-

Sometimes occur, I can cite as an example the first scenario of Forgotten Souls. The campaign begins with the heroes all together in a small room, surrounded by zombies and barghests. Theres a condiction, the heroes cannot move to spaces that are not adjacent to other heroes (penalty of 3 stamina if this happens), and a time limit of two turns to clear the room, without advancing the doom track. As the heroes play first, typically most of monster are killed early on. I think its all right for this type of scenario. But if you not suck on rolling dices, the monsters are just standing meat shields that need to be killed asap. For the app, which will involve the exploration of several rooms, with more monster groups in different places, i guess the change on the activation order works better.

@kraisto: I always thought the problem with the instantly killed monster groups was a problem for the OL vs. Heros campaigns... Does that happen in the Co-op campaigns too? (Most people seem to say they are somewhat challengeing either way) But if they only wanted to achieve that, they could let the monsters activate when they are set on the map in the heros turn (there are quests with this mechanic afterall). Or they could be positioned so that the heros don't reach them in one turn...

Either way I will probably play with the App in my group.... even if it's just to feel how it is to play a hero for a longer time than just one quest ;)

Although for someone like me who loves to play as the OL a "automatic hero App" would be better... but will probably never be made... Heros are to complex for an App I guess. -_-

Sometimes occur, I can cite as an example the first scenario of Forgotten Souls. The campaign begins with the heroes all together in a small room, surrounded by zombies and barghests. Theres a condiction, the heroes cannot move to spaces that are not adjacent to other heroes (penalty of 3 stamina if this happens), and a time limit of two turns to clear the room, without advancing the doom track. As the heroes play first, typically most of monster are killed early on. I think its all right for this type of scenario. But if you not suck on rolling dices, the monsters are just standing meat shields that need to be killed asap. For the app, which will involve the exploration of several rooms, with more monster groups in different places, i guess the change on the activation order works better.

Well I never played first assault (or how this Star wars game is called) and think it could be a nice change to play with one monstergroup activation after each hero. I just hope they will realease more information soon... ^_^

@kraisto: I always thought the problem with the instantly killed monster groups was a problem for the OL vs. Heros campaigns... Does that happen in the Co-op campaigns too? (Most people seem to say they are somewhat challengeing either way) But if they only wanted to achieve that, they could let the monsters activate when they are set on the map in the heros turn (there are quests with this mechanic afterall). Or they could be positioned so that the heros don't reach them in one turn...

Either way I will probably play with the App in my group.... even if it's just to feel how it is to play a hero for a longer time than just one quest ;)

Although for someone like me who loves to play as the OL a "automatic hero App" would be better... but will probably never be made... Heros are to complex for an App I guess. -_-

Sometimes occur, I can cite as an example the first scenario of Forgotten Souls. The campaign begins with the heroes all together in a small room, surrounded by zombies and barghests. Theres a condiction, the heroes cannot move to spaces that are not adjacent to other heroes (penalty of 3 stamina if this happens), and a time limit of two turns to clear the room, without advancing the doom track. As the heroes play first, typically most of monster are killed early on. I think its all right for this type of scenario. But if you not suck on rolling dices, the monsters are just standing meat shields that need to be killed asap. For the app, which will involve the exploration of several rooms, with more monster groups in different places, i guess the change on the activation order works better.

Well I never played first assault (or how this Star wars game is called) and think it could be a nice change to play with one monstergroup activation after each hero. I just hope they will realease more information soon... ^_^

At first time playing the co-op (Forgotten Souls) my game group have a blast. First game playing a wizard (Leoric) and one of the rare moments as a hero (I love the role of Overlord). My group cleaned the room in time. As I was the last to play, took my second action to open the next door, activating the next scenario. Behold, appear a room full of zombies, at time of "Overlord turn". The monster activation card instruct the zombies to attack the closest target (in the case, me) with a +3 bonus speed, resulting in a dead mage ( and being called Leoric The Dead for the rest of night :unsure: , with some good laughs :P ). Now, thinks about this type of activation early in the game :rolleyes:

Edited by kraisto

After reading so many complaints I finally have to add my thoughts as well :)

I am happy they made this app! First I wanna say something about two main concerns that i read:

-Yes, the new turn order system will certainly shake things up, make certain skills more and others less useful, but having this new "meta" is fine for me and exploring new tactics rather than just relying on proven ones. Since this change is limited to the app there will be no effect on the main game and you can still abuse the old combos there as much as you want ;)

-Yes, FFG will divert some Descent ressources into the development of new digital content for the app, which will probably slow down the progression of the physical Descent a little bit. But I personally am fine with that and dont think the regular Descent will stop or slow down so much that it would bother me.

I do own everything from D1 and just the Base game of D2 + Conversion Kit. The reason for that is that my gaming group gave up on Descent a long time ago while I did not. They lost interest since they never stood a chance against me playing as the OL. They always felt too frustrated during the first half of the campaign that they didnt wait until their Progression really kicks in later on is what I believe, but thats another topic for somewhere else.

My hopes are that with this bigger Coop experience I can convince them to try Descent again. Play as a team and while doing that experiencing how strong endgame heroes will become and hopefully it will encourage them to try a "real" campaign once again.

Even if that does not succeed I will still be able to enjoy Descent solo vs the app! I have played almost half a campaign playing both the OL and Heroes once (Yes, thats how desperate I was to play Descent haha.) Oh I do have the first Coop adventure as well, but I dont wanna play that solo because of the lack of replayability. Dont wanna ruin the fun for when my gaming group decides to come back to Descent ;)

I will insta buy the app + the campaign content. If my gaming group would return to Descent I would be sooo happy and buy every single small and big expansion box asap as well as some lieutenants and if I just enjoy the solo possibilities I will consider getting some small/big expansions for variety as well.

So FFG already made me happy, almost as if they knew what I needed even though I didnt even know it myself!

Edit: Haha, I am already so hyped by the possibility of a good solo Descent+possibly getting my gamimg group back to it, that I just ordered:

- Heirs of Blood (I heard its better than shadow rune)

- Nature´s Ire (It´s said to be the toughest Coop challenge, to give me a challenge and train my hero group for facing me afterwards in a real campaign)

- Trollfens (Variety and Secret rooms!)

- Verminous Lieutenant pack (Seems to have fun cards and he is a 2 space Mini. Adds variety into the older campaigns as well!)

Descent Hyyyype^^

Edited by Uchti

It sounds as if what you're saying simply is that we should all just shut up and be happy that FFG is making new stuff for us.

You said it, not me.

"But see, when you change already existing core game mechanics and rules, that's where people start having problems. For me, it is the perception that this game has gone through too many rule changes as of late. So with a radical new change like this, there's a point where someone must draw the line and ask, what the hell was so wrong with the original rules? Were they really so broken that they require all these new changes? The Co-OPs worked for the most part right, so if you're going with that format, why really change it?"

Say what now? Stop perpetuating the notion that they are changing the core mechanics. They have not indicated anything of the sort, and until they do, that's just WAG'ing and speculation that popped up in this thread. The core game is the same as it ever was (with the pile of errata to go with it). This is a new game mode with it's own unique mechanics that you can either pretend doesn't exist or exuberantly enjoy. I choose the latter, unless it sucks, at which point I will be all up in "Folklore: The Affliction"'s bizznass. They did this once with the co-op PoDs. Why stop there? Evolve/compete in an ever-changing game market or let the product-line die. Draw your line if you wish, though your presumption that they are indicating there was something "so wrong with the original rules" is a misinterpretation of what's going on here. Developing a new way to enjoy the game isn't an admission that the core game sucks. In fact, if the core game was terrible they'd probably not be investing the time/effort to roll out this game mode.The core game remains intact and unaffected. The core rules could be flawless (they aren't) and there would still be a place in the universe for this new game mode/style. FFG has chosen to evolve and compete with other pure co-op games out there in their own unique way, and kudos to them for it. They haven't mucked with the core game to do it. You get your cake and a cookie and you get to eat them both. So yes, I find the fear mongering and fret over this new game mode to be amusing to say the least. Gift horse and mouth and all that.

Edited by cdj0902

It sounds as if what you're saying simply is that we should all just shut up and be happy that FFG is making new stuff for us.

You said it, not me.

"But see, when you change already existing core game mechanics and rules, that's where people start having problems. For me, it is the perception that this game has gone through too many rule changes as of late. So with a radical new change like this, there's a point where someone must draw the line and ask, what the hell was so wrong with the original rules? Were they really so broken that they require all these new changes? The Co-OPs worked for the most part right, so if you're going with that format, why really change it?"

Say what now? Stop perpetuating the notion that they are changing the core mechanics. They have not indicated anything of the sort, and until they do, that's just WAG'ing and speculation that popped up in this thread. The core game is the same as it ever was (with the pile of errata to go with it). This is a new game mode with it's own unique mechanics that you can either pretend doesn't exist or exuberantly enjoy. I choose the latter, unless it sucks, at which point I will be all up in "Folklore: The Affliction"'s bizznass. They did this once with the co-op PoDs. Why stop there? Evolve/compete in an ever-changing game market or let the product-line die. Draw your line if you wish, though your presumption that they are indicating there was something "so wrong with the original rules" is a misinterpretation of what's going on here. Developing a new way to enjoy the game isn't an admission that the core game sucks. In fact, if the core game was terrible they'd probably not be investing the time/effort to roll out this game mode.The core game remains intact and unaffected. The core rules could be flawless (they aren't) and there would still be a place in the universe for this new game mode/style. FFG has chosen to evolve and compete with other pure co-op games out there in their own unique way, and kudos to them for it. They haven't mucked with the core game to do it. You get your cake and a cookie and you get to eat them both. So yes, I find the fear mongering and fret over this new game mode to be amusing to say the least. Gift horse and mouth and all that.

I would like to add that this quote does belong to Omnislash and not me. Something went wrong with the quotation. So once more, excuses for being a little impractical with this:)

I fixed my post to help with the quote confusion.

I fixed my post to help with the quote confusion.

Someone destroyed all the quotes? :ph34r:

@kraisto: I always thought the problem with the instantly killed monster groups was a problem for the OL vs. Heros campaigns... Does that happen in the Co-op campaigns too? (Most people seem to say they are somewhat challengeing either way) But if they only wanted to achieve that, they could let the monsters activate when they are set on the map in the heros turn (there are quests with this mechanic afterall). Or they could be positioned so that the heros don't reach them in one turn...

Either way I will probably play with the App in my group.... even if it's just to feel how it is to play a hero for a longer time than just one quest ;)

Although for someone like me who loves to play as the OL a "automatic hero App" would be better... but will probably never be made... Heros are to complex for an App I guess. -_-

Sometimes occur, I can cite as an example the first scenario of Forgotten Souls. The campaign begins with the heroes all together in a small room, surrounded by zombies and barghests. Theres a condiction, the heroes cannot move to spaces that are not adjacent to other heroes (penalty of 3 stamina if this happens), and a time limit of two turns to clear the room, without advancing the doom track. As the heroes play first, typically most of monster are killed early on. I think its all right for this type of scenario. But if you not suck on rolling dices, the monsters are just standing meat shields that need to be killed asap. For the app, which will involve the exploration of several rooms, with more monster groups in different places, i guess the change on the activation order works better.

Well I never played first assault (or how this Star wars game is called) and think it could be a nice change to play with one monstergroup activation after each hero. I just hope they will realease more information soon... ^_^

At first time playing the co-op (Forgotten Souls) my game group have a blast. First game playing a wizard (Leoric) and one of the rare moments as a hero (I love the role of Overlord). My group cleaned the room in time. As I was the last to play, took my second action to open the next door, activating the next scenario. Behold, appear a room full of zombies, at time of "Overlord turn". The monster activation card instruct the zombies to attack the closest target (in the case, me) with a +3 bonus speed, resulting in a dead mage ( and being called Leoric The Dead for the rest of night :unsure: , with some good laughs :P ). Now, thinks about this type of activation early in the game :rolleyes:

That's why you never, ever open the next door unless its the start of your entire hero turn. Pass a turn and take the hit to your fate and the peril card in order to have your party have all of its actions after you open that door. This is rule no.1 in the pod co-ops. I hope this is less of a issue with the App. With my group it makes them feel pigeon holed into being forced to use this tactic unless it costs us the game (fate contacting doom tracker).

I'm glad in your group it was a laugh and it added to your fun but in my group with the types who min/max really hate it when they loose efficiency and possibly loose due to not knowing whats coming next or how the mechanics work inside out. There the types who will read every card before playing the game and count the cards in the graveyard etc etc. It's really funny when they make me take an action I don't agree with and their logic is based on a die roll outcome. Sometimes the roll completely goes the opposite of what they are so sure is going to happen and then they still uphold their view they knew what I should do on my turn. lol I personally enjoy the element of surprise.

Edited by oldtimer

What is the big deal here folks?

I wish to only speak for myself here, but the "big deal" is that I enjoy the game the way it is ... not the way FFG describes the game will play with the app. I say this, however, without having played with the app as of yet. I want to give it a go first, before making a final decision.

Now, you, and many others will say, "... fine, don't play with the app". And I agree. We will have that option. For existing content.

The issue for many who feel as I do, however, is a concern that the following is true:

ALL FUTURE CONTENT WILL ONLY BE DEVELOPED DIGITALLY FOR THE APP

No one from FFG has made this statement. We don't know if it is true or not. If not, and if FFG continues to develop expansions for the game, all well and good. Both sides of this "issue" remain happy. If, however, the game does not continue to be developed as it has in the past, including physical expansions both large and small, but instead just has digital content made for the use of the app, then I, and many others like me, will be decidedly unhappy. This is especially true for those of us who have purchased each and every expansion for this game, and thus have a substantial investment in the game.

Hopefully I have made my position clear. I am happy for those that like the prospects of the app ... I am also pleased by it. I just don't want to simultaneously lose new content for the way the game currently plays.

*** The Big Deal *** -- Quite frankly, compared to many issues facing all of us in our world today, this doesn't even qualify as a blip on the radar of real world issues. :P

I really doubt that they will discontinue all future physical content or even change it in structure. As long as ppl like yourself buy the stuff you like there will be a market and they will make more before they decide to reboot it once again with the 3rd edition. I would just relax and realize they really do value you and your wallet. It's against their (ffg) best interest to do what you're fearing they will.

Shadow Rune: as I do not own D2E, if the game would convince me to buy everything, I would like to get everything. Probably right now there is no need for it (most people does have that campaign), but soon with new players (I hope me too), they would have to release it. Catch 'Em All!

Alternate turns: we just need more info from FFG - why they decided to go that way with app.

Trust me, your not missing out on much. I was a huge fan of 1st ed. So I bought 2e when it first came out. I convinced my group to play a campaign right out the gate. This was the biggest mistake. I also played the OL the entire time and we didn't rotate. What happened? My group, everyone except me pretty much hates Descent now. When I mention to them, hey look at this latest product they just made for Descent, they react like I just said a bad word. LOL

Thats how bad the shadow rune was at launch. Basically they all were expecting D&D style play and then they went on a huge loosing streak and then they would see how the game rewarded the winner and feel even worse. Near the end they won the last 2 or 3 missions including the end but by that time it was too late. There were serious errors and unbalanced quests as well. We all really hated the miss on the attack die as well. SWIA fixed this by moving it to the def die and it works much better.

Now I really wish I had waited and let the game mature a bit. If they ever make a 3rd edition I'm going to wait a year before I pick it up no matter how much I will want to dive into that pool. Had I done so with 2e I'll bet my group might actually be playing it after the first try. The only Descent I can get a portion of the same group to try is the POD Co-ops. And they are even hesitant with the new App. Telling me "You try it out solo first" before they are willing to try it.

I'll bet you can find the original version of the base core set on ebay on the cheap.

I think I'd rather see a new campaign in book form than a reprint of the first one. The need more of them that include the other expansions.

Edited by oldtimer

That's why you never, ever open the next door unless its the start of your entire hero turn. Pass a turn and take the hit to your fate and the peril card in order to have your party have all of its actions after you open that door. This is rule no.1 in the pod co-ops. I hope this is less of a issue with the App. With my group it makes them feel pigeon holed into being forced to use this tactic unless it costs us the game (fate contacting doom tracker).

I'm glad in your group it was a laugh and it added to your fun but in my group with the types who min/max really hate it when they loose efficiency and possibly loose due to not knowing whats coming next or how the mechanics work inside out. There the types who will read every card before playing the game and count the cards in the graveyard etc etc. It's really funny when they make me take an action I don't agree with and their logic is based on a die roll outcome. Sometimes the roll completely goes the opposite of what they are so sure is going to happen and then they still uphold their view they knew what I should do on my turn. lol I personally enjoy the element of surprise.

We learned the worst possible way. This example came from the first match made in 2014 if I remember correctly . But, my group loves challenges, and the pleasure of overcoming bad situations , is what brings them back to the table ( not only for Descent, but other games too).

And they're freaking out , buying a lot of things , just because the app :rolleyes:

Edited by kraisto

That's why you never, ever open the next door unless its the start of your entire hero turn. Pass a turn and take the hit to your fate and the peril card in order to have your party have all of its actions after you open that door. This is rule no.1 in the pod co-ops. I hope this is less of a issue with the App. With my group it makes them feel pigeon holed into being forced to use this tactic unless it costs us the game (fate contacting doom tracker).

I'm glad in your group it was a laugh and it added to your fun but in my group with the types who min/max really hate it when they loose efficiency and possibly loose due to not knowing whats coming next or how the mechanics work inside out. There the types who will read every card before playing the game and count the cards in the graveyard etc etc. It's really funny when they make me take an action I don't agree with and their logic is based on a die roll outcome. Sometimes the roll completely goes the opposite of what they are so sure is going to happen and then they still uphold their view they knew what I should do on my turn. lol I personally enjoy the element of surprise.

We learned the worst possible way. This example came from the first match made in 2014 if I remember correctly. But, my group loves challenges, and the pleasure of overcoming bad situations, is what brings them back to the table (not only for Descent, but other games too).

And they're freaking out, buying a lot of things, just because the app :rolleyes:

To say the truth I also got super excited over the App and finally bought Heirs of blood and about 10 lieutenant packs. I think the app boosted the sales strong enough to warant a couple of new expansions. I don't think it would make any sense at all if FFG would only be makeing new digital content...

That's why you never, ever open the next door unless its the start of your entire hero turn. Pass a turn and take the hit to your fate and the peril card in order to have your party have all of its actions after you open that door. This is rule no.1 in the pod co-ops. I hope this is less of a issue with the App. With my group it makes them feel pigeon holed into being forced to use this tactic unless it costs us the game (fate contacting doom tracker).

I'm glad in your group it was a laugh and it added to your fun but in my group with the types who min/max really hate it when they loose efficiency and possibly loose due to not knowing whats coming next or how the mechanics work inside out. There the types who will read every card before playing the game and count the cards in the graveyard etc etc. It's really funny when they make me take an action I don't agree with and their logic is based on a die roll outcome. Sometimes the roll completely goes the opposite of what they are so sure is going to happen and then they still uphold their view they knew what I should do on my turn. lol I personally enjoy the element of surprise.

We learned the worst possible way. This example came from the first match made in 2014 if I remember correctly. But, my group loves challenges, and the pleasure of overcoming bad situations, is what brings them back to the table (not only for Descent, but other games too).

And they're freaking out, buying a lot of things, just because the app :rolleyes:

To say the truth I also got super excited over the App and finally bought Heirs of blood and about 10 lieutenant packs. I think the app boosted the sales strong enough to warant a couple of new expansions. I don't think it would make any sense at all if FFG would only be makeing new digital content...

There is no difficulty in releasing physical content, and at the same time include digital content for the app.

pic2956975_lg.jpg

Edited by kraisto

That's why you never, ever open the next door unless its the start of your entire hero turn. Pass a turn and take the hit to your fate and the peril card in order to have your party have all of its actions after you open that door. This is rule no.1 in the pod co-ops. I hope this is less of a issue with the App. With my group it makes them feel pigeon holed into being forced to use this tactic unless it costs us the game (fate contacting doom tracker).

I'm glad in your group it was a laugh and it added to your fun but in my group with the types who min/max really hate it when they loose efficiency and possibly loose due to not knowing whats coming next or how the mechanics work inside out. There the types who will read every card before playing the game and count the cards in the graveyard etc etc. It's really funny when they make me take an action I don't agree with and their logic is based on a die roll outcome. Sometimes the roll completely goes the opposite of what they are so sure is going to happen and then they still uphold their view they knew what I should do on my turn. lol I personally enjoy the element of surprise.

We learned the worst possible way. This example came from the first match made in 2014 if I remember correctly. But, my group loves challenges, and the pleasure of overcoming bad situations, is what brings them back to the table (not only for Descent, but other games too).

And they're freaking out, buying a lot of things, just because the app :rolleyes:

To say the truth I also got super excited over the App and finally bought Heirs of blood and about 10 lieutenant packs. I think the app boosted the sales strong enough to warant a couple of new expansions. I don't think it would make any sense at all if FFG would only be makeing new digital content...

There is no difficulty in releasing physical content, and at the same time include digital content for the app.

pic2956975_lg.jpg

Where is that screen shot from?

I think it's from the Youtube video in the news.

Edit: yeah it's from 0:25 ... here's the link: https://youtu.be/gdTnWihtS4A?t=25s

Edited by Kaisho

oldtimer, on 12 Apr 2016 - 11:42 PM, said:

in my group with the types who min/max really hate it when they loose efficiency and possibly loose due to not knowing whats coming next or how the mechanics work inside out. There the types who will read every card before playing the game and count the cards in the graveyard etc etc. It's really funny when they make me take an action I don't agree with and their logic is based on a die roll outcome. Sometimes the roll completely goes the opposite of what they are so sure is going to happen and then they still uphold their view they knew what I should do on my turn. lol I personally enjoy the element of surprise.

Trust me, your not missing out on much. I was a huge fan of 1st ed. So I bought 2e when it first came out. I convinced my group to play a campaign right out the gate. This was the biggest mistake. I also played the OL the entire time and we didn't rotate. What happened? My group, everyone except me pretty much hates Descent now. When I mention to them, hey look at this latest product they just made for Descent, they react like I just said a bad word. LOL

Thats how bad the shadow rune was at launch. Basically they all were expecting D&D style play and then they went on a huge loosing streak and then they would see how the game rewarded the winner and feel even worse. Near the end they won the last 2 or 3 missions including the end but by that time it was too late. There were serious errors and unbalanced quests as well. We all really hated the miss on the attack die as well. SWIA fixed this by moving it to the def die and it works much better.

Now I really wish I had waited and let the game mature a bit. If they ever make a 3rd edition I'm going to wait a year before I pick it up no matter how much I will want to dive into that pool. Had I done so with 2e I'll bet my group might actually be playing it after the first try. The only Descent I can get a portion of the same group to try is the POD Co-ops. And they are even hesitant with the new App. Telling me "You try it out solo first" before they are willing to try it.

I'll bet you can find the original version of the base core set on ebay on the cheap.

I think I'd rather see a new campaign in book form than a reprint of the first one. The need more of them that include the other expansions.

No offense to your friends, and certainly none to you, but they suck. I'd hate to have to play with a group like that. I'm not against strategy or taking your reasonable amount of time on a turn. Trying to find the best use of your turn is the one factor that helps mitigate the Randomness of the Dice Gods .

When you have one quarterback in a team, trying to control everyone's fun for the win it sucks the fun out of the game. Dealing with a whole group like that... bless your patience sir!

We learned the worst possible way. This example came from the first match made in 2014 if I remember correctly . But, my group loves challenges, and the pleasure of overcoming bad situations , is what brings them back to the table ( not only for Descent, but other games too).


And they're freaking out , buying a lot of things , just because the app :rolleyes:

And there in a nutshell is the kind of group I enjoy to play with. Every time I lose a map, playing hero or OL, afterwards I'm always thinking about what I did wrong and how can I do better the next time I get to play the same map.

But what really shines is those tense moments during the game when a big situation comes up that makes or breaks it for either side. At the end of the match we all get a good laugh and talk about what the best moments were.

Fun people, it's a game to have fun!

Edited by Luijod
And there in a nutshell is the kind of group I enjoy to play with. Every time I lose a map, playing hero or OL, afterwards I'm always thinking about what I did wrong and how can I do better the next time I get to play the same map.

But what really shines is those tense moments during the game when a big situation comes up that makes or breaks it for either side. At the end of the match we all get a good laugh and talk about what the best moments were.

Fun people, it's a game to have fun!

Yeah my group is the same. The heros WANT to win, but they get a good laugh out of loosing in completely stupid ways.

We often talk what we could have done differently and there are no maps where you really DON'T have any chance at all... except for some maps of course, where one side looses without being able to do anything.

On another note, this is what stands in the news from about a month ago (on the bottom of the page):

"Now, you have the opportunity to take your adventures in a bold new direction. Keep watching the Fantasy Flight Games website for Road to Legend previews, and get ready to download your own copy of Road to Legend in just a few weeks!"

Any speculations, when "in just a few weeks" is? I mean they didn't say months so we could suspect less than 2 or 3 months.... a "real" release date was never stated, right?

They did confirm a release date, I can't remember what it was but it's in this thread somewhere.

And there in a nutshell is the kind of group I enjoy to play with. Every time I lose a map, playing hero or OL, afterwards I'm always thinking about what I did wrong and how can I do better the next time I get to play the same map.

But what really shines is those tense moments during the game when a big situation comes up that makes or breaks it for either side. At the end of the match we all get a good laugh and talk about what the best moments were.

Fun people, it's a game to have fun!

Yeah my group is the same. The heros WANT to win, but they get a good laugh out of loosing in completely stupid ways.

We often talk what we could have done differently and there are no maps where you really DON'T have any chance at all... except for some maps of course, where one side looses without being able to do anything.

On another note, this is what stands in the news from about a month ago (on the bottom of the page):

"Now, you have the opportunity to take your adventures in a bold new direction. Keep watching the Fantasy Flight Games website for Road to Legend previews, and get ready to download your own copy of Road to Legend in just a few weeks!"

Any speculations, when "in just a few weeks" is? I mean they didn't say months so we could suspect less than 2 or 3 months.... a "real" release date was never stated, right?

On Instagram they wrote late april release on IOS and Android, and steam sometime after :)

Edited by Netch

Well, they said that they are working for an end of April release for Android and iOS ... this does not imply that they will do it, but we hope so :D

Edited by tibia
In my humble opinion , the reason for the change in activation order is quite simple, they prevent the wipe of an entire group of monsters without any reaction ( my main complaint in some gaming scenarios) and create at the same time , pressure on the players, throwing a threat that needs to be addressed immediately. I think, from the gameplay perpective, it's a much better approach for the co-op mode.

I hadn't thought about that, since co-ops are always on that hard timer, and you're always pushed to complete rooms as quickly as possible. Clearing out a room of enemies on the first heroes' turns is a positive, but playing a campaign I could see that get boring.

As long as they've tested it I see no problem with the change, it's probably going to make the encounters from room to room more challenging. I'm even more sold on this app now, when will I get that sweet release?!


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"Access to an ever-increasing number of exclusive side quests, travel events and perils"

You don't say, you're going to reward me for having no shame and owning every single thing that has come out for D 2nd Ed...

I just really really hope that they include the Lieutenants as boss monsters. And all those sweet map tiles from the expansions.

Perhaps the exclusive side quests will use the expansion tiles so that main quest remain accessible to those only playing the base game. And with more app exclusive campaigns coming later perhaps those will require certain expansions to play, like Dark Elements POD Co-op.

Need my sweet release!

@Luijod The quests (maps, monsters,...) will be randomly generated depending on what expansions (boxes, lieutenants, h&m) you have in your collection ("remove (add) from (to) collection").

Randomly chosen... not randomly generated.