RTL search deck? how many cards/content?

By Dicetales, in Descent: Journeys in the Dark

I own all big boxes apart from Bilehall.. so far..= wyrm, troll, mannor, Labyrinth, and Nerk

whats should my RTL search deck look like?

health potion x3

Stamina x3

warding Talisman x1

Curse Doll x1

Power potoin x1

Fire Flask x1

Taken out:

nothingx1

treasure chestx1

secret room x1

total 10 active cards??

is that right?

Edited by milarky

Yes

But if you have wyrm and troll you should have

treasure chest x2

secret room x2

Edit: wrote too quickly Zaltyre's is 'again' correct ;-)

Edited by Felin

Yes

But if you have wyrm and troll you should have

treasure chest x2

I take the conversation from this and will ask a dummy question : when you draw a search card :

1) can you use it immediately if you have still one action to perform ?

2) when the drawn card is used, where does it go ? To the search discard pile ?

Thanks

1) Yes. Search cards do not need to be equipped like items do.

2) Search cards stay facedown in your play area until the end of the quest.

Related question, since we don't 'sell' unused search items do we keep them between quests?

No, as nothing else is specifyed follow usual rules and put all search cards back in their deck at the end of the quest

I thought that with RtL no money was recovered... but I don't find this point on the rules !?

Don't know if I have dreamed it of if it's only stated during the tutorial mini campaign ?...

Edited by Felin

Ya it's time to play the tutorial again lol. Thanks for the response.

No, as nothing else is specifyed follow usual rules and put all search cards back in their deck at the end of the quest

I thought that with RtL no money was recovered... but I don't find this point on the rules !?

Don't know if I have dreamed it of if it's only stated during the tutorial mini campaign ?...

They update the online rules of play.

End of Quest:

A quest most often ends when players resolve their objective or when morale is at 0 and a hero is knocked out. After a quest ends, players transition to a view of the campaign map and resolve a campaign phase, but first there are a couple of cleanup steps.

Heroes recover all damage and stamina, flip their Hero sheets face up, and discard all Condition cards. All table components and set aside components (see “Setup” on page 3) are returned to their respective supplies.

Step 3:

Prepare Table Components: Players collect the components that are frequently used during play, sort them by type, and place within reachof all players.

–– These components include: dice, Condition and Search cards, and damage, fatigue, and condition tokens.

––When preparing the Search deck, remove the “Nothing,” “Treasure Chest,” and the “Secret Room” (if any) cards, and return them to the game box. Shuffle this deck.

Edited by kraisto

Ok I tapped through the tutorial again and the last dialog before heading back to town states to discard search card at the end of the quest as Felin said.

But a funny thing happened, there were 4 side quests available when I departed town. 2 new and the original two.

No, as nothing else is specifyed follow usual rules and put all search cards back in their deck at the end of the quest

I thought that with RtL no money was recovered... but I don't find this point on the rules !?

Don't know if I have dreamed it of if it's only stated during the tutorial mini campaign ?...

They update the online rules of play.

End of Quest:

A quest most often ends when players resolve their objective or when morale is at 0 and a hero is knocked out. After a quest ends, players transition to a view of the campaign map and resolve a campaign phase, but first there are a couple of cleanup steps.

Heroes recover all damage and stamina, flip their Hero sheets face up, and discard all Condition cards. All table components and set aside components (see “Setup” on page 3) are returned to their respective supplies.

Step 3:

Prepare Table Components: Players collect the components that are frequently used during play, sort them by type, and place within reachof all players.

–– These components include: dice, Condition and Search cards, and damage, fatigue, and condition tokens.

––When preparing the Search deck, remove the “Nothing,” “Treasure Chest,” and the “Secret Room” (if any) cards, and return them to the game box. Shuffle this deck.

Ok I tapped through the tutorial again and the last dialog before heading back to town states to discard search card at the end of the quest as Felin said.

But a funny thing happened, there were 4 side quests available when I departed town. 2 new and the original two.

They added a bunch of new side quests, and they are randomly picked in all campaigns (including the tutorial). Was in an FFG post recently about Kindred Fire.

Ok I tapped through the tutorial again and the last dialog before heading back to town states to discard search card at the end of the quest as Felin said.

But a funny thing happened, there were 4 side quests available when I departed town. 2 new and the original two.

They added a bunch of new side quests, and they are randomly picked in all campaigns (including the tutorial). Was in an FFG post recently about Kindred Fire.

Oh I know but it added two additional, so you can pick from four quests in RoAG. in one play through.

Edited by The Cocky Rooster

I keep reading that people have experienced new and random sidequests in the Rise of All Goblins-campaign, but I only see the Merriod-one and the kidnapped priest-one. And I have tried to restart the campaign several times. I own all Descent-products in existence. What am I doing wrong?

I keep reading that people have experienced new and random sidequests in the Rise of All Goblins-campaign, but I only see the Merriod-one and the kidnapped priest-one. And I have tried to restart the campaign several times. I own all Descent-products in existence. What am I doing wrong?

it seems to be random. on steam I've had random quests. on iOS they seem to be the same two you mention. Have you updated? I own all Descent 2nd ed. products as well.

They are randomized after you first

I keep reading that people have experienced new and random sidequests in the Rise of All Goblins-campaign, but I only see the Merriod-one and the kidnapped priest-one. And I have tried to restart the campaign several times. I own all Descent-products in existence. What am I doing wrong?

it seems to be random. on steam I've had random quests. on iOS they seem to be the same two you mention. Have you updated? I own all Descent 2nd ed. products as well.

The quests are randomized after the first travel to Talamir. And check the version of the app (v1.10), sometimes the automatic update does not work.

I got confused with the search deck rules. I have everything but MoB and CtR. That means I have secret passage x 2. According to TF rulebook pg. 4 (I think), in an ordinary campaign, I should remove the nothing search card and add just one secret passage. However, I noticed an official errata that instances :LotW Page 5, “Exploring a Secret Room”: Add, “A hero cannot explore a secret room if there is already a Secret Room card in play.”

So Im wondering, if there is already a secret passage in play how can be possible the heroes to draw another secret passage card? That means I have to add the 2 versions of the secret passage? Should I still remove the nothing search card in this case?

What the current set up for a search deck on a 4 heroes campaign?

1-

health potion x3
Stamina potion x3
warding Talisman x1
Curse Doll x1
Power potion x1
Fire Flask x1
nothing x1
treasure chest x1
secret passage x2

--

2-

health potion x3
Stamina potion x3
warding Talisman x1
Curse Doll x1
Power potion x1
Fire Flask x1
nothing x1
treasure chest x1
secret passage x2

--

3-

health potion x3
Stamina potion x3
warding Talisman x1
Curse Doll x1
Power potion x1
Fire Flask x1
nothing x1
treasure chest x1
secret passage x1

secret passage x1

Ty in advance!

Edited by Dommus

I stumbled over this, too. My conclusion is, that this FAQ was actually added to prevent heroes exploring a secret room more than once. Exploring is different from entering as exploring includes drawing a Secret Room card, entering does (obviously) not. This additional rule clarifies that once a secret room is in the game and the heroes do not like it, they cannot replace it by another one.

The correct Search deck is 3.

A quest most often ends when players resolve their objective or when morale is at 0 and a hero is knocked out.

Can someone please explain this sentence to me? I never played any 'digital' descent and this is a mechanic I'm not aware.

Morale (exclusive to RtL) is little more than a KO counter. You start with morale equal to the number of heroes. Each time a hero is KO, morale decreases by 1. If morale is at 0 and a hero becomes KO, the quest is lost.

Morale (exclusive to RtL) is little more than a KO counter. You start with morale equal to the number of heroes. Each time a hero is KO, morale decreases by 1. If morale is at 0 and a hero becomes KO, the quest is lost.

Basically, it gives you (# of hero+1) ko before you need to forfeit a quest.

Also, Morale does not refresh after each quest, only when you return to town (not automatic in RtL, as it is in regular Descent)

Morale (exclusive to RtL) is little more than a KO counter. You start with morale equal to the number of heroes. Each time a hero is KO, morale decreases by 1. If morale is at 0 and a hero becomes KO, the quest is lost.

Basically, it gives you (# of hero+1) ko before you need to forfeit a quest.

Also, Morale does not refresh after each quest, only when you return to town (not automatic in RtL, as it is in regular Descent)

Interesting. But I wonder if this feature doesn't make the quests too hard, since they can be ko'ed no more than four times (in a four hero game).

Thanks for clarifying :)

Morale (exclusive to RtL) is little more than a KO counter. You start with morale equal to the number of heroes. Each time a hero is KO, morale decreases by 1. If morale is at 0 and a hero becomes KO, the quest is lost.

Basically, it gives you (# of hero+1) ko before you need to forfeit a quest.

Also, Morale does not refresh after each quest, only when you return to town (not automatic in RtL, as it is in regular Descent)

Interesting. But I wonder if this feature doesn't make the quests too hard, since they can be ko'ed no more than four times (in a four hero game).

Thanks for clarifying :)

Actually 5 times in a 4 hero game. The fourth KO puts you at a Skull (a morale value of 0). The next KO (the fifth) results in your party immediately losing the quest.