Forgotten Souls 1st Play - 2 players - New attack rule?

By wesg92, in Descent: Journeys in the Dark

Hi all,

A friend and I played the Forgotten Souls campaign this weekend for the first time. We used Syndrael (Berserker) and Jain Fairwood (Thief). Before the game we debated on using the updated FAQ 2-player rule that gives each player an extra attack each turn. It seemed that this would really give us a big advantage and didn't want the game to be too easy. We also considered allowing only 1 hero to take the extra attack each turn, but ultimately decided to try the campaign without any extra attack actions. Certainly it's possible to win this way, as others have done so.

We did good early on, and then though we were going to lose during the 2nd main encounter. However, due to a string of miraculous dice rolls, we were able to push through to the end. The last main encounter, however, was extremely difficult. We both had to rest and use a health potion at the beginning due to all the damage we had suffered through the campaign, and the Act 2 monsters just hit us too hard to withstand. Sadly, the end game wasn't even close, and left us questioning the rule decision we made early on.

So, we're curious, how are people playing this campaign (and other co-op campaigns) with 2 players? Are you using the new FAQ attack rule? Is it making the balance easy or just right?

I love a challenge, and can't wait to attempt this campaign again. It was a lot more fun than we thought it would be!

The new 2 hero attack/heal rule introduced in Heirs of Blood is intended to be implemented EVERYWHERE. It does not matter if you're playing a campaign, a single map, a coop module, or RtL. If you have only 2 heroes, use the new 2 hero rule. Yes, it makes 2 hero games significantly easier than they were- that is the point.

I think the coops modules with 2 players are more balanced, even without the new rules. Tried one time, but the difficulty decreased so much that I revert back to the old rules without regreats ;)

Anyway, its a personal preference.

I agree, at least for this co-op campaign (haven't played the others), that it would be far too easy with that rule, and not fun for our group. I know the intention was to make it easier, but that's a huge advantage. I was just curious if anyone implemented something in between and found success. I think we'll try it with only 1 player using the free attack, or possibly only 1 free attack per encounter card.

Thanks!

I agree, at least for this co-op campaign (haven't played the others), that it would be far too easy with that rule, and not fun for our group. I know the intention was to make it easier, but that's a huge advantage. I was just curious if anyone implemented something in between and found success. I think we'll try it with only 1 player using the free attack, or possibly only 1 free attack per encounter card.

Thanks!

You have any lieutenant pack ?(or just see the online rules). You can maybe apply the concept of the threat / fortune tokens.

I agree, at least for this co-op campaign (haven't played the others), that it would be far too easy with that rule, and not fun for our group. I know the intention was to make it easier, but that's a huge advantage. I was just curious if anyone implemented something in between and found success. I think we'll try it with only 1 player using the free attack, or possibly only 1 free attack per encounter card.

Thanks!

You have any lieutenant pack ?(or just see the online rules). You can maybe apply the concept of the threat / fortune tokens.

Yes, I do. Haven't looked into that though. I'll check it out. They can be used in the co-op games?

Thanks!

I agree, at least for this co-op campaign (haven't played the others), that it would be far too easy with that rule, and not fun for our group. I know the intention was to make it easier, but that's a huge advantage. I was just curious if anyone implemented something in between and found success. I think we'll try it with only 1 player using the free attack, or possibly only 1 free attack per encounter card.

Thanks!

You have any lieutenant pack ?(or just see the online rules). You can maybe apply the concept of the threat / fortune tokens.

Yes, I do. Haven't looked into that though. I'll check it out. They can be used in the co-op games?

Thanks!

No, but you can adapt the concept ;)

If the 2 player rule still too easy, can be a middle term.

Example: if the heroes pass a room segment (or peril, or another key point), gain a fortune token per hero, and they can use like the rules from lieutenant packs, like your sugestion for a free attack per encounter card.

Edited by kraisto

I agree, at least for this co-op campaign (haven't played the others), that it would be far too easy with that rule, and not fun for our group. I know the intention was to make it easier, but that's a huge advantage. I was just curious if anyone implemented something in between and found success. I think we'll try it with only 1 player using the free attack, or possibly only 1 free attack per encounter card.

Thanks!

You have any lieutenant pack ?(or just see the online rules). You can maybe apply the concept of the threat / fortune tokens.

Yes, I do. Haven't looked into that though. I'll check it out. They can be used in the co-op games?

Thanks!

No, but you can adapt the concept ;)

If the 2 player rule still too easy, can be a middle term.

Example: if the heroes pass a room segment (or peril, or another key point), gain a fortune token per hero, and they can use like the rules from lieutenant packs, like your sugestion for a free attack per encounter card.

Got it, thanks!