Chains that rust additional content

By Takeda, in Descent: Journeys in the Dark

Besides the monsters and the hybrid stuff, has anything else been spoiled? Like maybe shop cards etc?

Besides the monsters and the hybrid stuff, has anything else been spoiled? Like maybe shop cards etc?

There are more of those +2 Health things. I think that sums up the expansion. Everything is technically available to see as there were pre release sales at gencon. It's really a matter of any one of those who purchased it to upload images or post info.

I'd imagine that there are Act 2 shop cards, though I'm not sure this has been confirmed. It's a guess based on the fact that Mists of Bilehall had Act 1 shop cards.

Besides the monsters and the hybrid stuff, has anything else been spoiled? Like maybe shop cards etc?

One more side quest, shop cards and some surprises :P

Besides the monsters and the hybrid stuff, has anything else been spoiled? Like maybe shop cards etc?

One more side quest, shop cards and some surprises :P

Tell. Us.

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One more side quest, shop cards and some surprises :P

You are being mean ;)

Side quest? I must have missed something...

There are:

-3 monster groups

-Act 2 cards for MoB lieutenants

-2 travel cards

-Act 2 shop item cards

-Relics

-Hybrid classes

-New OL class

-Terrified condition (again)

-Crumble terrain (again)

-Terrain tiles (obviously)

-Act 2 4-quest long campaign - could be played standalone or plugged into MoB

He probably means for RTL

How does the standalone campaign work? Do the heroes start with xp/gold/items?

Edited by Atom4geVampire

Side quest? I must have missed something...

There are:

-3 monster groups

-Act 2 cards for MoB lieutenants

-2 travel cards

-Act 2 shop item cards

-Relics

-Hybrid classes

-New OL class

-Terrified condition (again)

-Crumble terrain (again)

-Terrain tiles (obviously)

-Act 2 4-quest long campaign - could be played standalone or plugged into MoB

I had already surmised that it was coming, but I think this is the first time we see a Condition reprinted, which is interesting.

Also, crumble terrain is reprinted (and I think old walls), as well as lieutenant tokens.

Can anyone confirm the number range for the Tiles? (need it for my storage system)

Can anyone confirm the number range for the Tiles? (need it for my storage system)

Not specifically, but Mists of Bilehall starts with 80 and ends with 87. My guess would be starting at 90, to be consistent with all other expansions.

Edited by any2cards

Also, crumble terrain is reprinted (and I think old walls), as well as lieutenant tokens.

As someone planning to get both Mists of Bilehall and the Chains that Rust at the same time, I cannot say that I'm stoked about the number of reprinted material, especially since each expansion won't be using the tile assets used in the other expansion.

Also, crumble terrain is reprinted (and I think old walls), as well as lieutenant tokens.

As someone planning to get both Mists of Bilehall and the Chains that Rust at the same time, I cannot say that I'm stoked about the number of reprinted material, especially since each expansion won't be using the tile assets used in the other expansion.

All hail the Quest Vault!

Also, crumble terrain is reprinted (and I think old walls), as well as lieutenant tokens.

As someone planning to get both Mists of Bilehall and the Chains that Rust at the same time, I cannot say that I'm stoked about the number of reprinted material, especially since each expansion won't be using the tile assets used in the other expansion.

All hail the Quest Vault!

hahahaha it's funny because the Quest Vault doesn't have Crumble terrain and Old Walls aviable

Also, crumble terrain is reprinted (and I think old walls), as well as lieutenant tokens.

As someone planning to get both Mists of Bilehall and the Chains that Rust at the same time, I cannot say that I'm stoked about the number of reprinted material, especially since each expansion won't be using the tile assets used in the other expansion.

All hail the Quest Vault!

Revised "Extended Edition" Mists of Bilehall + The Chains that Rusts campaign booklet when?

:P

I'm sorry about double-posting and bumping this thread, but I thought it better than to create a new thread for what may amount to just whining.

[...]

-Act 2 4-quest long campaign - could be played standalone or plugged into MoB

Am I the only one a bit disheartened by this? I didn't realize it until just now, but I can't help but to feel like we're getting a bit of a raw deal when it comes to this idea of two smaller expansions that are meant to fit together instead or one large expansion. Act 2 of both Labyrinth of Ruin and Shadows of Nerekhall had no less than 8 quests. Of course, you wouldn't play all of those in a single campaign, but if Mists of Bilehall and The Chains that Rusts is meant to work like a single campaign, it's pretty rubbish to only have 4 Act 2 quests - presumably 3 quests and the Finale.

With less quests, reprinted material and knowing that tiles used in one won't be used in the other, what was the point of splitting it up into two small expansions rather than one big one, again?

It probably has 8-9 quests, like MoB does.

1 Intro, 6 Act II quests, 1 or 2 possible finales

It probably has 8-9 quests, like MoB does.

1 Intro, 6 Act II quests, 1 or 2 possible finales

So what you're saying is that we should lynch SpawnGarret as a liar and a cheat?

No, he just said that the structure of the campaign is (the same as the others in being) 5 quests long (I'm assuming the 4 was an honest mistake by not counting the intro or something).

Intro - Quest 1 - Quest 2 - Quest 3 - Finale.

With Quest 1 to 3 each having 2 possibilities. (This is how it is done in MoB, i'm just going based on that for this 'info')

He never said there are only 4 quests :)

Edited by Atom4geVampire

No, he just said that the structure of the campaign is (the same as the others in being) 5 quests long (I'm assuming the 4 was an honest mistake by not counting the intro or something).

Intro - Quest 1 - Quest 2 - Quest 3 - Finale.

With Quest 1 to 3 each having 2 possibilities. (This is how it is done in MoB, i'm just going based on that for this 'info')

He never said there are only 4 quests :)

Fair point, he did only say that the quest is 4 quests long. :o

That being said, though, I was originally going to question the existence of an intro quest, since I'd expect the MoB Finale to act as the Interlude, but then I realized that there might be an Introduction in case you don't run it as an MoB+CtR campaign, so I didn't raise it.

Come back to us and enlighten us, SpawnGarret!

The existence of an intro quest is a given I think, again just from holding it against the 'one act campaign' that is MoB.

I assume that when MoB + CTR is played that you either drop the MoB finale or the CTR introduction. Most likely the CTR intro, since I assume it will probably somehow tell the story of the events of MoB and the fact that many people already played the MoB finally and are waiting for CTR to continue. (It would be weird to suddenly have to drop progress if the finale would be removed)

Edited by Atom4geVampire

On the actual point of the additional content of Chains that Rust, has anyone considered the nature of the Overlord Soulbinder deck detailed pretty thoroughly here )? In particular, how it'd play mixed with the Unkindness deck. Now, I'd almost be surprised if there's not some limitation put on the number of servants, now that there will be two potential servants, but even if we ignore one of the summon cards, practically all cards in either deck affects a servant. Not a specific servant.

As I was looking at my Unkindness cards yesterday, I realized this.

In particular, the Scourge being built around harassment, I figued that Ill Omen from the Unkindness deck could be absolutely stellar.

And, with the Scourge only having 1 Speed, Restless Spirit is all but mandatory. However, the main benefit of the Raven Flock is how fast it is and using it as an extra piece on the board, to run objectives and such. But there appears to be absolutely nothing preventing you from using Restless Spirit from the Soulbinder deck with the Raven Flock from the Unkindness deck. This would give the Raven Flock an insane 6 in Speed.

Strangely, the Raven Flock is not considered to be flying, but still.

Edited by Luckmann

I think the whole idea behind calling them 'Servants' was to make sure that new decks could affect the older servants. So I'm sure it's working as intended

Edited by Atom4geVampire

I think the whole idea behind calling them 'Servants' was to make sure that new decks could affect the older servants. So I'm sure it's working as intended

Oh, absolutely, I can't imagine that this would be some form of accident. It's just interesting, and creates some really interesting possibilities, especially since the abilities of servants are primarily determined by cards purchased.