First I want to say I love the game, have dropped a couple of hundred bucks on it and it's worth every penny. Unfortunately no one in my group has ever played and so aside from 5 base adventures, we have zero Descent experience. And in 4 of those adventures, the heroes were savagely butchered, once in the very first room (there were 2 players plagued by misses, destroyed by a couple of beastman spawns in a low-visibility room).
I've read the rulebook four or five times and I'm still baffled on a dozen or so SoB issues. Any help or opinions are appreciated!
Water-encounter questions:
1. The heroes had a sea encounter, but have no idea how to board the enemy ship, and the configuration wasn't used in any of the book's examples. The diagonal on the front of the hero ship interconnected with the diagonal on the front of the beastman ship. Because the ships are more or less adjacent, can they just travel freely between them, or do the railings and 1/2 water spaces interfere somehow? (nobody has leap or fly)
2. When the two ships touched, the book is very clear that front to side= ramming. Front to front diagonals (not head-on) is not addressed. So, who is ramming whom? When the ships are interlocked, is there any way to back up? Would it be useful to do so? Can the beastmen ram if they are already adjacent to (ie, touching) the Revenge, or is ramming only for ships that weren't already touching? When tides or winds move a ship into an unmoving (anchored) ship, is that considered a ram attack?
3. How does one go from the water onto a ship? Is it different for friendly vs enemy ships? I'm good with the swimming rules, but the "getting out of the water" rules have eluded me.
4. The rulebooks seems to indicate that the ropes can only allow a character to swing directly perpendicular to the ship's facing without moving diagonally or otherwise. Is this so?
5. The rules seem contradictory on what to do about killing an enemy master indirectly. Someone on the forums indicated that gold was acquired for sinking an enemy master's ship, but elsewhere I've seen it said that if a master dies indirectly (by falling into a pit, for example), that no "killing blow" was landed and no gold is awarded. Is the ship-shooter the "killing blow" deliverer, or does the party just get a typical "encounter defeated" treasure roll.
6. Is there any conquest available at all in encounters?
7. Do ships start with sails up or down?
Campaign questions
8. When a hero does activate a glyph, that seems to give 3xp to each hero. In a five player game, does that mean that the total conquest is now at 3 or 12 for determining copper/silver/gold/endgame point values? (if 12, it seems like it would be impossible for the OL to win, my heroes would be winning 28 to 3 right now...)
9. The rules seem to indicate there is a number on each rumor card corresponding to a map in the rulebook. None of my rumor cards have numbers, making it a pain to look up the dungeon location in the book. Is this a printing error, or have I just been drinking too heavily?
10. Is there a YouTube video with a real-time game of Descent (especially SoB!) where we can watch people play to learn the rules? Especially if there's someone playing who is explaining what's happening in game. If FFG doesn't have people on staff who could do this, they really need to invest the 10 hours or so to do it. It'd be great advertising and it would make the hundreds of pages of rules seem more approachable to new players.
One note
We use an apple iTouch/iPhone app called party timer and give each player randomly 1min to 1min 30 seconds to play his/her turn. The OL gets two full turns of time to do all his stuff. This moves the game along, takes out all the "perfectionistic micromanaging" and actually evens things out because both players and OL are in the same boat. I can't imagine playing a campaign without it. Even as is, the game looks like it will take 30-40 hours or so to complete, and even with 6 hour sessions weekly, that is a BIG investment.
Thanks in advance!