My group, which has been playing this game since it came out, has grown to feel that D:JitD is a game that's heavily in favor of the overlord, to the point where the heroes stand little chance of winning. When this game first came out the forums seemed to be full of people that felt just the opposite, that the poor besieged overlord rarely had a chance. My friends and I, honestly, would disagree with that viewpoint.
To give a bit of background, my group considers itself to be fairly intelligent gamers - we're all college-educated board and pencil-and-paper RPG game vets who have been playing stuff like this for a long time now (we picked up JitD hoping it would be like the classic Hero Quest). We go about the game thinking tactically and methodically, spending quite a bit of time planning and executing our turns. To give an example, last night with five of us total we spent seven hours on the last quest form the original JitD game and only went through areas one and two, losing when we reached area three. Off the top of my head the heroes and overlord only had about 10 turns apiece, give or take.
It seems to us that if the overlord plays in a tactical, intelligent manner that the players should rarely, if ever, win.
- Things like interrupting and stopping movement to specific squares with pit traps (at the end of movement these will cause a player to be stuck in a pit with LOS only to adjacent squares) or crushing block traps (which allow heroes to be placed at the overlord's discretion on an adjacent square after the block falls) or halting turns all together (paralyzing gas). This impedes access to objectives (doors / quest items / getting close to players to heal, aid in defense, or attack a strategically important objective).
- Because leaving players behind to block monster spawning strings out the party and reduces front-line combat effectiveness it can easily happen that monsters spawn in nooks and crannies players don't have LOS to and the straggler at the back will get eaten by beastmen or the like. meanwhile heroes at the "front" advancing will be left without support and also be unable to provide offense that's nearly as effective. The subsequent caution players must exercise slows the pace of their advancement while providing more opportunities for the overlord to draw cards, amass threat tokens, play traps and play more power cards.
- Cards like Poltergeist (that let the overlord rearrange pieces board as they see fit and close doors on the overlord's turn, blocking LOS and impeding movement) and Dark Charm (which should be a one-hit kill to a player, or near to it) are horribly imbalanced, especially the former of the two.
- Abilities like poison (essentially doubles damage, in healing terms, and prevents a player from recovering from damage), double-shot and knockback (OL chooses the direction of the hit, so players can be tossed around the map to the OL's advantage, without even damaging them...imagine your magic-user suddenly surrounded by monsters).
It's difficult to fully encapsulate the experience we've had, as the best way to do that is to sit down and play through a game of JitD with us. But ultimately the overlord's effectiveness, many powers, and lack of any true fragility seem to dwarf anything the heroes' need for caution, degraded front-line effectiveness and fragility.
The first solution we've come up with to this is to increase the amount of conquest tokens the heroes are allotted at the start. Instead of the fixed amount each quest prescribes we think that giving conquest tokens equal to the total conquest value of all heroes is a good idea. Additionally, we're all willing to admit that there's some aspect of the rules that we've grossly misunderstood in our time playing this game, although we feel that's unlikely. What we're confident this is not is a case of us playing our heroes poorly.
Any thoughts/feedback/ideas would be greatly appreciated. Especially helpful would be any house rules you've adopted or comments on the above idea regarding conquest tokens.
Thank you!
-James