A bunch of questions

By Drglord, in Descent: Journeys in the Dark

I have played only 4 games of descent so far (the vanilla version) and as you can understand i have come up against some very interesting and weird situations.

1st) Can someone explain me when a quest ends? I mean why do you get conquest tokens when you kill the last monster since the quest is over. There are plenty of quests that say when you kill the namen monster the quest ends. Do the overlord get a turn? Do they have to escape to town? There is no specific mention about that in the rules.

2nd) The second question concers a magic item it's a copper treasure as i recall that is name ring of quickness even though i could be wrong as i don't recall it now exactly. Anyway it says that you get +1 movement point on your turn but it also states (even if you would normally get no movement points). What does that mean that you get when webbed? You get 1 movement when declaring battle? Or it is just poorly worded it only means that you get +1 on your movement points and they ****** up.

3rd) The grabble ability is it mandatory or something? Cause i have come to a situation where i want to let him go in order to knock him back can you switch it off if you want or it works all the time and you can never not use it?

4th) About the campaign rules (not the advanced campaign ofcourse). First is it my idea or it favors heavily the overlord since let's say 2nd level the players only get +100 coins where the overlord gets an extra card every turn (like an activated evil genius) and +3 tokens per turn (for an average of 3 players). Am i missing something? Is it supposed to be like that to ramp up the challenge as the players win every dungeon? And second on that matter it says they lose magic items, training, potions equipment but it doesn't say about training cards that you buy in town so you can carry over training cards? Cause that could be interesting even though it could be overpowering for the players since on every adventure they can buy at least 1 skill or even more.

Drglord said:

I have played only 4 games of descent so far (the vanilla version) and as you can understand i have come up against some very interesting and weird situations.

1st) Can someone explain me when a quest ends? I mean why do you get conquest tokens when you kill the last monster since the quest is over. There are plenty of quests that say when you kill the namen monster the quest ends. Do the overlord get a turn? Do they have to escape to town? There is no specific mention about that in the rules.

2nd) The second question concers a magic item it's a copper treasure as i recall that is name ring of quickness even though i could be wrong as i don't recall it now exactly. Anyway it says that you get +1 movement point on your turn but it also states (even if you would normally get no movement points). What does that mean that you get when webbed? You get 1 movement when declaring battle? Or it is just poorly worded it only means that you get +1 on your movement points and they ****** up.

3rd) The grabble ability is it mandatory or something? Cause i have come to a situation where i want to let him go in order to knock him back can you switch it off if you want or it works all the time and you can never not use it?

4th) About the campaign rules (not the advanced campaign ofcourse). First is it my idea or it favors heavily the overlord since let's say 2nd level the players only get +100 coins where the overlord gets an extra card every turn (like an activated evil genius) and +3 tokens per turn (for an average of 3 players). Am i missing something? Is it supposed to be like that to ramp up the challenge as the players win every dungeon? And second on that matter it says they lose magic items, training, potions equipment but it doesn't say about training cards that you buy in town so you can carry over training cards? Cause that could be interesting even though it could be overpowering for the players since on every adventure they can buy at least 1 skill or even more.

1. It ends when it says it ends. Yes, the 'extra' CT you get has no particular value, though it does allow -ve CT variants (heroes keep going anyway and just count the score at the end to see who won).

2. It does exactly what it says - you get +1MP even if you would normally get 0. This more or less refers to Battling (or a Ready = Attack + Order action). It is irrelevent for webbing, since webbing prevents the spending of MP, not the gaining of them.

3. Grapple is mandatory, but it does not affect Knockback. Grapple (like Web) prevents the grappled figure from spending MP, so it has no effect on a Knockback attack result.

4. 1st, the campaign rules are a botch job and not worth using. You are better off treating each quest as an entirely fresh game and playing with new heroes, new skills etc, just for the variety and learning/adapting to new tactics etc.
2nd, I'm fairly sure (without checking) that the bonuses are starting bonuses, not per-turn bonuses. Read it again carefully...

Thanks for the answer but strangely i have also come up against something also not so clear since i again checked the rules and haven't found anything about it. It says you spend one MV to go to town via a glyph but nowhere it states how you come back or anything like that. As i understand you can't comeback in the same round as i seem to have read that somewhere and do you spend also 1 MV to comeback? And you can comeback at any glyph activated? What about if i use the glyph to comeback from town attack and then again use it to go back to town? Nothing in the rules prevents that as i read them even though i do recall some faq or something.

I also forgot that i am really confused about shield since the shield says you cannot use it to prevent wounds that they negate armor and the pierce ability says that it doesn't affect shields which adds to the confusion.

Ex. A player has 2 armor, ambidexterity and a shield. I cause him 6 damage with 3 pierce. How much damage he gets if he uses the shield. As i understand it the shield bonus is a one shot armor bonus but the you cannot use the shield to prevent wounds that negate armor really confuses me. For me if you use the shield you get 3 wounds. But how it really works?

Drglord said:

I also forgot that i am really confused about shield since the shield says you cannot use it to prevent wounds that they negate armor and the pierce ability says that it doesn't affect shields which adds to the confusion.

this Question came up last week here is the link to it. fantasyflightgames.com/edge_foros_discusion.asp

Drglord said:

Thanks for the answer but strangely i have also come up against something also not so clear since i again checked the rules and haven't found anything about it. It says you spend one MV to go to town via a glyph but nowhere it states how you come back or anything like that. As i understand you can't comeback in the same round as i seem to have read that somewhere and do you spend also 1 MV to comeback? And you can comeback at any glyph activated? What about if i use the glyph to comeback from town attack and then again use it to go back to town? Nothing in the rules prevents that as i read them even though i do recall some faq or something.

From the Movement Actions chart on pg16
1 Move from a glyph to town (or vice versa)

From the Glyph section on pg17
A hero may only use a glyph once per turn —he may not use a glyph to go to town and then return, or vice versa .