A couple things that confuse me

By Almeric, in Descent: Journeys in the Dark

1) Why do heroes get Conquest tokens at the end of scenarios? Maybe this matters in RtL, but I currently have the first two expansions and I still don't see a point to it.

2) Does anyone spend Treachery on additional copies of Power cards that are already in their decks? I thought you could only have one of each power active at once, and while I guess I could see an argument that multiple copies means you can get your favorite power out faster, it seems like a waste of Treachery to me. Looking for other takes on the subject.

Almeric said:

1) Why do heroes get Conquest tokens at the end of scenarios? Maybe this matters in RtL, but I currently have the first two expansions and I still don't see a point to it.

There's no real reason for it although some people play a variant which allows the players to go into negative conquest points so in that case those last few points could be vital!

2) Does anyone spend Treachery on additional copies of Power cards that are already in their decks? I thought you could only have one of each power active at once, and while I guess I could see an argument that multiple copies means you can get your favorite power out faster, it seems like a waste of Treachery to me. Looking for other takes on the subject.

Why not? I often take the second "Danger" card for instance as 10 free threat is pretty hard to ignore. I guess it all depends on the map and to be honest with the addition of the Feat cards from ToI the Overlord should feel free to use everything at his disposal (which is why I will consider adding things I previously thought a touch too nasty to my OL decks such as Greed, Gluttony and some of the Corrupt glyphs).

Almeric said:

1) Why do heroes get Conquest tokens at the end of scenarios? Maybe this matters in RtL, but I currently have the first two expansions and I still don't see a point to it.

2) Does anyone spend Treachery on additional copies of Power cards that are already in their decks? I thought you could only have one of each power active at once, and while I guess I could see an argument that multiple copies means you can get your favorite power out faster, it seems like a waste of Treachery to me. Looking for other takes on the subject.

1) Agreed, there doesn't seem to be any point. My guess is that there ought to be a 'reward' for winning, so FFG simply used the existing 'reward' mechanism despite the pointlessness of it. It does make a difference if you play houserules though - for example, if you play that the heroes are allowed to 'go negative' then those bonus points at the end could be the difference between a narrow win and a narrow loss.

2) There isn't any such restriction. The restrictions on Power cards are a) play (not use, play) only 1 per turn and b) (in RtL) total number in play is limited according to campaign level.

Spider queen is really, really nasty with two Trapmaster powers in play (yes, Powers do combine cumulatively). Traps become almost free and do +5 damage ignoring armour. Phew!

Apart from that, I generally prefer other things to spend Treachery on, but thats a personal preference, not a rule limit.

I thought they FAQ'd the powers in normal Descent to only allow 3 active powers at a time.

Or am I way off here?

Regardless having two Trap Masters or two DOOM!s in play is pretty cool.

MasterBeastman said:

I thought they FAQ'd the powers in normal Descent to only allow 3 active powers at a time.

Or am I way off here?

Regardless having two Trap Masters or two DOOM!s in play is pretty cool.

I have a similar vague recollection but a search using the word 'Power' finds no such restriction in the current FAQ or any of the Rules pdfs.

Almeric said:

1) Why do heroes get Conquest tokens at the end of scenarios? Maybe this matters in RtL, but I currently have the first two expansions and I still don't see a point to it.

It's for those folks who like to record scores. Bert: "My heroes finished dungeon 5 with 4 Conquest Points".

Ernie: "Is that all? We finished it with 9!"

Note: I'm explaining it, not necessarily defending it.

TK

I'm glad to see I didn't miss something obvious, I wondered about those final conquest tokens as well.

There are actually two reasons for conquest tokens to be rewarded at the end, though they only apply to a few quests:

1st. Sometimes there are two (or more) named monsters (for example in the second quest from the original game). In this case, killing one gives you conquest toquens which can be used. It would feel very strange that killing the last didn't reward the heroes with some more. So as a general rule every named monster must give them some conquest tokens to keep it logical. It also represents the conkest value of the monster (as it ranges the same as the hero's conquest value).

2nd. In some very spefic quest (see Alter of Despair), you must finish the quest with a certain number of conquest tokens to win. This is what happens in the quest where you lose tokens as inocent people dies. In this case, the tokens you get for the last monster (and you don't know how many they are the first time you play) can be the difference between wining or losing. These quests are for experts.