Rookie needing some help with orders & equipment

By papafuzzylugs, in Descent: Journeys in the Dark

Hi everyone, sorry to be a pain, but appreciated the help last time

Played 2 games of JitD. Love it and slowly getting to grips with it. I have a few questions if you can help:

1. Orders - After looking at the gamegeek website and hero player aid am I right in saying that if you decide to ready, you can attack or move then place order. If you used dodge or guard can you still use fatigue to move(if you dodged) or re-roll(if you used guard)? Also as a rookie player (trying to learn techniques), when would you use dodge, guard, aim to get the best effect?

2. Equipment - When we played the other day, my friends had the following: (landrec) immolation, leather armour, 1 potion & (Mordrog) sword, crossbow & armour to start. They collected 2 potions along the way. He then opened 2 chests(bronze & silver) where they gained another a magic staff, plate armour & 2 other single handed weapons. I'm a bit confused how much they could keep & whether they had to drop anything?

3. When some monsters attack, they have 2 actions (sorry as not got ref cards infront of me) ie pierce and breath. Do you decide which one or are they both used?

4. When glyphs are activated do all heroes get 3 conquest tokens?

I think that was it for now. Thanks for your continued help

Papafuzzylugs

papafuzzylugs said:

1. Orders - After looking at the gamegeek website and hero player aid am I right in saying that if you decide to ready, you can attack or move then place order. If you used dodge or guard can you still use fatigue to move(if you dodged) or re-roll(if you used guard)? Also as a rookie player (trying to learn techniques), when would you use dodge, guard, aim to get the best effect?

If you attack and place any order, you can still spend fatigue to gain movement points. It should be noted, however, in case this is part of the confusion, that spending fatigue for movement is only during YOUR turn. If you interrupt the Overlord's turn with a Guard action, you don't get to spend fatigue to gain movement points, nor spend any movement points you had at the end of your turn.

2. Equipment - When we played the other day, my friends had the following: (landrec) immolation, leather armour, 1 potion & (Mordrog) sword, crossbow & armour to start. They collected 2 potions along the way. He then opened 2 chests(bronze & silver) where they gained another a magic staff, plate armour & 2 other single handed weapons. I'm a bit confused how much they could keep & whether they had to drop anything?

What you wear doesn't count against your carrying capacity. You can fill two hands, wear one piece of armor, and equip two "Other"-type items. You can also "equip" 3 potions. Then your pack can hold 4 (I believe) of anything else you carry except money, which never counts against you. The options they picked up along the way would have gone into their equipment slots, so that only leaves 2 items each in their backpacks.

3. When some monsters attack, they have 2 actions (sorry as not got ref cards infront of me) ie pierce and breath. Do you decide which one or are they both used?

Both are used in conjunction with each other. Breath is ruled to be optional for monster attacks per the FAQ, so a dragon or hellhound doesn't HAVE to immolate his friends. (personally, I play this that Breath is only optional from melee range, but that's my own house rule gran_risa.gif )

4. When glyphs are activated do all heroes get 3 conquest tokens?

3 total conquest tokens for the party.

Additional notes:

1. Spending fatigue to re-roll dice is never an option. You can spend fatigue to add black dice to an attack roll. You can also spend fatigue to gain movement points during your turn. Both of these are options no matter what action you take.

Guard is useful when you would rather make an attack during the overlord's turn than during your own turn. Dodge is good when you think you're going to get attacked a lot, especially if the attacks are going to have a hard time getting enough range, getting through your armor, or rolling enough surges (because this makes it more likely that a re-roll will change a success into a failure). Rest should be used pretty much any time you're not in a fight if you need to recover fatigue. Aim should be used...well, basically never. Making two attacks with a battle action is almost always preferable to making a single aimed attack.

2. The limit on the number of items in your backpack is 3, not 4. Also, buying two kinds of weapons for a single hero is usually a bad idea, since you can only attack with one at a time.

3. Those are actually called "abilities," not "actions." And yes, you can use them all whenever they're relevant.

4. The heroes have a single collective pool of conquest tokens that is shared between them. Under no circumstances do heroes track conquest individually.

My .02 cents addition, and just for the monster abilities part.

The only thing like that listed under the monsters stats that is really optional is Breathe. Things like Pierce X, Burn, Fear X, Range +2, etc etc just are always part of the attack typically or things that the monster always has in effect.

Oh no...I so messed up on the conquest tokens. I thought they got 5 each to start, 3 each for the glyphs...ha ha, what an idiot! Just re-read the rules and can't believe i misread it. Wow, that's changed the game, how on earth do the heroes win? Looks like I've got a long way to go

papafuzzylugs said:

Oh no...I so messed up on the conquest tokens. I thought they got 5 each to start, 3 each for the glyphs...ha ha, what an idiot! Just re-read the rules and can't believe i misread it. Wow, that's changed the game, how on earth do the heroes win? Looks like I've got a long way to go

I wouldn't feel bad. Most people don't appreciat how steep of a learning curve Descent really has. If you are playing Vanilla Descent with all the expansions that's:

4 Rulebooks to memorize

1 FAQ to memorize

and then there are the half a billion things not covered in either of those places that pop up and you have to deal with.

But if your heroes are to lazy to read the rules, you can interpret them as you see fit angel.gif demonio.gif

Big Remy - You've always got the answers. Thanks for the guidance. I've got WoD and AoD & am excited to see what's in them but feel as though I should play JitD a few more times. I know you said previously you can use the expansions together, so does that mean that I can play JitD with other heroes, such as Kirga or should you really start with the first 20?

papafuzzylugs said:

Big Remy - You've always got the answers. Thanks for the guidance. I've got WoD and AoD & am excited to see what's in them but feel as though I should play JitD a few more times. I know you said previously you can use the expansions together, so does that mean that I can play JitD with other heroes, such as Kirga or should you really start with the first 20?

You can completely add it in.

I've actually run the first Quest from JitD before with WoD and AoD together and added in the Treachery. Both the WoD and AoD rulebooks have a chart with Treachery values for the JitD Quests.

As for having all the answers, not by a mile. I've had quite a few slip ups lately happy.gif

I'm in the UK and struggling to find any players or clubs close to home...Anyone got any great sites to visit? Been to Boardgame geek but no luck so far

That depends on whereabouts in the UK you are. I'm down in the south-west and know players in the Somerset and Devon area.

The South East - Essex