A Question about Balance

By Steve-O, in Runebound

Hey there, I'm considering buying Runebound after having so much fun with Descent. I know Descent has had more than its fair share of balance issues raised over the years since it was first published. I'm wondering, does Runebound have any similar balance issues? I'm mainly talking in broad strokes here, like, does it have many issues or only a few (or - dare I ask - almost none?) Specific examples would be welcomed but that's not really what I'm looking for just now.

Steve-O said:

Hey there, I'm considering buying Runebound after having so much fun with Descent. I know Descent has had more than its fair share of balance issues raised over the years since it was first published. I'm wondering, does Runebound have any similar balance issues? I'm mainly talking in broad strokes here, like, does it have many issues or only a few (or - dare I ask - almost none?) Specific examples would be welcomed but that's not really what I'm looking for just now.

Hello,

Runebound shows a very simple and elegant game system, with little or no bugs. Base game and most of the expansion decks are very well balanced and provide an excellent challenge. Thet're neither harsh nor lame, maybe you will feel the base game a bit redundant after 10 games, but adding one or more expansion decks to the base ones will definitely keep Runebound fresh.

Balance issues come with 4 or more players. Runebound plays better with 2,3 players, 4 is still fine, 5-6 can be annoying. Turns are very long and you won't like a game where you have a Turn every 15 minutes, do you? It's difficult to find 5-6 players with the same enthusiasm and experience to provide a competitive game, and Runebound has some problems with adventure counter replenishment if players don't know how to handle themselves.

Big box expansions are a different world. Difficulty lessens in comparison to base game and the most recent expansions (Sands of Al-Kalim, Frozen Wastes) are richer and better balanced that the first ones (Island of Dread, Midnight). Midnight is very peculiar and has a completely different rule system, which requires a player to take the role of the evil mastermind, like the Overlord in Descent. This one plays better with many players and can be incredibly harsh if Heroes are in short numbers.

Thanks Warlock, that's exactly what I was looking for. =)

I doubt any response would have dissuaded me from getting into Runebound, but I was curious to know what I should expect. Glad to hear that its a pretty simple and solid rules set. If longer player turns are the only problem with 5-6 players, I don't imagine that would be much of a turn off for me. The circles I normally run with are accustomed to long games with lots of options. I admit 15 minutes per player turn sounds a bit lengthy, but I suspect we can manage.

Steve-O said:

I admit 15 minutes per player turn sounds a bit lengthy, but I suspect we can manage.

Oh no, you have to wait 15 minutes between your Turn and your next one. If players have to carefully read the cards and are not familiar with movement and Items purchase, a Turn can stretch a good 5-6 minutes, but when you get experienced 3 minutes are enough IMO. This means with 6 players that you wait 15 minutes watching the others play, in the first games maybe more.

Considering thet player interaction with the base game is limited, there's no real purpose for playing Runebound with large crowds of players. Of course the atmosphere gets better with many friends, but it doesn't improve the game; it just makes it longer. My recommendation is 3-4 players.