Things i would like to see in Shadow of Nerekhall

By DHoov, in Descent: Journeys in the Dark

So just to kick off the topic I would love to see new entrance and exit tiles with a slightly different art. This would take some of the wear and tear off of the current single tiles that get used on every map. I also know its not a big deal but my wife is board game ignorant and she loves to play the bad guy. This means one of the hero's must forfeit a turn activation card to her because she likes to read as she take her turn. I think a cool Overlord (OL) turn card would be nice with maybe one side having basic OL turn steps and the other having lieutenant rules.

I should have titled this forum things I would like to see in the next expansion, seeing as how I'm certain Shadow of Nerekhall is finished and out the door. but in either case here it is.

This would take some of the wear and tear off of the current single tiles that get used on every map.

Go to a hardware store and buy a roll of clear shelving paper. It'll cost around $5 and you'll have more than you'll ever need, but it'll do a great job of protecting those oft-used tiles.

The only thing I would have wanted are not in the expansion

- basic 3

- non human heroes (werethings, for exemple)

- druid class or metamorph class

- some quests using other expansions

:(

I agree an expansion that you have to have all expansions to play with would be cool. however I had given this some thought recently and the way they do open groups and shop items/ other heros and such really almost include everything except the map tiles into every game and even at that you can do rumor cards to get those tiles involved.

I don't understand what clear shelving paper would do for my oft used map tiles.

I agree an expansion that you have to have all expansions to play with would be cool. however I had given this some thought recently and the way they do open groups and shop items/ other heros and such really almost include everything except the map tiles into every game and even at that you can do rumor cards to get those tiles involved.

Quite true. If they wanted to make new quests that mixed tiles from various expansions, a quest book sold by itself (something akin to 1E's Quest Compendium) would probably suffice.

Then again, some fans have suggested an "expansion expansion" as a means of getting more monsters that use Burn, for example. Since Burn was introduced in LoW, it will never be used again on new monsters unless FFG makes an expansion that requires both LoW and the core box (at least.)

I don't understand what clear shelving paper would do for my oft used map tiles.

You said that the reason you wanted a different set of entrace/exit tiles was to "save wear and tear" on the current tiles. Covering those tiles in clear shelving paper ("contact paper", as I call it) would protect them from wear and tear.

Perhaps what you really meant was you'd like new tiles with different art and the whole "wear and tear" thing was just a figure of speech. Chrome was taking your statement at face value and assuming your real problem was damage to the tiles. Thus he suggested an alternative that could be implemented immediately, regardless of what FFG may or may not do in future expansions.

Good idea on the contact - I find my doors have been damaged from placing them in the holders. It's a bit late now the damage has been done, I'll know for next time

I'd like to see some quest forcing monsters from the conversion kit. (They could suggest replacement monster figures for those who don't have all miniatures.)

And, more quests forcing small monsters in the setup phase.

I'd like to see some quest forcing monsters from the conversion kit. (They could suggest replacement monster figures for those who don't have all miniatures.)

And, more quests forcing small monsters in the setup phase.

I hope not, that's the whole point of a new edition, if anything they need to start releasing D1E monsters in the pack's setup (I am not overly familiar with the first editions ones) I think they have done a disservice already by not including the D1E monsters in D2E they reworked them and think after some time this will seriously thin out the ideas. A bit like monster manual 2 for D&D was always weak compared to to the first.

Am I not right in saying you can use them as substitutes already? Forcing them would be disappointing personally, D1E should substitute and improve your game not disallow second edition buyers from the core experience. The conversions kit was your add on basically.

Edited by Lilikin

Am I not right in saying you can use them as substitutes already? Forcing them would be disappointing personally, D1E should substitute and improve your game not disallow second edition buyers from the core experience. The conversions kit was your add on basically.

You are correct, and I agree.

There's no reason to "force" the use of Conversion Kit monsters in future quests. The Overlord does not need the permission of the hero players in order to choose CK monsters as his open groups, and there are plenty of opportunities to do so as-is.

The only reason the OL wouldn't be able to pick CK monsters is if the group he plays with has decided to "ban" the CK entirely (heroes and monsters.) If that's the case, a new expansion that requires the CK and uses CK monsters as fixed groups would likely just end up on the same "banned list" anyway.

Edited by Steve-O

I would like to see a new reinforcement system (new rules) with for example 1 reinforcement point for each hero in play, and monster would cost different number of point, depending on their bases size

I do not understand your reinforcement system. is that what the back of the monster card does essentially?

Since Burn was introduced in LoW, it will never be used again on new monsters unless FFG makes an expansion that requires both LoW and the core box (at least.)

They could also treat Burn the same way they treat green dice. They could just include it again in another expansion, and if you have both, you have some extra.

I do not understand your reinforcement system. is that what the back of the monster card does essentially?

That just determines the maximum limit of monsters you can have on the board. Most quests' reinforcement rules say "Place 1 monster" and you can choose whether it is a large or small monster. He's requesting something like "Place 1 large monster or 2 small monsters" or something even more complicated like a point-buy system where the reinforcement rule would say "Place 4 points worth of monsters, where a small monster is 1 point, a medium monster is 2 points, a huge monster is 3 points, and a massive monster is 4 points" (small–massive scale defined in lieutenant packs). As is, it's almost always more advantageous to reinforce large monsters first if you can; there isn't really much choice there.

Griton answered for me

a whole new search deck would be cool, too

Edited by rugal

speaking of search decks does anyone use both secret room cards and the you find nothing card? we do and the first SR card must be played while the second can be played or you can roll 1 red die and get 25 gold x hearts shown + recover fatigue = lightning bolts. do you think this is good or bad? also what do you do?

I like the idea of expansions sold as a campaign book to use what we got already. I also like the idea of adding to that more conditions, OL deck? Sure why not. More monsters with burn, curse oh yes!

Or why not just sell a exspansion with a few campaign books with monster? That would be cool.

Would love to see more integration for the mini expansions but understand the reasons for this being unlikely. That said i dont see why the effects like burning cant be bumped up to core rules in an faq and issued with another 'full' expansion.

I would love to use curse with more monsters then witchers and Zak and the large spiders. It's such a great condition I would love to let my monsters have. Weaken is also another I would love to use more often. There are even fewer monsters for that. It's a sad state of affairs.

I am anticipating on how they will work travel in the city. Great wild paths will not be used, so it will be interesting.

I would love to use curse with more monsters then witchers and Zak and the large spiders. It's such a great condition I would love to let my monsters have. Weaken is also another I would love to use more often. There are even fewer monsters for that. It's a sad state of affairs.

I am anticipating on how they will work travel in the city. Great wild paths will not be used, so it will be interesting.

We know already that there is a mechanic where is the Overlord picks a betrayer (can't remember the exact wording.)

I think they did miss a bit of a trick by not including at least a mob of drunk locals the group get into a fist fight with which if they lose lands them in Jail which starts the game proper (one of Tristayne's old companions (before he was killed(before he came back from the dead(Confusing I know(Maybe he didn't actually die his brother just save him))))) is broken out of prison right in front of them by the man himself, and if they win (the bar fight remember keep up) they get out just in time to see something more interesting, a way of acting on the enemy rather than just reacting to the jail break

You get the idea

Lilikin

I think missing out on basic 3 was quite sad, there area already a lot of overlord classes to choose from in my opinion. Far many more than i have the time to play complete campaign cycles to experience them all properly.

The basic 2 deck feels to me that its best played in a 4 player game, i am playing a 3 player game at the moment with no mage, so 3 of the cards extra abilities go totally unused. I choose to stick with the basic 1 deck for this reason.

:(

I think they did miss a bit of a trick by not including at least a mob of drunk locals the group get into a fist fight with which if they lose lands them in Jail

Who says they missed it? We have villager tokens to represent the general "civilized" population of the world. A quest where villager tokens represent hostile "drunken locals" who fight the heroes and so forth would be an interesting twist, considering villagers are usually friendly to the heroes.

If the amount of plastic in any given expansion is limited, I'd rather they use it making figures of things that can't be so easily represented by existing components.

I think they did miss a bit of a trick by not including at least a mob of drunk locals the group get into a fist fight with which if they lose lands them in Jail

Who says they missed it? We have villager tokens to represent the general "civilized" population of the world. A quest where villager tokens represent hostile "drunken locals" who fight the heroes and so forth would be an interesting twist, considering villagers are usually friendly to the heroes.If the amount of plastic in any given expansion is limited, I'd rather they use it making figures of things that can't be so easily represented by existing components.
Edited by Silverhelm

Yeah I found that distracting when I played it a few times.

What I wish they include in "Shadow of Nerekhall" and all future expansions is the Lieutenant figure!!!

The only thing I dislike about "Descent 2nd ed" is the Lieutenant Tokens. Give me a proper figure in the set.

The Lieutenant packs are cool, but way over priced. $10 for 1 mini...

Besides that I'm excited for City Tiles and more of this awesome game!