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Let's talk about boardgames, especially RUNEBOUND and DESCENT
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<blockquote data-quote="JustKim" data-source="post: 3734405" data-attributes="member: 5478"><p>I have Runebound, Descent, Doom, and many other FFG games. I'm a FFG fan. Between Runebound and Descent, I greatly prefer Descent for a number of reasons. Descent is going to have a third expansion soon, and though I don't know much about it, ostensibly it takes the game out of the dungeon and into a campaign scenario like D&D.</p><p></p><p>I like Descent because it's all about the action. It's an evolution of MB's Hero Quest, which I enjoyed a lot as a teenager. While Hero Quest was always pretty static, the experience of Descent can vary greatly depending on who plays the Overlord and what cards they draw. The visual aids are great and the monsters are fun to paint (the heroes' details are a little too shallow). It's true that sometimes the balance shifts in one direction or the other- early on, the players can take too long to get going and enable the Overlord to play a killer card, or late in the game the players might have it easy if the Overlord draws too many poor cards. I expect the next expansion will deal with this problem, although you can do it yourself by splitting the Overlord decks into two or three parts if you feel it's a problem.</p><p>One problem I've had with Descent is that the board pieces often don't fit together as they should, and trying to force a flat playing surface is like pulling random puzzle pieces out of a box and demanding that they fit together. Rough treatment may result in mangling your $80 board.</p><p></p><p>Runebound is all about the story. There are very simple mechanics for customizing your character and handling tasks beyond combat that aren't present in Descent (yet). There are some very neat expansions, including one for FFG's Midnight setting, but it is a game of maneuvering much akin to Risk, except that you rarely interact with the other players. The interesting stuff happens in your head and your turn will probably be boring to all the other players. Thankfully, then, you can play the game all by yourself.</p><p>One problem I've had with Runebound is that some of the expansion decks adjust the difficulty, beyond simply telling a different story. While trying something different you may find that the added cards make things impossible or too easy. Adding expansion decks takes a keen eye.</p></blockquote><p></p>
[QUOTE="JustKim, post: 3734405, member: 5478"] I have Runebound, Descent, Doom, and many other FFG games. I'm a FFG fan. Between Runebound and Descent, I greatly prefer Descent for a number of reasons. Descent is going to have a third expansion soon, and though I don't know much about it, ostensibly it takes the game out of the dungeon and into a campaign scenario like D&D. I like Descent because it's all about the action. It's an evolution of MB's Hero Quest, which I enjoyed a lot as a teenager. While Hero Quest was always pretty static, the experience of Descent can vary greatly depending on who plays the Overlord and what cards they draw. The visual aids are great and the monsters are fun to paint (the heroes' details are a little too shallow). It's true that sometimes the balance shifts in one direction or the other- early on, the players can take too long to get going and enable the Overlord to play a killer card, or late in the game the players might have it easy if the Overlord draws too many poor cards. I expect the next expansion will deal with this problem, although you can do it yourself by splitting the Overlord decks into two or three parts if you feel it's a problem. One problem I've had with Descent is that the board pieces often don't fit together as they should, and trying to force a flat playing surface is like pulling random puzzle pieces out of a box and demanding that they fit together. Rough treatment may result in mangling your $80 board. Runebound is all about the story. There are very simple mechanics for customizing your character and handling tasks beyond combat that aren't present in Descent (yet). There are some very neat expansions, including one for FFG's Midnight setting, but it is a game of maneuvering much akin to Risk, except that you rarely interact with the other players. The interesting stuff happens in your head and your turn will probably be boring to all the other players. Thankfully, then, you can play the game all by yourself. One problem I've had with Runebound is that some of the expansion decks adjust the difficulty, beyond simply telling a different story. While trying something different you may find that the added cards make things impossible or too easy. Adding expansion decks takes a keen eye. [/QUOTE]
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Community
General Tabletop Discussion
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Let's talk about boardgames, especially RUNEBOUND and DESCENT
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