
2005 · 奇幻
Descent: Journeys in the Dark
一名对抗多名玩家的地城探险游戏:最多四名角色组成的小队探索地下场景,而一名玩家则控制地城中的怪物、陷阱和事件。 玩家选择拥有独特技能与能力的英雄,在模块化地图板块上移动,与怪物战斗,并追求宝藏、救援或区域控制等场景目标。Overlord 玩家调配敌人、放置危险,并根据英雄们的行动做出反应,阻挠他们的计划。 英雄们通过合作完成场景目标来获胜;Overlord 则通过击败英雄,或因角色死亡迫使队伍失去足够的征服点数来获胜。
- 人数
- 2–5 最佳 5 人
- 游戏时长
- 120–240 分钟
- 年龄
- 13+
- 复杂性
- 3.3 / 5
关于这款游戏
Descent: The Well of Darkness2006
Descent: The Road to Legend2008
Descent: The Altar of Despair2007
Descent: The Tomb of Ice2008
Descent: The Sea of Blood2009
Descent: Journeys in the Dark – Quest Compendium – Volume One2009
Descent / Runebound / Runewars Figure: Nara The Fang2009
Descent / Runebound / Runewars Figure: Jonas the Kind2009
Descent / Runebound / Runewars Figure: Tobin Farslayer2009
Descent / Runebound / Runewars Figure: Truthseer Kel2009
Realms of Terrinoth: Descent / Runewars Scenarios2010
Descent: Journeys in the Dark – Bonus Quest: Cult of the 1002007
Descent: Journeys in the Dark – Bonus Quest: The Chase2007
Descent: Journeys in the Dark – Bonus Quest: The Aerie of Death2007来自 Ludoya 牌桌的照片
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在 Ludoya 的牌桌上
在 Ludoya 中查看完整统计- 55
- 已记录对局
- 34
- 玩家
- 1h 56m
- 平均时长
- 40
- 收藏数
- 1
- 愿望清单数
6.4/10
基于 21 条 Ludoya 评测
Evan4.6 One player takes on the role of the overlord controlling the monsters, and a team of up to four players take on the role of the heroes. The game can be quite long, but compelling in a number of ways that I don't often see in other games of this genre. There is some character customization, but the process happens very quickly as opposed to the tech tree slog of Descent 2. Additionally, as the players progress, the map gets revealed gradually, and most maps have a secret puzzle of sorts that the players need to work out in order to win. Additionally, since each level is a one-off, over the course of a single map, players go from having a feeling of being low level scrubs into being high level masters across a single session as they collect better and better gear. That being said, the game can at times be frustrating. It could work out that several hours into a session, the players lose the game to a puzzle they didn't have the answer to. It could also be that players happen to get multiple cards together that each removes the overlord's action tokens making the next few turns a hero-steamroller rather than a proper back and forth experience. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ☆ Low or mitigatable luck elements ★★☆☆☆ Raw enjoyment
FinnTroll8.0 somehow i like this game despite the loads of dice
规则问题
由 Ludoya 的规则助手根据规则书回答。
英雄回合的准确顺序是什么——我先刷新,再装备,然后行动吗?
英雄回合分三步:刷新、装备,然后执行一个行动(移动、攻击、互动);请参照规则书第 8 页的英雄回合图和行动选项。
攻击时视线怎么计算——我可以穿过拐角或对角线射击吗?
攻击需要从攻击者到目标之间有一条未被阻挡的视线,且这条视线要穿过地图(墙和障碍物会阻挡视线);请按照规则书第9–10页中的攻击流程,遵循“声明”和“视线(LOS)”步骤。
怪物会在什么时候、从哪里由生成卡或陷阱卡生成?
召唤和陷阱卡会在霸主回合触发,并指示你把怪物放置在地图或卡牌上显示的有效召唤点,按照规则书第12页中的详细召唤放置规则和示例进行。
门和探索是怎么运作的——英雄可以穿过关闭的门或符文锁门吗?
英雄不能在不打开的情况下穿过关闭的门(打开门是一个动作);符文锁门需要特定钥匙或任务中描述的动作,完整的门/探索规则见规则书第13–14页。
什么是能量爆发(power surges)?我什么时候可以花费疲劳值来重掷骰子?
能量爆发是力量骰上的特殊面,而疲劳可以花费来重掷骰子,或激活某些效果,如力量骰和疲劳规则中所述;有关骰面、爆发以及花费疲劳重掷,请参见规则书第10页和第17页。
“守卫(Guard)”指令是做什么的?守卫打断(Guard interrupts)和其他行动或休整(Rest)是怎么互动的?
Guard 是一种中断指令,允许英雄在正常行动之外,对邻近盟友受到攻击作出反应;而 Rest 则是一个独立的指令,拥有自己的时机和效果;请参见规则书第 14–15 页中关于 Guard 中断和 Rest 指令的规则。
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游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。





















