
2012 · 奇幻
深入絕地:暗黑世界之旅第二版 (繁體版)
一名玩家扮演阴险的领主,最多四名其他玩家则扮演英雄,在洞穴、废墟、地牢和诅咒森林中展开冒险。玩家在模块化的双面地图板块上移动模型,使用基于骰子的战斗系统与怪物交战,并通过骰池和可以触发额外效果的爆发符号来结算攻击。 游戏开箱即可进行战役:英雄获得经验、学习新技能,并在较短的任务之间自定义装备配置,而这些任务也提供了自然的暂停点。领主通过简化的控制系统管理敌人的出现和特殊能力,同时规则还简化了视线、设置和记录流程,让游戏进行得更快。
- 人数
- 1–5 最佳 5 人
- 游戏时长
- 120 分钟
- 年龄
- 14+
- 复杂性
- 3.2 / 5
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在 Ludoya 的牌桌上
在 Ludoya 中查看完整统计- 504
- 已记录对局
- 209
- 玩家
- 2h 10m
- 平均时长
- 145
- 收藏数
- 11
- 愿望清单数
6.4/10
基于 82 条 Ludoya 评测
Vic Granell8.5 Played a ton but didn't finish the original campaign years ago. Restarted it recently! Ome of the best Dungeon crawlerd out there
Nevest6.4 I think my general problem with games like this is that they’re taking the least interesting part of a role-playing game (the combat system) and turning that into the entire game. Even just looking at combat, in a full role-playing game, the interesting thing is when players think outside of the box and do something unforseen to take advantage of the environment or use an ability in a novel way. You lose all of that in these stripped-down dungeon crawlers with some pasted on story at the beginning and end of each mission. Mechanically, this game is ok. Each character we’ve played so far does feel different and you will do much better if you use each character’s strengths and play off of each others’ abilities. Some of the rules are very fiddly though and could be streamlined. There are some balance problems with some missions and some monsters being much easier/harder than others. It would be nice if there was some mechanism to balance a mission in-progress to make it closer throughout. Instead, most of the mechanisms serve to make the winners stronger. This game shares a common problem with many co-op games. It can easily devolve into one of the hero players quarterbacking all of the hero turns. Over time, as the heroes level up, it can get harder to hold all of the info for every hero in one person’s head, but it’s certainly do-able.
Evan3.5 It's a pseudo-RPG/Adventure game, where players compete against the GM player to try to complete a scenario goal first. This game has a lot of cool looking minis, and I enjoy the way players increase in skills and powers as they invest experience points into their various skill trees. Frequently base game quests are hard to understand the rules to, leading to game play effecting mistakes being made. This improves with expansion quest book, in particular the Descent: Journeys in the Dark (Second Edition) – Labyrinth of Ruin quests seemed very well thought out. Frustrating that there are minis included for characters, for monster groups, but not for bosses. Boss monster minis are sold separately. I wish hero players could invest points into multiple professions. There's so much content in this game, it feels a little overwhelming that you can play the same class and have a near infinite character/skilltree combinations to pick from. For a player like me who enjoys exploring game systems, locking a character into one tree of skills for however many sessions it takes to beat a campaign feels overly restrictive. I wore on this game as I wore myself out of 1 vs many games, and dungeon crawl games generally. When I do crawl, I've been more interested in playing fully co-op games with less dice luck. Part of the disconnect for Descent 2 in particular is that most games are more of a race to the end and less of a crawl. Often monsters just serve to delay and distract the heroes rather than being something to overcome. The balance of the game is also such that it's not uncommon for players to take down monsters before they get a single activation, which leads to situations that look like they should feel epic being very dull. ★ 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
规则问题
由 Ludoya 的规则助手根据规则书回答。
如果我在追踪到一个有棋子占据的格子的视线,这个棋子会阻挡通往该格子的视线吗?
是的——如果视线经过任何被阻挡的格子(包含模型或障碍物的格子),包括目标格本身,那么该格子就不在视线内。(第3页)
地图板块的黑色边缘(墙)隔开的两个区域算相邻或在视线范围内吗?
不——被地块边缘(黑色边框)隔开的格子不相邻,而且墙壁会阻挡移动和视线。(第3页)
如果我的角色被眩晕了,我会失去整个回合吗?
不——“眩晕”状态会迫使该角色用第一个行动弃掉状态卡;弃掉后,它仍然可以执行第二个行动;如果是在已经使用第一个行动后才陷入眩晕状态,那么第二个行动必须用来弃掉该状态卡。(第3页)
英雄在自己的回合中被击倒时会发生什么——他的回合会结束吗?起身后还能行动吗?
如果一名英雄在自己的回合中被击败,该回合会立即结束;同样地,如果一名英雄执行起身行动,他的回合也会立即结束,因此该回合中他不能再进行其他行动(也不能花费疲劳值来移动)。(第3页)
我可以中断一次移动行动来执行另一次移动吗?还有,一张要求我“结束你的移动行动”的卡牌会怎么处理?
是的——你可以中断一次移动行动来开始另一次移动行动,而这两次都只是移动行动(无需分别记录);如果某张卡牌要求你结束移动行动,则所有移动行动都会结束,你也会失去尚未使用的移动点;如果你想在移动过程中承受疲劳来获得额外移动,则必须明确声明具体何时这么做。(第3页)
如果我的死灵法师被击败,他的“复生”会被移除吗?英雄被击倒时,可以激活魔宠吗?
不——使魔(包括“复生者”)不会在其英雄被击败时被移除,只有在其所受伤害等于其生命值时才会被击败;英雄被击倒时,使魔仍可被激活,但只能在英雄起身前激活,而且每个使魔每轮只能激活一次。(第3–4页)
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用 Ludoya 玩 深入絕地:暗黑世界之旅第二版 (繁體版)
游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。























