desecent – automated overlord v0€¦ · desecent – automated overlord v0.5 this document...

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Desecent – Automated Overlord v0.5 This document describes how it is possible to play Descent as a solitaire or cooperative version. The players will compete against an almost fully automated Overlord. If not mentioned specifically, all the original rules apply. These rules are for the base version of the game only but I think it should work with expansions as well. Unfortunately I do not owe any of them. Preparation All of the Overlord cards stay in the box, they have no use here. The Overlord starts with zero threat tokens. A normal d6 die is needed. Hero phase No changes. Overlord phase Deal out threat tokens as in the normal play. As soon as the OL has 20 or more threat tokens, exactly 20 tokens are going back to the bank and the d6 is needed to be rolled to see which handicap event comes into play Look up the table on the backside. Each round there is the possibility that the Overlord takes an action. It is determined as follows. You roll n * black dice n being 1, adding +1 each further round. Hint: You can use the d6 to mark how many black dice are needed to be rolled. If there is one or more blank on your black dice result, then the Overlord takes an action. Additionally in the next round you again start with n = 1. To determine which action the Overlord takes just roll the d6 and have a look at the table on the backside. Monster movement The golden rule is to move all monsters as if you were the Overlord itself (that’s the way I play it). If you don’t like this golden rule you can use the following main rules for monster movement: All monsters move if possible. First ranged, then melee monsters Ranged monsters stop at 4 squares but only need 3 range (range bonus counts additionally), after the attack they retreat. Melee fighters move adjacent to the hero, attack and then retreat. Monsters with highest movement points move first, masters before minions. Consider your target checking accessibility and priority (low HP, weak armor, lots of money…). During monster attacks the Overlord gains one threat token for every 2 surge symbols rolled. Monster spawning, traps Monsters are spawned after the usual rules. If there are no monsters at all on the board or if there is no possibility to spawn at least 1 monster, then play a trap instead. Traps are always played on the hero with the fewest remaining hit points, ties are determined randomly.

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Page 1: Desecent – Automated Overlord v0€¦ · Desecent – Automated Overlord v0.5 This document describes how it is possible to play Descent as a solitaire or cooperative version. The

Desecent – Automated Overlord v0.5

This document describes how it is possible to play Descent as a solitaire or cooperative version. The

players will compete against an almost fully automated Overlord. If not mentioned specifically, all the

original rules apply. These rules are for the base version of the game only but I think it should work

with expansions as well. Unfortunately I do not owe any of them.

Preparation

All of the Overlord cards stay in the box, they have no use here.

The Overlord starts with zero threat tokens.

A normal d6 die is needed.

Hero phase

No changes.

Overlord phase

Deal out threat tokens as in the normal play. As soon as the OL has 20 or more threat tokens, exactly

20 tokens are going back to the bank and the d6 is needed to be rolled to see which handicap event

comes into play � Look up the table on the backside.

Each round there is the possibility that the Overlord takes an action. It is determined as follows. You

roll n * black dice � n being 1, adding +1 each further round. Hint: You can use the d6 to mark how

many black dice are needed to be rolled. If there is one or more blank on your black dice result, then

the Overlord takes an action. Additionally in the next round you again start with n = 1. To determine

which action the Overlord takes just roll the d6 and have a look at the table on the backside.

Monster movement

The golden rule is to move all monsters as if you were the Overlord itself (that’s the way I play it).

If you don’t like this golden rule you can use the following main rules for monster movement:

All monsters move if possible. First ranged, then melee monsters � Ranged monsters stop at 4

squares but only need 3 range (range bonus counts additionally), after the attack they retreat. Melee

fighters move adjacent to the hero, attack and then retreat. Monsters with highest movement points

move first, masters before minions. Consider your target checking accessibility and priority (low HP,

weak armor, lots of money…). During monster attacks the Overlord gains one threat token for every

2 surge symbols rolled.

Monster spawning, traps

Monsters are spawned after the usual rules. If there are no monsters at all on the board or if there is

no possibility to spawn at least 1 monster, then play a trap instead. Traps are always played on the

hero with the fewest remaining hit points, ties are determined randomly.

Page 2: Desecent – Automated Overlord v0€¦ · Desecent – Automated Overlord v0.5 This document describes how it is possible to play Descent as a solitaire or cooperative version. The

Table for handicap events Use for tracking during gameplay

Die result Handicap event Description Game I Game II Game III Game IV

1 Brilliant Commander New area � The strongest monster is automatically upgraded to Master

2 Dark armor Each monster gets +1 armor

3 Doom From now on each monster uses 1 additional black die

4 Time pressure The OL gets +1 Threat token each turn

5 Monster LV Up All monsters get +1 Life

6 Rage Each hero is worth 1 more conquest token

All events are cumulative! At the end monster may have +2 Life and +1 black die for example.

Table for Overlord actions

Die result Treasure level Overlord event 2 Heroes 3 Heroes 4 Heroes

1,2 No treasure Spawn group of Bane spiders 1+1 Master 2+1 Master 3+1 Master

1,2 Copper Spawn group of Beastmen 1+1 Master 2+1 Master 3+1 Master

1,2 Silver Spawn group of Hellhounds 1+1 Master 2+1 Master 3+1 Master

1,2 Gold Spawn group of Razorwings 1+1 Master 2+1 Master 3+1 Master

3,4 No treasure Spawn group of Skeletons 1+1 Master 2+1 Master 3+1Master

3,4 Copper Spawn group of Hellhounds 2 3 4

3,4 Silver Spawn group of Razorwings 2 3 4

3,4 Gold Spawn group of Warlocks 1+1 Master 2+1 Master 3+1 Master

Die result Treasure level Overlord event Description (x = number of heroes)

5 No treasure Pitfall Lose x * 1 health if no blank is rolled with 1 power die

5 Copper Explosion Lose x * 2 health. Reduce the loss by 1 for each surge you roll with 3 power dice

5 Silver Rune explosion Lose x * 3 health. Reduce the loss by 2 for each surge you roll with 3 power dice

5 Gold Dark embrace Roll x power dice. For each surge chose a hero that has to attack themself

6 No treasure Knock-out gas Roll x power dice. For each surge chose a hero that gets a stun token

6 Copper Poison needles Lose x * 1 health and take x * 1 poison tokens. Reduce each by 1 for each surge

you roll with 3 power dice

6 Silver Immolate trap Lose x * 2 health and take x * 1burning tokens. Reduce each by 1 for each surge

you roll with 3 power dice

6 Gold Unwanted Lose x conquest tokens. Reduced by 1 for each surge you roll with 2 power dice

Page 3: Desecent – Automated Overlord v0€¦ · Desecent – Automated Overlord v0.5 This document describes how it is possible to play Descent as a solitaire or cooperative version. The

Randomized dungeon

If there is no real Overlord in the game, I came to the conclusion, that the standard quests are playable

but not that enjoyable. So I created this randomized dungeon, which is very easy to build up. The

starting area tiles are always the same so you can place your heroes before you know which monsters

will await you. Afterwards roll a d6 and place the right monsters. Whenever you move into a new area,

again roll the d6 and you know which area to place adjacent to the already existing dungeon. Use

areas from A to E. All Dungeon areas can be rotated in any way they fit best to the existing dungeon.

Treasure Table

Copper 1: 2 Conquest Tokens, 1 Curse, 1 Copper Treasure

Copper 2: 1 Conquest Token, 100 coins, 1 Copper Treasure

Copper 3: 2 Curses, 2 Copper Treasures

Silver 1: 3 Conquest Tokens, 1 Curse, 1 Silver Treasure

Silver 2: 2 Conquest Tokens, 200 Coins, 1 Silver Treasure

Silver 3: 1 Conquest Token, 2 Curses, 2 Silver Treasures

Gold 1: 3 Conquest Tokens, 1 Curse, 1 Gold Treasure

Gold 2: 3 Curses, 2 Gold Treasures

Area A1 Area A2

Area A3 Area A4

Area A5 Area A6

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Area B1 Area B2

Area B3 Area B4

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Area B5 Area B6

Area C1 Area C2

Area C3 Area C4

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Area C5 Area C6

Area D1 Area D2

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Area D3 Area D4

Area D5 Area D6

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Area E1 Area E2

Area E3