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Descent 2nd Edition:

Edition Nerdook’s D6 Overlord Variant

Just like a normal campaign, the Heroes have to complete 3 Act I Quests and 3 Act II Quests before encountering the
Interlude and Finale, respectively. To determine the next Act I Quest, roll a d6 and consult
consult the results below. If the
Quest has been completed, reroll the die OR draw a Rumor card.
1: Reroll the die/Draw a Rumor card 2: A Fat Goblin 3: Castle Daerion
4: The Cardinal’s Plight 5: The Masquerade Ball 6: Death on the Wing

Rumor card Questss ARE counted as one of the 6 Quests required: in Act II, resolve the corresponding Act II Quest.
Win or lose, Heroes gain 1 XP for each Rumor Quest completed. For the Act II Quests from the base set,
set the Heroes
roll a die for each Act I Quest completed, and
a consult the chart below:
- A Fat Goblin 1,2,3: The Monster’s Hoard 4,5,6: The Frozen Spire
- Castle Daerion 1,2,3: The Dawnblade 4,5,6: The Desecrated Tomb
- The Cardinal’s Plight 1,2,3: Enduring the Elements 4,5,6: The Ritual of Shadows
- The Masquerade Ball 1,2,3: Blood of Heroes 4,5,6: The Twin Idols
- Death on the Wing 1,2,3: The Wyrm Turns 4,5,6: The Wyrm Rises

Monster figures are activated in the following order: Lieutenants first, then Monster figures (master figures first) sorted
by the Health figuree of their Master figures in descending order, i.e. Monsters with bigger Health values move first. In
case of ties, Monsters with higher Speed values activate first. For each activation, roll a die and refer to the following
activation groups:

ONE PIP: TWO PIPS: THREE PIPS:


Single attack, find the Furthest. Closest, Familiars, trigger Ability Directed attack, Hunting
(if any) Heroes close to Objectives

Perform Quest Specific Actions first. Perform Quest Specific Actions first. Perform Quest Specific Actions first.
This activation targets Familiars too. This activation targets Familiars too. This activation targets Familiars too.

∞: Attack a target in range ∞: Engage the CLOSEST target ∞: Engage the target closest to an
∞: Engage the FURTHEST target in ∞: Attack the CLOSEST target in Objective token, if any
range range ∞: Attack a target in range closest to
∞: Attack a target in range ∞: Activate a valid ability, if any an Objective
tive token
∞: Engage the same target again ∞: Engage the same target again ∞: Attack a target in range
∞: Engage the same target again

FOUR PIPS: FIVE PIPS: SIX PIPS:


Heroes, Ability, Overlord card, Damage Tokens, Overlord Heroes, Ability, Overlord
Ov card,
Attack closest Heroes card. Spread out further

Perform Quest Specific Actions first. Perform Quest Specific Actions first. Perform Quest Specific Actions first.
This activation ignores Familiars. This activation targets Familiars too. This activation ignores Familiars.
Activate Overlord cards, if available. Activate Overlord cards, if available. Activate Overlord cards, if available.

∞: Attack a Hero in range ∞: Attack a target in range with the ∞: Attack a Hero in range
∞: Engage the CLOSEST Hero most damage tokens ∞: Engage the FURTHEST Hero
∞: Activate a valid ability, if any ∞: Engage a target in range with the ∞: Activate a valid ability, if any
∞: Attack a Hero in range most damage tokens ∞: Attack a Hero in range
∞: Engage the same target again ∞: Attack a target in range ∞: Engage the same target again
∞: Engage the same target again

If there is more than one valid target to engage/attack, the Overlord AI will choose the target in the following order:
1) Quest Specific targets are always chosen first.
2) Then, choose the target with the LEAST HEALTH remaining
3) If there is still a tie, choose the target with the MOST FATIGUE.
4) If there is still a tie, choose the target with the LOWEST SPEED.
5) If there is still a tie, the Heroes may choose a target instead.
During the Overlord’s turn, draw an Overlord card and add it to the rightmost position of the Overlord’s hand, face up.
When the die roll specifies an Overlord card activation, the Overlord activates one valid Overlord card, going from left
to right of the Overlord’s hand:

1) Basic: Dark Fortune. When activated, play it if the monster attacks and rolls an X.
2) Basic: Dark Might. When activated, play it if the monster deals at least 1 ≥ after rolling defence dice.
3) Basic: Tripwire. When activated, place this card on a Hero with the lowest µ. This card triggers the next time
that Hero performs a move action and moves into an empty space. Reshuffle it into the Overlord deck when it
is resolved.
4) Basic: Frenzy. When activated, play it if the monster performs an attack. That monster attacks twice during its
attack action instead of once.
5) Basic: Dash. When activated, play it if the monster performs an engage action. That monster performs the
engage action twice.
6) Basic: Pit Trap. When activated, place this card on a Hero with the lowest µ. This card triggers the next time
that Hero moves into an empty space. Reshuffle it into the Overlord deck when it is resolved.
7) Basic: Critical Blow. When activated, play it if the monster attacks and rolls at least one ±, but does not
defeat the target with that attack. That ± is spent on Critical Blow first.
8) Basic: Dark Charm. When activated, play it on the Hero with the lowest π. That Hero activates using the
following action:
∞: Attack the Hero within range with the lowest remaining Health. If no Heroes in range, that Hero attacks
himself.
9) Basic: Poison Dart. This card is automatically played during the Heroes’ turn, whenever a Hero opens a door
or performs a search action. That Hero tests the lower attribute (µ or ∂).
10) Basic: Word of Misery. This card remains active for the rest of your turn, even after the monster figure that
triggers the card finishes its activation.

Remove the duplicate cards of Dark Fortune, Dark Might, Tripwire, Frenzy and Dash. The Overlord starts with 10
cards. Shuffle the base set Overlord cards into a large reserve stack. At the end of each Quest, add ONE card from the
Reserve deck into the Overlord deck for EACH XP the Overlord earned in the Quest.

Specific Overlord card clarifications:


1) The following cards are removed from the Overlord reserve stack:
(Universal) Schemes and Plan Ahead and (Magus) Unholy Ritual
2) (Universal) Dark Resilience: This card triggers automatically if the current monster has 5 or more ≥.
3) (Magus) Rise Again: This card triggers automatically the next time a monster is defeated. That monster
respawns as close as possible to the Hero with the lowest remaining Health when it returns.
4) (Magus) Diabolic Power: Instead of searching the deck, draw the next Overlord card.
5) (Saboteur) Explosive Runes/Uthuk Demon Trap: These cards are automatically played during the Heroes’
turn, whenever a Hero opens a door or performs a search action.
6) (Saboteur) Web Trap: When activated, place this card on a Hero with the lowest ∂. This card triggers the
next time that Hero moves into an empty space. Reshuffle it into the Overlord deck when it is resolved.
7) (Saboteur) Wicked Laughter: This card is automatically played when a Hero performs an attribute test.
8) (Saboteur) Curse of the Monkey God: This card is played when a Hero performs a search action.
9) (Warlord) Bloodlust: This card is automatically played when a hero is defeated. Draw two Overlord cards.
10) (Warlord) Blood Rage: Play this card only on minion figures that has a Hero within range when activated.
Otherwise, ignore this Overlord card and pick another.
11) (Warlord) Dark Fortitude: This card is automatically played when a Hero deals at least 2 ≥ to a Lieutenant
or master monster figure, after rolling defence die.
12) (Warlord) Expert Blow: The surge on Expert Blow is always spent first. If the card is returned, place it on the
rightmost position of the Overlord hand.
13) (Warlord) Reinforce: This card only activates if the monster is a master figure AND there are minion
monsters remaining. At the END of your turn, place remaining minion monsters of that monster’s group in
empty spaces adjacent to that monster, up to the group limit.
Specific Actions for each Quest

When placing monsters, always fill up squares closest to Objective first. If there are no Objective tokens, fill up the
squares FURTHEST from the Heroes if two tiles or less away from the Heroes’ starting tile, or NEAREST to the
Heroes otherwise. When reinforcing, place monsters on the NEAREST empty square to the closest Hero. Some
monsters have Specific Actions that overwrite or supplement their usual activation for each Quest. When the activation
requires a Specific Action, refer to the list below.

FIRST BLOOD

Goblin Archers:
∞: If the figure rolled 3 or more on the activation dice, engage the Exit.
∞: If engaged the Exit, engage the Exit again.

A FAT GOBLIN

Encounter 1
Goblin Archers:
∞: If carrying a bundle, engage the Exit tile.
∞: If adjacent to a bundle, pick the bundle up.
∞: If not carrying a bundle AND a bundle remains on the ground, engage the nearest bundle.
∞: If engaged a target, engage that target again.

Encounter 2
Goblin Archers:
If Frederick has not been found:
∞: If carrying a prisoner, engage Splig in the Torture Chamber.
∞: If currently on the Torture Chamber, drop a prisoner on an empty adjacent space.
∞: If adjacent to a prisoner, pick the prisoner up.
∞: If not carrying a prisoner, engage the nearest prisoner.

Splig:
If Frederick has not been found:
Special: If there are no more Goblin Archers, Splig gains all of the Goblin Archer’s Specific Actions.
∞: If adjacent to a prisoner, test ∂ to interrogate the prisoner.
∞: Engage the Entrance. Splig will not leave the Torture Chamber until Frederick has been found.
If Frederick has been found:
∞: Engage the Entrance.
∞: Attack an adjacent Hero with the least Health remaining.
∞: Engage the Entrance again.
CASTLE DAERION

Encounter 1
The Overlord always reinforces the monster figure with more Health first.
Villagers are considered Heroes instead of Familiars, and monsters always target them first instead of Heroes.

Encounter 2
The Overlord always reinforces Sir Alric first, then the monster figures with more Health.
Militiamen are considered Familiars for the purposes of Monster activation targets.
Sir Palamon is considered a Hero and is always targeted first. Sir Palamon has movement of 4 (1 move action per turn)
and rolls two grey defence die, but may NOT leave the Throne Room.

Sir Alric Farrow/Ettins:


∞: Engage Sir Palamon.

THE CARDINAL’S PLIGHT

Encounter 1
Lord Merick Farrow
∞: If there are gravestones remaining, engage an empty square nearest to as many gravestones as possible.
∞: If adjacent to a gravestone, attempt to raise a zombie.

Zombies
∞: Engage the Exit.
∞: Attack any adjacent Heroes.

Encounter 2
Cardinal Koth is considered a Hero and is always targeted first.
If The Second Wave is active:
Zombies always reinforce on the closest empty square to Cardinal Koth in either the Entrance or the Library. If there is
a tie, choose the Entrance.

THE MASQUERADE BALL

Encounter 1
If escorting a guest:
∞: Engage the Exit.
∞: Engage the Exit again.

If not escorting a guest:


∞: Engage the nearest guest, if the monster will be adjacent to the guest after engaging.
∞: If adjacent to a guest, unmask that guest.

Encounter 2
Lady Eliza Farrow
∞: If adjacent to a door, attempt to pass it. Otherwise, engage the Exit.
∞: If adjacent to a door, and Lady Eliza has not attempted the open action yet, attempt to pass it. Otherwise, engage
the Exit.
DEATH ON THE WING

Encounter 1
The Overlord places the boulders in the following way:
- If no Heroes are on the Canyon tile, place the boulder on an empty space closest to the Exit.
- If a Hero is on the Canyon tile, place the boulder on an empty space adjacent to the Hero. Always place the
boulder on empty spaces NEAREST to the Exit first, if possible.

All monsters:
∞: If a Hero is almost surrounded in the Canyon and has only one empty tile adjacent, engage that tile.

Encounter 2
Guards are considered as Heroes and are always targeted first. Even in a four player game, place only one Elemental on
the bridge at the start of the game. Instead of winning when Belthir is defeated, Heroes win if Belthir AND the
Elemental are both defeated. Only the open group monsters may reinforce.

Belthir/Open GroupMonsters:
∞: Engage the nearest Guard.

INTERLUDE QUICK RESOLUTION

The side that won more Act I Quests gains the “Shadow Rune” relic. Each player (including the Overlord) gains
additional 1 XP. Draw 12 Act I Shop cards for the Shopping phase once the final Act I Quest is complete.

THE MONSTER’S HOARD

Encounter 1
Frederick is considered a Hero and is always targeted first.

Encounter 2
When engaging targets, the Glyphs are used to calculate the shortest possible distance. The Overlord always reinforces
on an empty Glyph that is nearest to a Hero.

THE FROZEN SPIRE

Encounter 1
When selecting a target Hero, the Hero closest to the Dragonheart is chosen if there is a tie.

Encounter 2
rd
3 Open Group
If still between the Heavy Door and the Entrance, and the Heavy Door is closed.
∞: Engage the Heavy Door.
∞: If adjacent to the Heavy Door and both spaces on this side are occupied, open the door.
∞: Engage the Heavy Door if it is still closed.

Otherwise, all monsters roll a dice when activated. On a result of 3 or less:


∞: Engage the Heavy Door near the Exit.
∞: If adjacent to the Heavy Door and both spaces on this side are occupied, open the door.
∞: Engage the Exit.
THE DAWNBLADE

Encounter 1
Assign an Open Monster Group to each reinforcement tile during setup. Monsters will reinforce on their assigned tiles.
If Arcite’s Tomb is not occupied by a monster, all monsters will spend an action trying to engage and occupy it.
∞: Engage Arcite’s Tomb.

Encounter 2
The Hero with the Dawnblade is targeted first.. At the end of a turn, discard the left-most card for a Shadow Dragon.

Master Monsters/Sir Alric Farrow


If the Duskblade is on the floor
∞: Engage the Duskblade.
∞: Pick up the Duskblade if adjacent to it. Otherwise, engage the Duskblade again.

Master Monsters
If equipped with Duskblade
∞: Engage Sir Alric Farrow.
∞: Give the Duskblade to Sir Alric Farrow if adjacent to him. Otherwise, engage Sir Alric Farrow again.

Sir Alric Farrow


If equipped with Duskblade
∞: Engage the Wardstone
∞: If adjacent to the Wardstone, attempt to smash it.
∞: If adjacent to a Hero, attack the Hero. Otherwise, engage the Wardstone again

Shadow Dragons:
∞: Engage the Entrance

THE DESECRATED TOMB

Encounter 1
When placing zombie reinforcements, the Overlord places them as close as possible to the Hero with the least Health
remaining first.

Encounter 2
When selecting a target Hero to engage or attack, always choose the Hero wielding the Dawnblade, if any.

Master Monsters/Sir Alric Farrow


If the Duskblade is on the floor
∞: Engage the Duskblade.
∞: Pick up the Duskblade if adjacent to it. Otherwise, engage the Duskblade again.

Master Monsters
If equipped with Duskblade
∞: Engage Sir Alric Farrow.
∞: Give the Duskblade to Sir Alric Farrow if adjacent to him. Otherwise, engage Sir Alric Farrow again.

Sir Alric Farrow


If equipped with Duskblade
∞: Engage Korayt
∞: If adjacent to Korayt , attack Korayt. Otherwise, engage Korayt again
ENDURING THE ELEMENTS

Encounter 1
Sir Merick Farrow always tests his attribute for a facedown Stone nearest to a monster.
Monster reinforcements are always placed at the nearest tile to an unlocked Stone, if available. Otherwise, it is placed
nearest to a facedown Stone.

Monsters
If not carrying a Stone, and is the nearest monster to an unlocked Stone
∞: Engage the nearest Stone
∞: Pick up an adjacent Stone
∞: Engage the same Stone again, if not carrying a Stone.

If carrying a Stone
∞: Engage the Entrance or Exit, whichever is nearest .
∞: Engage the Entrance or Exit again, whichever is nearest .

Encounter 2
Cloud ability: the Hero is always moved to a square furthest from any monster.
If the door is open, AND a Hero is defeated, the Overlord discards the leftmost Overlord card to close the door again.

THE RITUAL OF SHADOWS

Encounter 1
Flesh Moulders
Flesh Moulders will never move away from a square adjacent to Lord Merrick Farrow when engaging targets
∞: Engage Lord Merrick Farrow
∞: Attack any Heroes in range
∞: Engage Lord Merrick Farrow again

Encounter 2
Lord Merrick Farrow
∞: Engage the Entrance
∞: Engage the Entrance again.

If the Overlord wins this Quest, shuffle the Overlord deck, remove the top 3 cards, and add 3 new cards into the
Overlord deck from the reserve stack.

BLOOD OF HEROES

Encounter 1
When placing monsters, roll a die: 1-2: The Cabin 3-4: The Stream, 5-6: The Graveyard

All monsters
If not carrying a Hero’s blood
∞: Harvest blood from an adjacent Hero, if any

If carrying a Hero’s blood


∞: Engage the Entrance or Exit, whichever is nearest .
∞: Engage the Entrance or Exit again, whichever is nearest .
Encounter 2
Lady Eliza
If the Overlord has one Hero token from each Hero
∞: Engage Heinrich
∞: If adjacent to Heinrich, test π to turn Heinrich into a vampire.
∞: Engage Heinrich again

If the Overlord hasn’t collected all the Hero tokens


In case of ties, all monsters will attack a Hero that the Overlord hasn’t collected blood from.
All monsters
∞: Engage the nearest Hero whose blood has not been collected
∞: Attack the nearest Hero whose blood has not been collected

Lady Eliza
If a Hero whose blood has not been collected is knocked down
∞: Engage the knocked down Hero whose blood has not been collected. If Lady Eliza enters a space adjacent to the
knocked down Hero by teleporting to a space adjacent to another Hero whose blood she has tasted, she does so instead.
∞: Collect the hero token from the knocked down Hero and regain ≥.

THE TWIN IDOLS

Encounter 1
The Idol of Skulls is carried by the Master figure of the open group, if any.
The open group monsters are always reinforced on the tile that is nearer to the Skull of Idols.

Open group Monsters


If the Idol of Skulls was dropped
∞: Engage the Idol of Skulls
∞: If adjacent to the Idol, pick up the Idol of Skulls
∞: If the monster now has the Idol, engage the unique spaces beyond the Sewer tile. Otherwise, engage the Idol again.

If carrying the Idol of Skulls


∞: Engage the unique spaces beyond the Sewer tile.

Encounter 2
Zombies are activated first before other monster groups.
In case of ties, all monsters will attack a Hero that is carrying the Sun Totem.
All monsters/Lady Eliza Farrow
If the Skull Totem is not being carried
∞: Engage the Skull Totem
∞: If adjacent to the Skull Totem, pick up the Skull Totem. Otherwise, engage the Skull Totem again

If carrying the Skull Totem


∞: Engage the Exit
∞: If this monster has Shambling and is 2 spaces away from a monster without shambling, drop the Idol on an adjacent
square that is also adjacent to the second monster. The Skull Totem may now be picked up only by a monster without
Shambling. Otherwise, engage the Exit again

If another monster is carrying the Skull Totem


∞: Engage the Hero carrying the Sun Totem, if any.
THE WYRM TURNS

Encounter 1
Belthir is considered a Hero and is always targeted first.

Encounter 2
All monsters (except Belthir, if he is there)
If the Dragon Skull is not being carried, roll 1 die.
On a roll of 1-3, activate as normal. On a roll of 4-6:
∞: Engage the Dragon Skull
∞: If adjacent to the Dragon Skull, pick up the Dragon Skull. Otherwise, engage the Dragon Skull again

If carrying the Dragon Skull


∞: Engage the Entrance
∞: Engage the Entrance again

THE WYRM RISES

Encounter 1
The Overlord always opens doors in this order: Laboratory, Spider Den, Reliquary, Library.

Encounter 2
Belthir
If there are no more red tokens
∞: Engage the Entrance
∞: Engage the Entrance again

FINALE

There is only 1 Encounter for the Finale, set up like Encounter 2 of “The Man Who Would be King”.

Baron Zachareth starts on the Throne. The corresponding Lieutenant for each Quest is placed during Setup:
“A Fat Goblin”: Splig “Castle Daerion”: Sir Alric Farrow “The Cardinal’s Plight”, Lord Merrick
“The Masquerade Ball”: Lady Eliza “Death on the Wing”, Belthir Rumor Quests: Expansion Lieutenant

If the Heroes won the Act II Quest, the Heroes roll a red die for the Lieutenant for that Quest: that Lieutenant suffers
≥ equal to the ≥ rolled.

The Lieutenant that was in the THIRD Act I Quest completed is placed on the Ruins. The rest start in the Throne
Room. If the Heroes won more Quests than the Overlord, remove Baron Zachareth and replace him with:

Dragonlord Gryvorn (Shadow Dragon)


Health: 16 + 2 additional Health per Hero
Defence: 1 Black + 2 Gray
Attack: 1 Blue + 1 Yellow + 1 Red (Melee)
Speed: 4
Shadow, Reach, Pierce 2, Ravage

Any Hero defeated during this quest is slain and removed from the game permanently. This is the final battle!
If all Lieutenants are defeated, the Heroes win the game. If all Heroes are defeated, the Overlord wins the game!
‘ENGAGE’ KEYWORD

ENGAGE means move towards a target until it is within attack range. If engaging a tile or square, it means move as
close as possible. If engaging a target:

1) Melee monsters move until they are adjacent


2) Melee monsters with Reach move until they are two squares away
3) Ranged monsters move until they are four squares away

If the target is already in range, the action is skipped.

OVERLORD CARDS TIMING/DETAILS

As a general rule, during activation resolution for each figure, Overlord cards are only activated if they benefit the figure.
For example, Dash is only played if the extra move action would help the figure perform an attack on a distance target,
and Dark Might is only used if the extra surge could be spent on an extra effect.

If a figure has Quest specific actions, they automatically use any Overlord cards that will benefit them. E.g. Frenzy is
automatically used if a Quest target is within range, Dash is automatically used when performing a Quest specific
engagement.

SECRET ROOMS

If a Secret Room is in play, AND there are 2 or more Challenge tokens in the room, the Overlord discards the left-most
Overlord card to remove a Challenge token. The Overlord will NOT do this for the final Challenge token. Any
Monsters in the Secret Room are activated as usual with a D6.

PLOT DECKS/LIEUTENANT PACKS

Because the Plot Decks tend to be highly situational, it is difficult to design a good general AI that can take full
advantage of them. Therefore, the rules here will only cover the use of Valyndra’s Plot Deck, which I own. Shuffle the
following seven cards into a Threat Deck: Valyndra’s Shadow, Aurium Plating, Summon – Valyndra, Punish the Weak,
Jealous Rage, Iron Hard Scales, and Terrifying Presence. In addition, set aside Mine All Mine before the game begins.

A few changes in how the D6 Overlord gains Threat tokens:

1) When a Hero is defeated, gain 1 Threat. There is NO limit to the number of times this can happen per Quest.
2) The Overlord gains 1 Threat token for every ENCOUNTER won, instead of each Quest won.

At the beginning of each Quest, draw a random card off the top of the Threat Deck. If the total Threat tokens collected
exceeds the PURCHASE cost of the Threat card (in the upper right), it is put into play for that Quest ONLY.
Otherwise, place that card at the bottom of the Threat deck.

Mine all Mine: The D6 Overlord claims the tokens once there are 3 or more threat tokens on it at the end of any Quest.
Iron Hard Scales: For the duration of the Quest, the effect of this card applies to the first monster figure to be attacked
each turn. This card is refreshed for free at the end of the Overlord’s turn.
Terrifying Presence/Punish the Weak/Aurium Plating/Jealous Rage: These cards do not need to be exhausted, and
their effect is continuous throughout all encounters for the Quest.
Summon – Valyndra: Valyndra replaces the WEAKEST monster group in each encounter of this Quest.
Valyndra’s Shadow: This card is triggered whenever a Hero is defeated, targeting the closest Hero to the defeated Hero.

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