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A DUNGEONQUEST VARIANT USING DESCENT 2ND EDITION

(Version 0.1)

This variant combines Descent 2nd Edition board game with DungeonQuest (3rd or revised
Edition) board game to create an intense experience that adds interesting combat,
diversified and useful loot and hero skill progression. This variant changes DungeonQuest
into an epic struggle for survival instead of a deadly luckfest.

At the start of the game choose a Descent hero instead of a DungeonQuest hero. Choose a
class and initial skills.

Use the torchlight variant and the no guts no glory variant. Each room can only be searched
once.

Perform Descent attribute tests instead of DungeonQuest attribute tests:


DungeonQuest Strength Test => Descent Strength Test.
DungeonQuest Armor Test => Roll your defense dice. Test is successful if you get at least 1
shield.
DungeonQuest Agility Test => Descent Awareness Test.
DungeonQuest Luck Test => Descent Knowledge or Willpower Test (use the higher value).

Whenever a card says that you would die, you receive 2-12 (sum of 2 dice) damage instead.

Whenever you receive damage you can roll your defense dice and subtract the shields from
the damage that you would take.

Whenever you find something with a gold value (or a potion) that is not a treasure card,
discard this card and draw a random Descent search card instead. The gold value of unused
search cards add to your score at the end of the game.

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If any monster on a DungeonQuest card is drawn that you have to fight (incl. Ferrox), discard
that card and then draw a random Descent Act I monster instead and fight the number of
minion (non-master) monsters given for 2 players. If this number is 0, you have to fight 1
master monster of this type (these will be the hardest encounters).

Act I monsters are drawn as long as no DungeonQuest dragon card has been drawn. As soon
as the first dragon card has been drawn by any player, only Act II monsters will be drawn and
fought by all players instead of Act I monsters.

Multiple rounds of Descent combat are fought in the same DungeonQuest round until either
the Hero or the monsters are dead. Monsters always use the most efficient surge effects.

A hero that is defeated dies immediately (game over).

Hero and monsters are always considered standing next/adjacent to each other (as long as
they are in the same room). All Descent effects affecting movement or position are ignored
(all but effects increasing/decreasing hero movement value, see next paragraph). There can
be no ranged attack from one room into another room. All effects affecting range are
ignored. Line of sight is always given. Blast affects all monsters if the hero has to fight
multiple minions.

At the beginning of each round of combat you can choose to flee. The monster then has 1
free attack (you can roll defense dice to defend yourself). Afterwards your escape is
successful if your movement value is greater than the movement value of the monster. Place
a DungeonQuest monster token of the same type on the room and on the monster card (e.g.
skeleton tokens on both). The next player entering this room has to fight this monster
(monster has full health again).

Cards can be exhausted only once per DungeonQuest round. Cards are refreshed at the start
of a new DungeonQuest round.

A player can choose to let his hero rest to recover all fatigue instead of moving in a round.
The chamber effect of the tile where the hero is standing on is still resolved this round.

Heroes cannot help each other. All effects affecting other heroes are ignored. Heroes can
attack each other.

If you slay the monster (group), you receive 1 EP for an Act I monster (group) and 2 EP for an
Act II monster (group). You can immediately spend your EP to buy new skill cards.
Additionally you receive 1 random shop card of the same act as the monster. The shop cards
gold value add to your score at the end of the game.

DungeonQuest and Descent: Journeys in the Dark are trademarks of Fantasy Flight Publishing, Inc. This document is
intended only for the personal use of existing owners of these games. The author makes no claim whatsoever to the rights
of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original
game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in
any way except for personal use.

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