Descent: Journeys in the Dark

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Descent: Journeys in the Dark (First Edition) is a dungeon-crawling adventure game for 2-5 players. One player takes the role of the Overlord, controlling monsters, traps, and events, while up to four other players control heroes exploring a dungeon. Heroes move through corridors and chambers, fight monsters, gather treasure, and work together to complete quest objectives. The Overlord uses threat tokens and overlord cards to spawn monsters and trigger traps. If the heroes run out of conquest tokens, they lose; if they achieve their quest objective, they win.

Components

Setup

Heroes (Steps 2A-6A):

  1. Each hero player receives a random hero sheet (or chooses with Overlord’s agreement).
  2. Take wound tokens, fatigue tokens, 300 coins, order tokens (aim, dodge, guard, rest), and hero turn token.
  3. Draw starting skill cards (type and number per hero sheet). May trade 1 skill card for a new draw from the same deck.
  4. Purchase starting equipment from the town shop deck. Potions cost 50 coins each.
  5. Receive quest-specified conquest tokens. Place hero figures on/adjacent to an activated glyph.

Overlord (Steps 2B-5B):

  1. Choose a quest from the Quest Guide.
  2. Randomize chest markers. Select monster reference cards matching player count.
  3. Assemble the map from the quest layout.
  4. Place starting monster figures, doors, and markers as directed.

Turn Structure

Each round consists of hero turns followed by the Overlord turn:

Hero Turns (any order chosen by heroes)

Each hero player’s turn has 3 steps:

  1. Refresh: Un-exhaust all exhausted cards.
  2. Equip: Choose equipped items (max: 2 hands worth of weapons, 1 armor, 3 potions, 2 other; excess goes to pack or is dropped).
  3. Take an Action: Choose one of four actions.

Overlord Turn

  1. Collect Threat & Draw Cards: Gain 1 threat per hero; draw 2 overlord cards. May discard cards for extra threat. Hand limit: 8 cards.
  2. Spawn Monsters: Play up to 1 spawn card (pay threat cost) and place the indicated monsters.
  3. Activate Monsters: Each monster may move up to its speed and make 1 attack. Monsters activate one at a time.

Actions

Hero Actions (choose 1 per turn)

Action Movement Attacks
Run Move up to 2x Speed None
Battle None Up to 2 attacks
Advance Move up to Speed 1 attack (before, during, or after movement)
Ready Move up to Speed OR 1 attack Place 1 Hero Order token

Hero Orders (placed during Ready action)

Combat Sequence

  1. Declare Attack: Choose target space and weapon (heroes) or monster type.
  2. Confirm Line of Sight: Trace uninterrupted line from attacker center to target center. Blocked by walls, closed doors, figures, blocking obstacles.
  3. Count Range & Roll Dice: Roll attack dice listed on weapon/monster card. Heroes add power dice equal to the relevant trait (melee/ranged/magic).
  4. Determine Success: Miss result = automatic failure. Otherwise, total rolled range must meet or exceed distance to target.
  5. Spend Surges, Enhancements, Fatigue: Power enhancements add +1 range or +1 damage each. Power surges trigger weapon abilities. Heroes may spend fatigue for extra power dice (max 5 total power dice per attack).
  6. Inflict Wounds: Total damage minus target’s armor = wounds dealt. Place/remove wound tokens accordingly.

Attack Types

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Hero Turn: Refresh → Equip → 1 Action (Run / Battle / Advance / Ready)

Actions Summary:

Combat: Declare → LOS → Roll → Check miss/range → Surges/Enhancements/Fatigue → Damage minus Armor = Wounds

Overlord Turn: Collect Threat (1/hero) + Draw 2 → Spawn (1 card) → Activate all monsters

Dice: Blue (range+damage), Red (melee damage), White (magic damage), Green (damage), Yellow (range), Black (power enhancements/surges)