Descent: Legends of the Dark

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

Overview

Descent: Legends of the Dark is a cooperative dungeon-crawling game for 1-4 players set in the fantasy world of Terrinoth. Unlike previous Descent editions, there is no Overlord player; instead, a companion app controls enemies, manages the map, tracks inventory, and drives the campaign narrative. Players control heroes across an expansive campaign of linked quests, improving abilities and equipment over time. Each quest features a hero phase (movement, combat, exploration) and a darkness phase (enemy activation, quest events) resolved in rounds until objectives are met or the heroes fail.

Components

Setup

  1. Launch the App: Select “New Game,” create a save slot, choose difficulty, and select starting heroes.
  2. Gather Hero Components: Each player takes a reference card, health dial, hero figure, hero card, and two starting weapon cards. Combine weapons into a card sleeve (standard sides out, upgrade sides hidden) to form a single attack card.
  3. Set Health Dial: Set to maximum health shown on hero card.
  4. Create Supply: Separate tokens by type. Place map tiles, terrain, enemy figures, consumable cards, and injury cards in the supply.
  5. Create Starting Map: Follow the app’s instructions to place tiles, tokens, terrain, and figures.

Starting Heroes:

Single Player: Control 2 heroes; all other rules unchanged.

Turn Structure

Each round has two phases:

Hero Phase

Heroes choose their turn order (may change each round). Each hero takes a turn with up to 3 actions: 1 maneuver + 2 additional actions (of any type, may repeat).

Darkness Phase (app-controlled)

  1. Time Passes: Heroes suffer effects of “infected” and “terrified” conditions. Each hero may discard 1 fatigue.
  2. Enemy Activation: The app activates each enemy, causing movement and attacks.
  3. Quest: The app may display new events, spawn enemies, or update objectives.
  4. Tactics: Some enemies announce plans for the next round.

After the darkness phase, a new round begins.

Actions

Heroes have 5 action types (1 maneuver guaranteed + 2 others):

Action Effect
Maneuver Gain movement points equal to Speed. Spend 1 point per space moved (including diagonal). Can perform actions between movement points. Unspent points are lost at end of turn.
Fight Attack an enemy within range and line of sight of your faceup weapon. Roll dice, spend successes to deal damage.
Explore Interact with adjacent 3D terrain or explore tokens. Produces varied effects (tests, items, map expansion).
Ready Flip one card in your play area (hero card, attack card, or skill card). Removes all tokens from that card.
Unique () Perform an ability on a card prefaced with the action icon. Costs the number of actions shown.

Movement Rules

Combat (Fight Action)

  1. Select and drag from hero portrait to enemy in the app.
  2. Confirm your faceup weapon.
  3. Roll the die shown on your hero card.
  4. Resolve die results:
    • Success (): Spend to deal damage (damage per success = weapon’s damage value).
    • Advantage (): Place fatigue to convert to success (1:1).
    • Surge (): Trigger surge abilities on cards.
  5. Input successes into the app; confirm.
  6. App calculates damage (including weakness bonuses and random defense reduction).

Enemy Combat (during Darkness Phase)

  1. Enemy attacks its target for its displayed damage value.
  2. Target hero rolls defense die (shown on hero card).
  3. Success () reduces damage by 1 each. Advantage () converts to success via fatigue. Surge () triggers defense abilities.
  4. Remaining damage is suffered (reduce health dial).

Damage Types & Weaknesses

Each weapon has damage types (e.g., Crush, Slash). Enemies have hidden weaknesses; the first time a weapon of that type hits, the weakness is revealed. Each success deals 1 extra damage per matching weakness.

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Hero Turn: 1 Maneuver + 2 additional actions (Maneuver, Fight, Explore, Ready, Unique)

Die Results: Success () = damage/defense, Advantage () = convert to Success via fatigue, Surge () = trigger abilities

Movement: Speed = movement points. Impeded (adjacent to enemy) = lose all points; gain only 1 on subsequent maneuver.

Damage: Weapon damage value x successes + weakness bonuses - random defense reduction

Wounds: Health to 0 → reset to max → Minor Injury (1st), Major Injury (2nd). Major Injury + wound again = quest failure.

Round Flow: Hero Phase (all heroes take turns in chosen order) → Darkness Phase (time passes, enemies activate, quest events)