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Dark Venture 2nd Edition (w Expansions) - Review

The Dungeon Dive Feb 8, 2026
Transcript 40:21

Hey folks, welcome back to the dungeon dive. Daniel here. I hope you're doing well and if you're not, I hope you are soon. Okay, today on the channel we are doing kind of an official review of Dark Venture with the second edition rules incorporating some of the expansions. So, this is a game that I've wanted to revisit for some time because I am working on my top uh 10 dungeon crawl and adventure games for 2026. And uh this is a game that always kind of hovers around being included on that list. And so I wanted to revisit it to make sure that I'm giving it its fair shake, its fair uh try at making it on my list. And with the second edition rules, I think it's closer than ever before. I think these second edition rules are pretty great. Of course, I am a little biased, and that's because a lot of my house rules that Rob kind of incorporated as the official unofficial solo rules have actually been incorporated into second edition and not just in the solo mode, but also uh some of the rules were incorporated into the uh the standard uh rules. And I think they do a really good job of speeding up the game because this is a game that really does rely on having interesting

things on the table, interesting locations, and interesting characters. And in the first edition, the players had to spend an action point to play a card onto the table to play a location or to play a character. And that was a lot slower. It took a lot more time for the world to become populated with interesting things to do. But with my solo rules and now they are incorporated into the base game, all the players can play one location and one character for free on each of their turns. And they can also spend action points to play additional characters and locations. And so it just makes the game a lot faster and it populates the world quicker with more interesting locations and more interesting characters to engage with.

And I think that's really cool. And I really do like the way that Rob incorporated my house rules into the basic game. And yeah, just it's really fun. I've played this game twice this week and I've had a heck of a lot of fun playing it. It's a big kind of wide openw world sandbox game with a really interesting setting. This kind of weird post-apocalyptic world. It reminds me kind of of a freakout version of Gamer World. There's all kinds of interesting creatures and things to discover and locations and items and characters and adventure. It's just really, really fun. So, I have kind of recreated this interesting scenario that is going on in a game I played earlier. I've recreated it to the best of my ability. We have my character over here and the character I am playing as is Furak the Arch Warlock and he's pretty cool. Uh, he is armed with two swords here, one in each hand, the heavy blade and the warlock sword.

And he's also wearing Deline's crown, which is a cool helmet that I can wear. He has a healing potion. I was able to discover this dead horse. So now I have a mount that I can ride around and ride into battle. And um I'm quicker at making first strikes. And uh yeah, so uh let's take a look at the expansions that I am playing with in this game. We'll do a couple of sample turns, talk a little bit about the game, and then we will also towards the end of this video take a look at a couple of the other expansions and why I am not using them and you know, I'll kind of give you some advice on if you want to buy this game. Now, right now, the base game is uh out of print. I did send Rob a a message this morning asking about uh plans for a reprint. So hopefully by the time this video posts, I will have some information for you. Okay, so the expansions that I'm using in this game, and I've incorporated these into my base game, so I always use them. I am using the Vile Invaders. So this was one of the first expansions, and I really like this. It just adds a whole bunch of stuff, a whole bunch of items and characters and locations and heroes.

And it also adds some crafting components that you can search for. And if you get the right combination of crafting components, you can actually build the smelting kiln and the hammer and anvil. And that will allow you to upgrade your equipment. So, it gives you uh something else you can do, something else you can search for while you're exploring. And I have also incorporated these two small box expansions, beasts and monsters and the Alder King. And uh these just add more variety, more heroes, more locations, and more items to your games of Dark Venture. And so these are my favorite kinds of expansions, the kinds of expansions that just add more variety and they don't add a lot of new rules to learn. Now, one other expansion that I have added, and this is one that I forgot to mention when I did my kind of unboxing of the second edition stuff, and uh that is so when you were uh a backer, you could get this uh soundtrack tape.

And uh I don't have a cassette player, so I've actually never listened to this. I I listen to most of my music on CD, but um inside this cassette, and I completely forgot to mention this in my last video, there is a small expansion called the layer of the rake void. And so you get this small little expansion book that has uh some the rules and how to incorporate it. And then the J card here for the cassette actually has a cool little map. And what I did is I scanned that map onto sticker paper and then I just stuck it to some chipboard. So now I have this awesome location, the layer of the rake void that I can incorporate into any of my games. One thing I would love to see as an expansion for Dark Venture is more locations of this size. I think if we had like a half a dozen or so of these more detailed locations of this size that could easily fit back into the box of Dark Venture, that would be so cool because I love when this thing comes out. It is this kind of detailed complex layer that we can explore with all kinds of different things that we can find.

All of these blue circle numbers, those are all things that we read from this little book when we enter those rooms. And so I have placed that here. Now, here is the kind of the the situation that I am in. Actually, let's talk about our quests first. So, this is a game about solving quests, completing quests, and gaining quest points. In a competitive game, at the end of the game, whoever has the most quest points wins. They are deemed the winner. Uh, in a solo game, you're you're kind of competing against yourself to get a high score. That's kind of one of the main ways to play solo. And so we have this uh scoring chart here in the back of the book and then you can see what kind of adventurer you are at the end of the game. And uh there are heroic quests and there are side quests. So I have completed this heroic quest. It was called the king's hunt. I needed to go and destroy a beast faction creature and depending on how much health they have, I had to capture that creature and then take it back to the king for five quest points. So, that quest has been solved.

And my two other heroic quests right now, I have Royal Plunder. And this one is really cool. It's called The Unworthy Warlock. It's about this Eggman wizard who appears in the uh world and he is armed with a spell book and I need to defeat that wizard and take the spell book and deliver it. And so, that Eggman wizard has appeared here in this location. And here is the Eggman Wizards card. So, there's all of the information for the Eggman. Uh, one thing that I absolutely know for sure is that this game has a very, very high spot on my top 10 uh, games with the best art. And I should be doing that video soon. I know I've been saying that, but uh, I just haven't done it yet. But I love Rob Lemon's art so much. This game looks so dang cool. And he is in possession of Argon Spellbook.

And so when I fight him, he will use this spell book to cast random spells on me. So he's up here in this location. Now, this location here, the layer of the rake void, it comes out after you have dealt five locations onto the map and then it appears. So rules as written. I probably should have placed it up here at the tail end of Dargon Starship, and that's because it's supposed to appear the furthest away from the starting tile, the crossroads. But I kind of broke that rule, and I just thought it was be really cool to place it here and to kind of show that this eggman wizard, this warlock here is is guarding the layer of the rag void.

Or maybe he is traveling here to explore it himself. And so, you know, I'm never afraid to bend a rule when I play a solo game to make something cool happen. And I thought this was a really cool scenario here where this uh you know, if I want to explore the lake void or the the the rake void, I need to go through the egg main wizard and then I can complete that quest and then I can go into uh this location here. So, south of the crossroads here, I drew this card W's Edge. And then I moved into that uh location. And in this location, when you read the little story, you read about this submarine that rises up from the water and a kind of a a stairway comes out and out walks a creature, a character, and you're supposed to go through the deck and find the first character who's armed with a weapon.

Well, the first character I happened to draw happened to be the Alder King. Uh, one of the great creatures of this world. Now, what's really cool is that the Alder King is not aggressive. So, he didn't attack me right away. Uh, creatures will either be aggressive or non-aggressive. If they are aggressive, you are forced into combat. If they're not, you can avoid combat. You can still initiate combat, but you don't have to. And so the Alder King rises up from his submarine and presents himself with his Alder staff and uh my character riding his horse here. And I'm just like uh yes, hello sir. Um I don't want any trouble. I'm just going to continue to explore. And so I am not going to mess with the Alder King at all because he is way way too powerful. So, in my hand of cards right now, I have a character that I can play. So, this would be a monster that is aggressive. Uh, this game, you know, the game itself doesn't populate the world. It's up to the players to populate the creatures, the characters, and the locations from their hand of cards. And so that's why um adding that rule where you can do one of each for free each turn instead of spending one of your three action tokens makes a lot of sense and just helps the game play faster. And I really do like this second edition. I also have two swords. I'm

already armed with two swords. My guide right now just lousy with swords. I have so many swords. We have the Swamp Cleaver and Toron's Edge. And uh they have about the same stats as my other swords, so I'm just keeping them. And then I have two locations here. I have the Waterfall Pit and Haglur's Haunted Curve. I do wish that there was something more interesting to do with unwanted gear in the game uh instead of just discarding it. But um there's no currency in this game. You can't really buy and sell stuff. I think in one of the expansions, in the Crawl expansion, you have the opportunity to trade with a merchant. And so that might be kind of a little module bonus rule, a little house rule that you could incorporate into a normal game of Dark Venture by having a merchant that you could trade gear with.

So, I might do that on one of my next games. Okay, let's uh let's take a couple turns here and see how it goes. So, uh the normal uh player phases, we have three phases. You draw a card, you take your actions, and then you look at your quest points and to determine if you have gained any points. Uh, one of the things that has been incorporated from my house rules into the base game now is when you're playing solo, you could actually draw two cards, but they have to be from different decks. I made this in order to simulate, you know, when you're playing with more players, uh, there will be more cards drawn, and so there will be more opportunities to populate the world with interesting things to engage with. And so this rule gives the solo player the ability to draw more cards and it also increases the hand size from six to seven. So you have more opportunities to play cool things. So we will take our first phase and draw cards. I think I will draw I will draw an item and a character because I already have two locations. So that's good. So we'll draw a character.

So the character here is the Dargon collector. So this is a character who is aggressive. I can play this character to an adjacent uh space adjacent to me. And if I enter that character, he does become aggressive and we will have to engage in combat. And then I'll draw an item as well. So we have Delocks fabricator. Uh this is a fabricate a follower. When used, drop this item into your hero's location. It cannot be moved from here. For one action point on their turn, while their hero is in the same location as the fabricator, a player can place one discarded character that their hero has killed into their hero's location. Do not draw their items. This character can become their hero's follower automatically with no follower role. If the hero selects a different follower, this follower is discarded.

Oh, that's cool. So, I can fabricate a follower. Well, right now you can only have one follower per uh character. And right now, I have my horse. So, I think I will just keep my horse, but uh just in case, I will go ahead and add the Delox Fabricator to my inventory. You can have eight cards in your inventory, and that includes equipped cards. So, right now, I have one, two, three, four, five. I don't really need any of these swords. I can probably just discard those swords, but I don't know. I might lose my weapon, so I might want to keep it. Uh, so now I can play for free. I can play one location and one character. Um, let's see. Let's go ahead and play Haglor's Haunted Curve. So, we'll take that card. And then the edges have to match up. And so, I will place that like that. You do have a lot of options to of how you play your card. So, you can keep it contained on your table. One thing that always surprises me about this game is just how massive it is uh compared to the size of the box. It really does feel like a big huge kind of sandbox game in a really really small box. Of course, we also have to deal with the expansion boxes, but almost everything fits that I'm everything that I have incorporated into my base game does fit into uh the the main box. So that's something that I do enjoy. Okay, so now we've played this card here and we have a 19 in a circle.

So that is a location entry. So in this game we have uh four different books for uh locations and actions. We have set A and set B. At the beginning of a game, you will choose which set to play with. So right now I am playing with set A. And so we will go to our location guide A and we will read the entry for 19 here. Okay. So this says here the Helgar's haunted curve. You hear a ghostly whisper. Your fate changes. Draw one character or location card into your hand upon placing this location. A character or location. Um I think I'll draw a location. Okay. So I have drawn Darvin's Fork. See here. Uh, the old vehicle on the road ahead has been imbued with a dark curse.

Only ghost faction characters and those holding the ghost sword or the phantom blade can pass through this place without any harm. Any other characters instantly sustain 1d6 damage upon entering and 1d6 damage each turn as long as they remain in this location. Interesting. Okay. So, when you play a location, unless the location guide says you have to enter it, you don't have to enter it. So, this is some kind of haunted location, and I do like that the location guide tells you to draw an additional lo an additional location just in case you can't enter that. That's super cool. Now, I forget which uh faction my character is part of. Each of the characters in this game have a different faction and that faction icon is up here. So, let me see. I don't think I'm a ghost character, but let me see here. Um, no, I am an orple character and some of the factions do have, you know, factions will never attack each other and that kind of thing. Uh, so, you know, if two eggmen are on the same space and they are both aggressive, they won't attack each other. Uh, so let's see here. Okay, so that was my free action. I don't think I'm going to play any of the characters from my hand. Uh, now I can just take my normal actions here. So, for one point, let's go up here and maybe engage with the Eggman. I think I could probably

take him on in combat. I will spend one action for movement, but actually, I don't have to spend an action for my first movement because I'm on a horse. And this dead horse gives me one free action per turn for movement. So we will move up here to the crossroads. Then I will spend another action here to move up here into the Eggman Wizard's location. Now because the Eggman Wizard is aggressive, we immediately go into combat and I don't have to spend an action point to engage in combat. If the Eggman wizard wasn't aggressive, I would have to spend an action to engage in combat. Okay, so uh this dude here, he holds Aragon Spellbook Arcane Tantrum.

On his combat turn, if he has less than 15 health, he attempts to cast Stone Death and then flees no roll up to two locations away. Okay, so here's Aragon's Spellbook or Argon spell book. When equipped and as your battle turn, attempt to cast a spell by saying the name of the spell, then rolling 4d6. If a one is rolled on any die, the spell is cast successfully. If not, the spell fails. Roll dice for one AP. So, he doesn't have any AP. I will randomize the spells for one, two, three, or one, two, three, four, five, six. And so, let's see who gets to go first. The first thing we do is we do our first strike. And so this determines your uh battle order. We roll 2d6 plus speed plus any uh first strike bonus. So here the eggman has a speed of three. And because I'm on a horse, I am uh I'm mounted on my horse. My horse rolls for first strike. So they have a seven.

Okay. So the Eggman Wizard rolls, what is that? A one and a three. a four, a seven. So, I'm going to beat that. Two ones there, but I barely beat it, so I get to go first. Now, what I really like about the combat in uh Dark Venture is that you don't roll to attack. You roll to establish initiative, the attacking order, and then you just roll damage. So, now my character here is the one attacking. My horse doesn't attack. My horse just gives me a bonus to first strike. And now we do combat. And combat is relatively simple. You roll 2d6. You add your power and then you also add your attack bonus and you subtract any damage that the or any armor that the enemy has and then that's how much damage you do. So my attack bonus is a five because I I do have two swords and I can wield them both onehanded because I have enough power. So we have a plus five, a plus 6. So + 11 and so 11 + 3 is 14. And so the enemy is going to take 14 points of damage. And so they had uh what do they have? They have 30 uh hit points here.

So they're going to go down to 16 hit points. Okay. Now, this says here that if he has less than 15, okay, he's going to try to cast stone death. Okay, so he doesn't he has 16 hit points. That's good. And now we will randomly determine which spell he will cast a two. So he's going to cast dark vision. Enemy skips one battle turn. 1d6 psychic damage to the enemy. So he's going to try to cloud my vision. I've been rolling a lot of ones lately, so I'm a little afraid here. Um, so we roll 46. And if I roll a one, he will cast dark vision. And no one. Okay, so he does not cast dark vision. The spell fails. And now it is back to my turn.

Uh, hopefully I can do 16 points of damage in order to kill the Eggman Wizard. And so what do we say? Five and six, 11. And 11 + 5 is 16. And we have killed the wizard because the wizard has no armor. So really cool. So we killed the wizard and because of that we will get Argon's spell book. And now I have to take that back to the crossroads. Now I can keep it and not get get these additional points. I gain five quest points for killing the wizard. So now I have uh 12 quest points. Quest point uh tracker is just up here off camera. And uh I do have this spell book now. So we can take that into my inventory. So now I can deliver that to the guild of warlocks by taking it back to the crossroads for an additional two points or I can keep it and uh and use it. It does take a hand slot though and so I don't want to give up one of my swords.

I don't think my character is going to be a magic user, but it is something to keep in mind in case I need one of those spells. Okay, so all of that was one action point. Um, let's see. We'll remove the Eggman. Uh, let's go ahead and enter the layer of the rake void. I will spend another action point in order to move. Uh, thematically, I'm just going to say that my horse is staying outside. So, I won't be able to. So, inside this room here or inside this little mini dungeon, I won't be able to utilize my my hor's speed for first strike. I think that makes sense thematically. I think it would be kind of silly for me to be riding a horse through here. Uh, but if I exit, because there are two additional exits, I'll say that I can just summon my horse and my horse will appear. I like that. you know, never again, just never be afraid in these solo games to to play something more thematically, right?

Um, okay. So, let's move in here. And now we are on spot 14. I've moved into the layer of the rake void. So, let's go to this little supplement book here and read 14. The back room. Uh, an ancient paperback sci-fi novel stands precariously upright on a nearby table. When picked up, the pages crumble and turn to dust. That's sad. Uh, each time a character either arrives on this space from outside of Rake's layer or enters this space to travel out of Rake's Layer, read action RO2. Okay, so here we go. Roll 2d6. If your character's faction is Ghost, Warlock, Orpal, or Celeste. Um, I think my guy was Orple. Let me just check that again. Uh, yes, he is Orpal. So, we need to roll what was that? 2d6.

And we rolled a nine. Okay, let's see. Uh, add plus three to your role if you are one of those factions. So, we have a 12. Nine or higher. The runes glow green. The character entering or leaving this location is granted a luck enchantment. Place uh two orange cubes on this character's card to a max of three. The player may discard one such cube to modify any roll by plus one or minus one. Super cool. I've got enchanted by luck. I love that. Okay, so I'll place a couple orange tokens here to show my luck. And I do have one more action to take. So I will spend my last action and I will move into this room here, which is room 13. So let's read that.

the fuel storage area. Several half empty fuel barrels are scattered around the area. This fuel was likely used to power a vehicle or a generator. While in this space, if your character has a bottle, um I do have a bottle of Gorgon Berry tonic. So, there's the tonic there. They may collect some fuel by using and discarding the item card and placing a blue cube on the character's card to a maximum of one. There is also a metal chest pushed against the wall. It is not locked. And once per game, a character may choose to open it by rolling on the rake layer chest table. Interesting. So, I can take some fuel. I wonder if I want to do that. I don't know if I want to take that fuel. It might be useful. I might be able to use it for something later. Um, I think I want to keep my beronic cuz my berry tonic heals for 20 HP. That's pretty good. But, uh, yeah, let's go ahead and open that chest once per game. So, we'll turn to page 15 here to let's see what I roll. Uh, 15. Um, the RA layer uh chest table. Roll 2d6. Okay, so let's see what we find. Uh, seven. So, we find an object. Maybe gain one quest point.

Excellent. So, I'm up to 13 quest points now. Uh, seven here. gain one quest point and then roll 1d6 plus luck and my luck is six. So we rolled a nine on a four or lower found nothing on a nine rotting remnants. The chest is filled with rusted metal musty cloth and nothing else of note. However, your character is engulfed in an orange glow. They heal uh 2d6 damage and gain a quest point. So I'm up to 14 quest points now. I don't need to heal. And I've used all three of my actions. And so the timer will take up one. When the timer reaches six, I can draw an additional heroic quest that'll give me something else to spin or to try to attempt. And then the game ends once the uh sun uh tracker hits spot number 12. So I have finished this quest. I think on my next turn, what I would do is head back to the crossroads to deliver that spellbook so I can gain an additional two points. Uh, that would put me up to 16 points. So, let's say the game ended there.

How good would I have done with only 16 points? I would be called a heroic huntsman. So, uh, yeah, I think we'll call that video here. Well, we'll call this a kind of gameplay demonstration there. That was one full turn and a lot happened in that turn. And because of those uh more speedy, snappier rules, the game is just much much faster. And God, yeah, this game is really cool. I've had a lot of fun with it. Now, let's talk about let's talk briefly about the two expansions that I am not using. Okay, so the two expansions that I'm not using are Crawl and the Crag Pit Arena. And the reason I don't use these is both of these add well, both of these kind of change the game a lot. Crackpit Arena adds a lot of additional rules and crawl just kind of completely changes the game and I haven't played crawl at all and I don't think I recommend crawl. Uh there is a lot of setup when you want to play crawl. So crawl is is a completely different style of uh way of playing uh Dark Venture. It kind of feels like a homebrew, a complete kind of, you know, re-imagining of Dark Venture in a game of Crawl. Crawl is for one or two players only. And depending on how many players you're playing with, one or two, you set up a complete map. For one player, you will set up 16 locations.

For two players, you will set up 22 locations. And you don't use any of the location or action guides in a game of crawl. You will populate the world with these tokens. And these tokens will dictate what you find when you move into one of those locations. They will tell you to draw a certain enemy because when you set up the game, you will draw certain enemies. You will make sub decks of your character cards depending on if you're playing a standard or advanced difficulty. And we have the list of all of the enemies. And the enemies are grouped into A, B, and C with A being kind of legendary creatures, B being hard, and C being standard. And so when you move into a location, you will draw one of these tiles at random that are placed out on the locations at at setup.

And that will determine what you find. And so you might find a level C creature with a potion with some kind of item, or a level C creature with a weapon, or a level B creature with nothing, a B creature with uh with a shield or some armor. And so that dictates what you find. And this game has a very definitive ending where you are trying to kill one of the ancient gods. The ancient gods were from an expansion. And so that is off that is another expansion that I don't use a lot, but that's in my core box. And that ancient god that you are trying to kill is represented by this large token there. And then this ancient god has come into the land and they have enchanted creatures. And so when you come across a creature, the first time they are enchanted and you can try to disenchant the creature for additional points or an additional victory outcome. And then once that creature is disenchanted, maybe they aren't aggressive anymore. Uh the players can also become enchanted and that's one of the ways that the game can end prematurely if the um I can't remember what this guy is called, but if he enchants all the all the heroes. But um I mean it it's interesting. You know, you do get some really cool enemies, and I love the art on these enemy standes, but the thing that prevents me from wanting to play the crawl mode more is just all of that initial setup. You

know, I think if I did the work and made my sub decks and maybe played crawl mode a few times in a week, then it might be worth it. But it just it really does change up the game. It adds a completely different uh feel to the game. Now, one of the things this also adds is another way to play and that is called fullworld exploration game where the goal is to just explore every single location that you have from either the base game or all of the expansions. Uh that map would be absolutely massive. So, it's kind of just a a lore exploration mode where you're not comp you're not competing for anything. you're just playing to explore and fight it. It is truly a sandbox version. Uh that might be fun. So that might be something that I do. So in the crawl game, you will get uh some additional locations. You will get uh two new heroes with their gear, and you will get a whole bunch of other cool creatures to fight and to discover and some new items, some new weapons and things. And then you will also get four new heroic quests. So there is quite a bit to incorporate. You know, if you didn't want to play the quest mode, you could always just shuffle these cards into their their decks and use that and just kind of ignore the crawl mode just to add more variety. And that's probably what I'll end up doing because I just

the crawl mode doesn't really interest me. Now, the crag pit arena. Uh, this adds some additional wrinkles to combat, especially when you enter into the arena. So, this adds a little, this board is so cool. I love this so much. But this adds kind of a death an arena, a gladatorial arena where this will be a location that you can discover on the map on a card. And then you enter this gladatorial arena and have a fight to the death with some certain things happening. some certain interactions with the audience with the the people watching and certain things can happen on the board with traps and things. So, you never really know what's going to happen in there. Uh, this does come with some additional creatures to fight in the arena.

And this does change up combat a little bit. I think what Rob Lemon did is he incorporated some of the elements from Battle of the Ancients, which is the narrative skirmish game set in this world. He incorporated some of those elements into the combat of Crag Pit Arena. And so, it's a little more of a tactical skirmish kind of miniame that takes place. And uh the the rules are just changed enough that you have to remember a whole bunch of more rules. A whole bunch of rules get added and changed. And so that's one of the reasons why I don't play with the crag pit arena very often. However, it does add one thing that I am thinking about incorporating into my base games of Dark Venture, and that is this hit location chart. And I think you could pretty easily add this to combat in the normal games. I might just scan this and print out a card. And every time before you roll for your attack damage, you roll a 2d6 to see which body part you are hitting. And so this does give you a chance of of just straight up missing an attack or doing additional damage or doing additional things. And I think this could be really cool to incorporate into a base game of Dark Venture. And I think I'm going to do that the next time I play. Now, uh, this expansion does come with a whole bunch of stuff again that you could just mix into your games and ignore the additional skirmish

combat rules from the pit arena, not use this location. So, you would just have more heroes and more characters and more items and things to discover. You do get some more heroic quests. And you do get this way, which is kind of a different way to maybe set up your base games if you don't want to use this. Um, the base games of of Dark Venture, each of the heroes comes with different gear and they're asymmetric. You know, some heroes are a lot more powerful than others. But if you wanted to kind of wipe that off and start with a more balanced complement of heroes around the table, you can use these heroic weapons. So each character would only start the game with a sword, a shield, and a heroic relic. And so that's kind of a way to kind of smooth off some of the edges of that imbalance. But for me, since I typically only play this game solo, you know, I don't mind starting out with sometimes a strong hero or sometimes a weak hero. That really doesn't bother me at all. But um yeah, so these two expansions, you know, if you were to buy this game when it when it is reprinted, I don't know if I would recommend these two expansions or not. I can't really I can't remember how much I paid for them in the last Kickstarter, but you know, um you might get enough use out of them if you just want to incorporate them into your standard games. The expansions I really do recommend because I think they add a lot

without changing too much is the Vile Invaders, Beasts and Monsters, and The Alder King. I really love these expansions just because they're so easy to incorporate. If you only have the first edition, you still can get the second edition upgrade kit. I think it's 16 bucks or so. And it comes with a handful of cards that you swap out and you it comes with all of your new guide books and everything. And so this is really cool. you'll get your new rule book and everything. And uh hopefully hopefully we hear about a new reprint because I think this game needs needs to stay in print. It's really good. And I think with the second edition, the game is better than ever. It's faster. It's more fun. The world gets populated with more interesting things quicker. And it really does feel like a grand sandbox adventure. And I think Dark Venture, more so than ever, has a really good chance of ending up on my upcoming top 10 adventure games. So, I hope you enjoyed this look in this review of Dark Venture Second Edition.

We will talk to you later. Bye-bye.

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