Descent: Journeys in the Dark (Second Edition) vs Star Wars: Imperial Assault: Which Should You Buy?
If you're shopping for one of these, I'd bet you've been eyeing the other too, and honestly, fair. Imperial Assault is built on the bones of Descent, so these two are basically siblings. Both are one-versus-many campaign dungeon crawls for 1-5 players, both sit at that medium-heavy weight where the rulebook asks for a little patience, both give you heroes who grow between missions, and both have a free companion app (Road to Legend for Descent, Legends of the Alliance for Imperial Assault) that runs the bad guys so you can play fully co-op or solo. They're solving the same problem in two different costumes.
So here's the real fork in the road. Descent gives you classic fantasy, a slightly faster quest, and a huge library of expansions and hero packs, but its overlord player can feel more like a referee than a rival. Imperial Assault tightens the design (figures activate one at a time, cleaner line of sight) and wraps it in dice combat that genuinely feels like blasting stormtroopers, but its campaign has a habit of coming down to the very last mission, and the expansion habit gets expensive fast. Pick your poison, or honestly, pick your theme.
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Descent: Journeys in the Dark (Second Edition)
2012 · Kevin Wilson and Adam Sadler (with Corey Konieczka and Daniel Clark)
If you've got a committed group and one player happy to run the dungeon, this is one of the best campaign crawls of its era. Solo and co-op players can lean on the Road to Legend app instead.
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Star Wars: Imperial Assault
2014 · Justin Kemppainen, Corey Konieczka, and Jonathan Ying
If you want to live inside the original trilogy for fifteen-plus sessions, nothing else does the Star Wars feeling quite like this. Just know the campaign's prize structure is a bit deflating, and the box is the start of a very expensive habit.
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Descent: Journeys in the Dark (Second Edition)
- Fast, tactical combat with almost no dead time between turns
- Persistent campaign with heroes that level up, buy gear, and grow between quests
- Hugely supported: expansions, hero packs, and the Road to Legend app for full co-op or solo
- The overlord can feel underpowered and left out compared to the heroes
- Balance swings hard with player count, and the board is fully visible from turn one
Star Wars: Imperial Assault
- Dice combat that genuinely feels like blasting stormtroopers in the movies
- Two games in one: a long story campaign plus a competitive skirmish mode
- Gorgeous minis, map tiles, and production that pull you into the setting
- The campaign mostly comes down to the final mission, which can feel deflating
- Endless expansions and packs that players compare to microtransactions
Descent: Journeys in the Dark (Second Edition) and Star Wars: Imperial Assault both sit in our Dice list. See the full Dice ranking to find where each one lands and what else is worth a spot on your shelf.
How they actually play
Descent is a dungeon crawl with a campaign spine. One player runs the overlord, controlling every monster and trap, while up to four heroes push through a branching story of linked quests. Between battles your heroes level up, spend gold, and buy new gear, so it plays like a tabletop RPG with the bookkeeping stripped out. The Second Edition's big win was speed. A quest runs about an hour, and the combat is fast and tactical with almost no dead time between turns. The catch is the villain seat: real players keep saying the overlord can feel underpowered and left out once the heroes get rolling.
Imperial Assault takes that same skeleton and tightens the screws. One of you plays the Empire, up to four play Rebel heroes, and you grind through a branching campaign of missions set in the original trilogy. You alternate one figure at a time instead of moving a whole army at once, line of sight is cleaner, and the custom dice make every blaster shot feel like a tiny scene from the films. Players keep coming back to that combat, and it also packs a second game in the box: a competitive skirmish mode Descent doesn't offer. The Imperial player still carries a real load, almost a dungeon master, but the role feels more like a rival and less like a referee.
Complexity and learning curve
Neither of these is a pick-up-and-play night, I'll be upfront about that. Both are medium-heavy, both are rated 14+, and both ask one player to shoulder the villain role, which is its own little teaching job. Descent's line of sight rules take a game to click, and setup and teardown are real. Imperial Assault's rulebook will flat-out overwhelm a casual group before mission one, so plan a learning session where nobody's keeping score.
If I'm handing one to the slightly less patient group, it's Imperial Assault, because the one-figure-at-a-time activations and cleaner line of sight mean less rules arguing mid-battle, and the Star Wars theme does half the teaching for you. Everybody already knows what a stormtrooper does. Descent's fantasy setting is cozy and familiar too, but you'll spend that first quest untangling sightlines instead of savoring the story.
Replayability and table presence
Descent's long game is genuinely impressive. It's hugely supported, with expansions, hero packs, and the free Road to Legend app for full co-op or solo play, and the persistent campaign pays you back over many sittings rather than one. The honest caveats: balance swings hard with player count, and because the whole map gets built before you start, there's no fog-of-war mystery as you push deeper. It rewards a committed group, and it needs one person who actually enjoys playing the bad guy (or the app to fill that chair).
Imperial Assault brings gorgeous minis and map tiles that pull you straight into the setting, plus that skirmish mode when you want a shorter fight. A full campaign runs fifteen-plus sessions, with four heroes widely considered the sweet spot. Two things sting, though. The campaign often hinges on the very last mission no matter how earlier ones went, and the winner gets stronger rewards, so leads snowball. And the ally packs and expansions never stop coming. Players compare them to microtransactions, and the base box is just the doorway. Legends of the Alliance covers you for co-op and solo, same as Descent's app.
Truthfully, theme should probably make this call, because the ratings sit a hair apart (3.7 versus 3.8) and the shape of the experience is so similar. Buy Imperial Assault if anyone at your table loves Star Wars, wants combat that feels like the movies, or might use the skirmish mode, and you can live with a campaign that leans hard on its final mission. Buy Descent if you want classic fantasy, slightly snappier quests, and a deep well of expansions without the licensed-product price creep. If you'll mostly play solo or co-op, both apps are solid, so it's still a theme call. Committed group, happy villain player, and you honestly can't lose with either.
Same dungeon-crawl heart in two costumes: pick Imperial Assault for blaster-fire movie feel, Descent for a classic fantasy campaign you can grow for years.