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Jordan7hm
Feb 17, 2011




Lipstick Apathy

CaptainRightful posted:

I like this one: https://play.google.com/store/apps/details?id=de.timmcode.ghcampaigntracker.droid&hl=en

That lets you manage all your characters, parties, and campaigns. When you enter your scenario completions and looted treasure numbers, it logs achievements and unlocks automatically.


Also, if you want to lock down scenario spoilers and you can't stop yourself from glancing ahead on a page, this app lets you reveal scenario info bit by bit:

https://play.google.com/store/apps/details?id=com.gmail.roygon.Gloomhaven_Scenario_Viewer&hl=en

Yeah I got the second one on the iPad, but I wanted to avoid pulling out my android tablet for the character app. ah well, I'll just put it all on the android I guess.

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Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

ShaneB posted:

So based on current news, all those copies that retailers sold as preorders and expected in November aren't going to see the light of day until like Jan/Feb at the earliest, right?

Most likely. There was a KS message yesterday saying that the last four shipping containers are arriving at FunAgain this week in the US, so a lot of us KS backers won't be getting our copy until mid to late December.

Fate Accomplice
Nov 30, 2006




OgreNoah posted:

I'm really looking forward to upgrading the Shield 1 for the whole game to Shield 2 card for that class. I'm not sure what else to upgrade at the moment.

after that you need to upgrade as many bottom move actions as you can to offset the penalty imposed by the card referenced in your spoiler.

MikeCrotch
Nov 5, 2011

I AM UNJUSTIFIABLY PROUD OF MY SPAGHETTI BOLOGNESE RECIPE

YES, IT IS AN INCREDIBLY SIMPLE DISH

NO, IT IS NOT NORMAL TO USE A PEPPERAMI INSTEAD OF MINCED MEAT

YES, THERE IS TOO MUCH SALT IN MY RECIPE

NO, I WON'T STOP SHARING IT

more like BOLLOCKnese

The Lord of Hats posted:

It plays perfectly fine at two players, the scaling is really well-done.

2 players is perfectly viable, but note that it's a very different beast to 4 player. In 2 player both characters need to be pumping out damage and concentrating on killing enemies and not getting hit; you can't really afford dedicated tanks or support characters or you will fall behind too far in the damage stakes.

At higher player numbers (especially 4 player) you can afford to specialise a bit more with tanks and healers since you won't be able to avoid taking damage due to the sheer number of enemies.

Aghama
Jul 24, 2002

We eat fish, tossed salads

CaptainRightful posted:

I like this one: https://play.google.com/store/apps/details?id=de.timmcode.ghcampaigntracker.droid&hl=en

That lets you manage all your characters, parties, and campaigns. When you enter your scenario completions and looted treasure numbers, it logs achievements and unlocks automatically.


Also, if you want to lock down scenario spoilers and you can't stop yourself from glancing ahead on a page, this app lets you reveal scenario info bit by bit:

https://play.google.com/store/apps/details?id=com.gmail.roygon.Gloomhaven_Scenario_Viewer&hl=en
I wish the first app provided a good way to track Personal Quests, my son has the one where you have to kill 20 types of enemies.

CaptainRightful
Jan 11, 2005

Aghama posted:

I wish the first app provided a good way to track Personal Quests, my son has the one where you have to kill 20 types of enemies.

Yeah, I just do that in the "notes" text box. Would not be surprised if the dev adds some sort of quest goal tallying functionality at some point, since you can already tally perks and prosperity.

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

Aghama posted:

I wish the first app provided a good way to track Personal Quests, my son has the one where you have to kill 20 types of enemies.

Yeah with paper you can just write them down in the big blank "items" space, which you should do because that's a lot to remember. Doing a linked scenario and I peaked and a new enemy showing up next scenario, so I will retire in 2. Everyone else will retire shortly after because they are almost there. Turns out none of ours were really fast

Do 15 scenarios
Get 15 Checkmarks

Being the other 2 in the party which are basically timers. All 3 will retire by scenario 15 seems pretty slow but I have no reference.

Moonwolf
Jun 29, 2004

Flee from th' terrifyin' evil of "NHS"!


My 2 person group has just retired our first 2 characters at level 9, prosperity just below 4, because of hard to achieve personal quests. My next one looks like it might be achievable in about 6 missions, but is only so easy because of the rep purchasing discount.

Jordan7hm
Feb 17, 2011




Lipstick Apathy

Aghama posted:

I wish the first app provided a good way to track Personal Quests, my son has the one where you have to kill 20 types of enemies.

Hmm. that's actually why I disliked the character sheet. It's pretty small for what you need to track. My son has that one too.

I got: 6 side quests

How hard are these going to be to complete? We got lucky and treasure unlocked one of my goals after the first mission.

Somewhat related... putting stickers on the map is something I didn't expect to like this much. This is my first legacy game and there's something transgressive and exciting about defacing your copy of the game in this way.

Jordan7hm fucked around with this message at 18:39 on Nov 28, 2017

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

That's a tough goal I've only seen 2 pop up after 10 scenarios, and they are random, so 1 had a restriction my party doesn't have so we just cant to it yet, and who knows how to get the to open it?

Moonwolf posted:

My 2 person group has just retired our first 2 characters at level 9, prosperity just below 4, because of hard to achieve personal quests. My next one looks like it might be achievable in about 6 missions, but is only so easy because of the rep purchasing discount.

Oh wow. I thought level 4 was a ways to go. I guess I am looking at the box and thinking I've done 15% of the game without all these super cool secret boxes open. I've been stuck on at 19 of 20 different enemies killed since scenario 9, because just same dudes keep showing up. I did kill 2 bosses which helped. so with a bit better luck/peaking at scenarios I could have retired on scenario 9 at level 3.

Kind of over my guy now, just want him to go live a happy life in the sewers, don't care about xp or gold. Which works thematically

Bombadilillo fucked around with this message at 18:40 on Nov 28, 2017

Moonwolf
Jun 29, 2004

Flee from th' terrifyin' evil of "NHS"!


On the other hand, a level 9 scoundrel is a walking chainsaw and I was routinely blitzing elites in one attack. Her attack deck just becomes a mass of +attack cards. It's weird being a cragheart and having to worry about movement and damage.

Aston
Nov 19, 2007

Okay
Okay
Okay
Okay
Okay

Jordan7hm posted:


I got: 6 side quests

How hard are these going to be to complete? We got lucky and treasure unlocked one of my goals after the first mission.


I’ve got this one as well, from reading about the game it looks harder than some of the others and I expect will depend on doing the right scenarios to get the treasure you need. I saw someone said that they had this goal and ended up just retiring after completing 2/3rds of it because they were behind everyone else, but I’m hopeful they were just unlucky. It does feel a lot more rng dependent than some of the others.

OgreNoah
Nov 18, 2003

Aston posted:

I’ve got this one as well, from reading about the game it looks harder than some of the others and I expect will depend on doing the right scenarios to get the treasure you need. I saw someone said that they had this goal and ended up just retiring after completing 2/3rds of it because they were behind everyone else, but I’m hopeful they were just unlucky. It does feel a lot more rng dependent than some of the others.

The issue is really unlocking them, not completing them. They're not any more difficult than a normal mission, but unlocking them requires other people to finish their quests or you to get lucky with road/city events. We've had everyone retire at least once and I think we've only unlocked 4 side missions.

The Lord of Hats
Aug 22, 2010

Hello, yes! Is being very good day for posting, no?
Yeah, that is one where I would honestly just dig out the other card to unlock that class and switch to it, because it *will* take forever otherwise.

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

The Lord of Hats posted:

Yeah, that is one where I would honestly just dig out the other card to unlock that class and switch to it, because it *will* take forever otherwise.

I'm not really above fluffing anything in this game like that. (or house ruling games in the name of goodtimes) In a game about legacy and swapping guys If I was stuck doing 2/3 of it with 1 guy from a bad initial draw? Hell no, swap it or just retire.

By the rules you can just pick a new guy of course and your intitial one just drinking in the bar until you use him again. But gently caress that, get some new classes going already.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
I actually don't like this game very much. I'm hoping it gets better but I'm feeling like a sucker.

The initial punch out and setup was loving awful, I had to do it over 3 days. Would it have killed him to have a "this is what you need for first time setup" stuff to get the game from box to table in less than 3 hours? Jesus.

Also, I have a dedicated room in my house for games with a dedicated table and without that this game would have been nightmarish, seriously it's bad. I also really hate that most board games expect you to drop 20 - 40 dollars more on storage solutions, this is a flaw with the industry not Gloomhaven per say but Gloomhaven is legit terrible and near unplayable without the organizers.

The first mission has gone badly for my wife and I (Brute and Mindfreak), we got back-to-back Null draws on big plays with powerful cards being lost and so we've struggled badly after that. Really felt like an RNG screw-job. We've been struggling ever since that round and I'm certain we're going to lose, but we feel compelled to play through. I consider a campaign starter scenario that you can fail to be an absolute fuckup of design, btw.

There's a huge aspect of Cult of the New in boardgaming and Gloomhaven is the gift that keeps on giving in that aspect. New classes and of course new setups and tons of monsters. A little gaming holiday every so often. And the card gameplay is good, if a little dry, but I don't know. It's all based on an RNG system that really hosed us bad. I get that as you level up the RNG becomes a lot less important but I really got a sour taste in my mouth after that. The setup and storage stuff is not great. Not really looking forward to getting back to it.

I'm hoping this will click with me soon. I would have hate to have wasted 3 hours of my life on punching cards and cardboard for nothing.

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

Try the low RNG varient?

As for the other. Biggest box of stuff ever for $99. Kind of comes with the territory. My storage solution is a bead tray and some baggie and it works fine.

Bombadilillo fucked around with this message at 21:07 on Nov 28, 2017

Rumda
Nov 4, 2009

Moth Lesbian Comrade

Megaman's Jockstrap posted:

wasted 3 hours of my life on punching cards and cardboard for nothing.

Are you sure you're a board gamer?

Also I've spent less than £5 on bags and hair elastic and it's perfectly playable and I have to take it 10 minutes down the road to the pub every time I play it.

Jordan7hm
Feb 17, 2011




Lipstick Apathy
With you on the setup / teardown and need for additional storage solutions, and I had to go online to get a "what do you need for your first game" guide to make sure we handled it all. I think that was a big miss in the rules.

About the campaign starting scenario - remember about the discarding cards to prevent sources of damage and also make sure you're only placing the enemies for 2 players.

Not sure if it was the right call but we also both bought the iron helmet and stamina potion. The Brute bought Hide Armor as well. I think those both helped up the survivability - he was low health right at the end but neither of us was ever really in danger of exhaustion.

And yeah, the chance of a whiff sucks, but we both hit a 2x (the first road event blessed us so we had an extra card in the deck) during our game and man it's a good feeling to have your key cards go off.

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

Seriously. Punching is a fun "look at all the stuff!!!" Activity for me.

ChiTownEddie
Mar 26, 2010

Awesome beer, no pants.
Join the Legion.
At least if you hate it you can resell it quite easily. Don't feel like too much of a sucker.

golden bubble
Jun 3, 2011

yospos

Megaman's Jockstrap posted:

The first mission has gone badly for my wife and I (Brute and Mindfreak), we got back-to-back Null draws on big plays with powerful cards being lost and so we've struggled badly after that. Really felt like an RNG screw-job. We've been struggling ever since that round and I'm certain we're going to lose, but we feel compelled to play through. I consider a campaign starter scenario that you can fail to be an absolute fuckup of design, btw.

There's a huge aspect of Cult of the New in boardgaming and Gloomhaven is the gift that keeps on giving in that aspect. New classes and of course new setups and tons of monsters. A little gaming holiday every so often. And the card gameplay is good, if a little dry, but I don't know. It's all based on an RNG system that really hosed us bad. I get that as you level up the RNG becomes a lot less important but I really got a sour taste in my mouth after that. The setup and storage stuff is not great. Not really looking forward to getting back to it.


There's an official lower RNG variant in the rules (page 49 or something?) where you pretend nulls and crits ("x2") are actually "-2" and "+2" cards. There's also an unofficial variant where you pretend both nulls and crits are actually "0" cards.

CaptainRightful
Jan 11, 2005

Megaman's Jockstrap posted:

The first mission has gone badly for my wife and I (Brute and Mindfreak), we got back-to-back Null draws on big plays with powerful cards being lost and so we've struggled badly after that. Really felt like an RNG screw-job. We've been struggling ever since that round and I'm certain we're going to lose, but we feel compelled to play through. I consider a campaign starter scenario that you can fail to be an absolute fuckup of design, btw.

What's the point of playing a game that you cannot lose? How would you learn strategy if you couldn't possibly fail the first scenario? Would it still be an "absolute fuckup of design" if the game had a gimme training scenario, then was exactly as it is now starting with scenario 2?

Also, two nulls in a row is an edge case of probability, but maybe you learned not to depend so heavily on a single big move?

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

Part of the build your character part of the game is managing that RNG.

When you first start you get the feel for the baseline hits and misses. Then you build from there. Note you will never be at that baseline again. When you build a new character you will have immediate perks to mitigate that risk. Or increase it for higher highs and lower lows.

The point is. Your hit deck starts the worst it will ever be and it gets better as you play. It's where you build your character the most.

It does suck to draw 2 miss cards in the first scenario. It is literally a rule that you can play without them if you want.

dwarf74
Sep 2, 2012



Buglord
I just wanted to say how impressed I have been so far with the Gloomhaven community as a whole.

I've been reading about this game all over the place since right around when the first KS fulfilled. So it's been a while! And - miracle of miracles - I haven't been spoiled on anything significant yet. Not even the names of the advanced classes.

Punching the cardboard has seriously been the biggest 'spoiler' I've encountered. Oh - and when setting up for YASS - there's that envelope hidden below the insert. Is there an in-game event that triggers its opening, or is it seriously just when you think you're ready, whenever that might be? I'm being super cautious even though I'm pretty sure nearly everyone has found it, and figure if nothing else, I'll wait a while with my group before opening it.

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

I'm curious about that as well.

On RNG chat. You can skip it all together and spec Cragheart to just make damage happen. :getin: He just makes flame demons just stop existing.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

CaptainRightful posted:

What's the point of playing a game that you cannot lose? How would you learn strategy if you couldn't possibly fail the first scenario? Would it still be an "absolute fuckup of design" if the game had a gimme training scenario, then was exactly as it is now starting with scenario 2?

Also, two nulls in a row is an edge case of probability, but maybe you learned not to depend so heavily on a single big move?

Generally a campaign mode should ramp up somewhat in difficulty, this is the impetus behind most progression-based games. "Level 1" has less options than "Level 2" and "Level 3" and so on. Gloomhaven is an exception because you have a full deck of cards and a full scenario from the get go. Considering the game is some kind of ridiculous 200+ hour behemoth that doesn't play like anything else I think an ease-in would have been helpful, yes.

As for "what I learned" I learned that RNG can gently caress me, which as somebody whose played games for over 30 years I was well aware. But what's really funny is classifying "using a card that is good, so it's lost after use" as "depending heavily". it's like buddy, it's not my fault that 10% of my deck went out the window because of an edge case in probability, one that I couldn't mitigate because I don't have any freakin' options because I'm Level 1 on the second turn of my first scenario with only one combat card drawn from my deck so the odds of flipping over the Null were extremely low.

I think I would probably play with the +0/+0 mode on the very first scenario, it definitely would smooth things out. Simply did not think about it. That's my lesson learned from it all, because feeling like you're bleeding to death over 8+ rounds and a couple of hours on the very first scenario you play because of an edge case is stupid.

Jordan7hm
Feb 17, 2011




Lipstick Apathy
No single card is that important.

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

Megaman's Jockstrap posted:

Generally a campaign mode should ramp up somewhat in difficulty, this is the impetus behind most progression-based games. "Level 1" has less options than "Level 2" and "Level 3" and so on. Gloomhaven is an exception because you have a full deck of cards and a full scenario from the get go. Considering the game is some kind of ridiculous 200+ hour behemoth that doesn't play like anything else I think an ease-in would have been helpful, yes.

As for "what I learned" I learned that RNG can gently caress me, which as somebody whose played games for over 30 years I was well aware. But what's really funny is classifying "using a card that is good, so it's lost after use" as "depending heavily". it's like buddy, it's not my fault that 10% of my deck went out the window because of an edge case in probability, one that I couldn't mitigate because I don't have any freakin' options because I'm Level 1 on the second turn of my first scenario with only one combat card drawn from my deck so the odds of flipping over the Null were extremely low.

I think I would probably play with the +0/+0 mode on the very first scenario, it definitely would smooth things out. Simply did not think about it. That's my lesson learned from it all, because feeling like you're bleeding to death over 8+ rounds and a couple of hours on the very first scenario you play because of an edge case is stupid.

The game is balanced to miss hits. Even big hits. If you have one big blast you are banking on, buy some goggles. Then you CANNOT miss (with the base deck). Again your deck is the worst it will ever be in the game and building your character and progressing is literally making that deck better and better.

Also you do have way less options at level 1. You just don't know it yet. You will get to hard decisions on which to use, the top or bottom of that precious level 4 card. How they interact with you cards you've had the whole time now that you can do 1 more cool thing. Not to mention having 10 items in play now that opens things wide open. You are just wrong on that point, but just because its not apparent until you play the game a while.

Bombadilillo fucked around with this message at 22:49 on Nov 28, 2017

Aerox
Jan 8, 2012

golden bubble posted:

There's an official lower RNG variant in the rules (page 49 or something?) where you pretend nulls and crits ("x2") are actually "-2" and "+2" cards. There's also an unofficial variant where you pretend both nulls and crits are actually "0" cards.

Or, hell, if RNG is a really big issue for you just houserule the game so you don't use the cards at all and everyone does the exact damage printed on their cards at all times.

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

Aerox posted:

Or, hell, if RNG is a really big issue for you just houserule the game so you don't use the cards at all and everyone does the exact damage printed on their cards at all times.

Then don't play any classes that rely on status effects? or push's and such. I guess you can build every class that way. Sounds really boring.

Megaman's Jockstrap

I know its lovely to get two misses on your first scenario and it soured it. And I understand that "Its not that bad" isn't a comforting response. But its really doesn't happen that often and its the disempowered start that your characters grow from over the game.

Bombadilillo fucked around with this message at 22:58 on Nov 28, 2017

Jordan7hm
Feb 17, 2011




Lipstick Apathy

quote:

Null cards are most devastating if you're using large single-target attacks. But the spellweaver and cragheart have a number of multi-target attacks which can even things out a bit for you.

For the first room, I'd recommend you each use your ranged area-of-effect abilities to whittle down the enemies until they get close, then focus-fire to take them out after 2-4 rounds of attacks.

One mistake a lot of new people make is using their big, flashy, lost-on-use cards early. Lost-on-use cards should be saved for emergencies or at the end of the scenario. If you use them early, they make every rest afterward that much less effective.

For example, let's say you're a scoundrel with 9 cards. If you don't use any of your lost cards, you get:

4 turns
Rest
4 turns
Rest
3 turns
Rest
3 turns
Rest
2 turns
Rest
2 turns
Rest
1 turn

Total: 19 turns

If you use just ONE lost card before your first rest, that becomes:

4 turns
Rest
3 turns
Rest
3 turns
Rest
2 turns
Rest
2 turns
Rest
1 turn

Total: 15 turns

You lost FOUR turns just by playing one lost card at the beginning of the map! And these are idealized situations, when you aren't losing cards for absorbing damage, don't have active effects out, and don't rest until you're down to 0 or 1 cards.

In general, treat your lost cards as if you're doing one powerful move, but sacrificing 3-R potential turns to do it, where R is the number of times you've already rested. Same thing goes for losing a card to negate damage.

this is from bgg but I thought it somewhat applied. A better breakdown than any of us did here.

misguided rage
Jun 15, 2010

:shepface:God I fucking love Diablo 3 gold, it even paid for this shitty title:shepface:
The misses are pretty important to the flow of combat, it shakes things up a lot when you're all like "oh yeah guys don't worry I can totally handle that skeleton" and then you accidentally drop your weapon instead and suddenly your teammates are scrambling to make up for it. My favourite part of the game is that you don't have to lock in which top/bottom you're actually using, picking two cards such that either combo is useful depending on the state of the board when your turn rolls around is hugely rewarding.

That said it would definitely feel bad to pull a few of them in a row early on before you've got the hang of the game. The first room definitely feels kinda rough, it felt like we'd burned through so much so quickly that there was no way we could manage to even move through two more rooms, let alone clear them out. In the end though we managed it with most of us having a turn or two left.

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

That's good stuff. That said, some of the opening rooms in these maps can be a slog but you can seriously shorten it with an aggressive opening.

The Cultists and others can
summon things and if you start in a room with 3, blowing a through some cards to kill them can be the difference between fighting 3 guys and 6 or more guys.

Its a fun decision. Also it feels bad to get to the end of a scenario and have like 6 cards left in hand. Makes me feel like I should have been more aggressive.

Aerox
Jan 8, 2012

Bombadilillo posted:

Then don't play any classes that rely on status effects? or push's and such. I guess you can build every class that way. Sounds really boring.

I 100% agree and would never play that way but if whiffing an attack or not doing the damage you thought you were going to do is going to ruin the game for you you might as well give it a shot before you just offload the entire thing.

CaptainRightful
Jan 11, 2005

misguided rage posted:

That said it would definitely feel bad to pull a few of them in a row early on before you've got the hang of the game. The first room definitely feels kinda rough, it felt like we'd burned through so much so quickly that there was no way we could manage to even move through two more rooms, let alone clear them out. In the end though we managed it with most of us having a turn or two left.

On the other hand, I rushed into the second room with my Mindthief, leaving my Brute to finish off the last guard in the first one, and on my first attack pushed a guard through two traps, killing him before he could do anything. That sort of moment feels really powerful for a level 1 noob.

Aston
Nov 19, 2007

Okay
Okay
Okay
Okay
Okay

I have a question on Eagle Eye Goggles (or anything that effects your entire attack action) - if you have two attack actions that turn from a top and bottom, do you have to choose which it applies to? Does it apply to both?

Gwyrgyn Blood
Dec 17, 2002

Aston posted:

I have a question on Eagle Eye Goggles (or anything that effects your entire attack action) - if you have two attack actions that turn from a top and bottom, do you have to choose which it applies to? Does it apply to both?
From the FAQ:

quote:

What's the difference between an attack and an attack action?
And attack is a single attack on a single target that flips over a single attack modifier card. And attack action constitutes all the attacks made with a specific action (entire top or bottom half of an ability card). If your attack action is, say, "Attack 3," then there is only one attack in your attack action. If it is "Attack 2, Target 3," then your attack action consists of three separate attacks.
So the top and bottom actions you play count as separate attack actions. You can apply the goggles to whichever you choose.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
Thanks to Bomb and Jordan and misguided rage for the constructive advice. Probably won't post in this thread anymore but any interested parties should check SA mart in a couple of weeks in case I drop a used copy.

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Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

I doubt you will have any trouble breaking even on it. There are plenty of goons waiting on retial.

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