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Pierzak posted:Two (three?) quick questions: There is zero Kickstarter exclusive content. The box you buy in stores has the exact same stuff as the box backers get. As for availability, it shouldn't be hard to find (they printed a shitload of copies for retail), but it will be expensive as MSRP is $140. Yes, this is a legacy game. There are sealed boxes and envelopes you open as you progress. Also, a bunch of stuff isn't technically sealed (like the item cards or the scenario book), but many people are trying to go in as blind as possible and not look too far ahead.
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# ¿ Nov 10, 2017 19:22 |
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# ¿ May 22, 2024 11:20 |
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Pierzak posted:So basically Dungeon Crawler: Legacy, as in you're actually supposed destroy/write on components? Most people call Gloomhaven a Legacy game, but I don't really agree. There's no destruction of components and no fundamental or permanent alterations of the gameplay. You progressively unlock more of everything: more classes to play, more items to buy, more scenarios to play, etc. You never really destroy or lose anything. I'd classify it more as a really, really developed campaign system much deeper than anything ever seen before in a board game. There are stickers you're supposed to paste onto the map as you unlock locations and achievements. However unlike say, Risk or Pandemic Legacy, the stickers don't really alter the game at all, they just serve as a cool reminder of what locations you've unlocked and what stuff you've accomplished. If the board had been printed with every location already on it and they gave you a checklist to keep track of locations and achievements, the game would be the exact same. Though I will say, it's really cool and satisfying to see the mostly blank map fill up with stuff as you progress, so I'm glad the stickers exist. The only actual permanent change that happens in the game is enhancement stickers. These are upgrades you can buy for ability cards and take the form of a sticker on the card, which will apply to that card forever. Even after the character that bought the enhancement retires, any future characters of that class would get that bonus as it's now a part of the ability card. That is the only real legacy element in this game, in my opinion. But it's one you can easily sidestep if you wish. Sleeve the card and sticker the sleeve, for example, or even forego the sticker entirely and drop a little note inside the sleeve.
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# ¿ Nov 10, 2017 19:53 |
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Ragnar34 posted:My buddies aren't really interested in dungeoncrawling games except maybe occasionally, and I don't feel like starting a new playgroup with strangers (not enough time for second weekly game night), so it'd be just me for 95% of the missions. It's solo or nothing. It's a very good solo game. I'm running a solo campaign besides playing with a multiplayer group and I'd have bought this game even without anyone to play with. It comes close to unseating Mage Knight for my top solo game, tbh.
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# ¿ Nov 10, 2017 23:19 |
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Scenarios are mostly balanced in such a way that you'll be dangerously low on cards by the end, at least at the start of a campaign. Once you get more classes, abilities and items unlocked you may be able to outpace scenario scaling with the right combos. That's when you increase scenario difficulty
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# ¿ Nov 13, 2017 21:38 |
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I get what you mean, but I wouldn't call it replacing, as that implies you're losing another card. You unlock new cards for your card pool so they are available for use in a scenario. At the beginning of every scenario you have to decide which cards will make up your hand for that scenario, out of the pool of all your unlocked cards. You can freely swap cards in and out of your hand between scenarios. Some classes can get away with having a generic hand all rounder hand they use for most scenarios, but some with more situational cards (Tinkerer notably) should probably be swapping cards in and out frequently.
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# ¿ Nov 14, 2017 04:17 |
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The reason rooms aren't setup until you open the door is that enemy standees are limited, so there wouldn't be enough standees to fully setup some scenarios. By default all scenario information is meant to be public, aside from treasure chest contents.
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# ¿ Nov 14, 2017 18:45 |
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Well upon review, it seems designer intent is that scenario components are public but specific placement of those components within the scenario is not. I thought I had read otherwise, but I just checked the FAQ thread on BGG. So you know if there are any treasure chests, and which enemy types are present, just not specifically where on the map stuff is.
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# ¿ Nov 14, 2017 19:25 |
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Reposting my cheap solution to organizing the game, for those who don't want to dump a cool hundred on fancy lasercut wood:
It's a very tidy box which makes me quite happy and setup times are under 10 min. Best of all, total cost is under
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# ¿ Nov 15, 2017 02:42 |
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Those tiles look fine to me, what exactly is the supposed issue with them?
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# ¿ Nov 16, 2017 10:22 |
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It's very unlikely backer number has anything to do with shipping order, guys. It's all about logistics in shipments. Sleevewise, deffo sleeve modifier decks. They get shuffled constantly and sleeves make shuffling easier. Modifier decks start at 20, so one 100 ct. sleeve pack should be enough for four players, though it could get tight once you factor in curses and blessings that can get added. Maybe get two and also sleeve each character's items. I'd also recommend sleeving ability cards, these are the cards that get handled the most and will get grimey over time if you don't. Also it gives you the option to do enhancements without stickering the card. One 50 ct. sleeve pack will do for this, as classes don't go above 12 card hands (AFAIK, still haven't unlocked all of them). It's not too expensive and worth it IMO.
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# ¿ Nov 16, 2017 22:01 |
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Probably not, but the PDF is free. You could always print it out yourself. Have you tried taking the dials apart and putting some cardstock between the pieces to tighten the fit?
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# ¿ Nov 16, 2017 23:14 |
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Doorknob Slobber posted:For the YASS in this picture what are the tokens to the right of the 5 gold tokens? I don't have those, I also don't have the curse/bless status effect things, but I'm guessing that was just something that was changed because its not listen in the rule book as something I should have. Those are XP tokens. The first printing has a 0-9 track for XP, and every time you lap it you get a 10 XP token to mark that. Curse/Bless status tokens are also useless in first edition.
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# ¿ Nov 17, 2017 20:46 |
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Isaac strongly recommended against playing with 5, but said if you still want to do it add 2 to the scenario level without increasing rewards. So not more monsters, just stronger ones. Not sure what the app does, I guess provide a digital 5th modifier deck?
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# ¿ Nov 18, 2017 02:47 |
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CaptainRightful posted:I see this in the rules: "In addition, once a scenario has been completed in campaign mode, it cannot be undertaken again in campaign mode by any party." The reason is so you can't farm a scenario a bunch of times for its rewards. Like say if a boss scenario has a big gold/prosperity reward, you can't just farm the boss for a bunch of money and prosperity. You can replay scenarios in casual mode, which just means you don't get any of the listed rewards or story progress. You still get any money, XP, treasure, checkmarks, etc that you earn during the scenario, but not the reward listed for completing it in the scenario book.
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# ¿ Nov 22, 2017 21:08 |
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The Lord of Hats posted:I'd recommend just tracking it as two different world, yeah. Not going to be particularly satisfying for your friends if you've already gone and looted the end-of-scenario rewards for yourself in another campaign. This is pretty much what I do. I leave stickers and stuff for the multiplayer campaign with my friends and run my solo campaign completely separate off a spreadsheet where I track my progress.
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# ¿ Nov 22, 2017 21:17 |
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60 to 90 minutes for us, but that's after 40+ scenarios. It was closer to 2 hours at the start.
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# ¿ Nov 23, 2017 18:34 |
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CommonShore posted:So I'm about to haul Gloomhaven over to my friends' place for the first time. Levels are not as huge an increase as it sounds. A level 3 Bandit Archer has +1 HP, movement and attack over the level 1 version. A level 3 Bandit Guard has +3 HP and +1 attack over the level 1 version. It's not a terribly large difference, the guard will tank an additional hit and the archer might tank an additional hit but probably not and they'll both do slightly more damage. Hell, just playing solo or with the open information variant means you increase difficulty by 1, and all you're getting in that case is the ability to combo perfectly between characters, not a whole additional character. Also, you can always adjust difficulty if you want. If it still seems too easy, bump it an additional level. If it's too hard, drop down a level. That's the beauty of Gloomhaven's scaling system. Ropes4u posted:So now that many of you have the game l, is it worth $104? Absolutely. I've had Gloomhaven for 9 months or so. It's already in my top 5 most played games. It's easily the most value I've ever gotten out of a board game purchase.
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# ¿ Nov 26, 2017 22:21 |
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Math-wise, 5 should work fine with the level bump. The real problem I can think of is clutter becoming an issue at 5 players. At 4 characters you can already have annoying traffic jams around doors or narrow corridors. Playing 5 players worsens this, and if you add in summons and trap/obstacle laying it could get really bad.
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# ¿ Nov 27, 2017 01:50 |
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My phone runs Gloomy Companion on Chrome perfectly, and it's a cheapo budget phone, albeit a recent model (Moto e4). When I'm at home I'll usually cast the chrome tab from my laptop to the TV.
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# ¿ Nov 27, 2017 21:38 |
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jmzero posted:Huh. We certainly did this wrong (for hundreds of hours of play...) What we do is sleeve the cards that are currently in the cardpool and keep the rest in the platic envelope they came in originally. And yeah, having all the cards unlocked sounds like it would make you insanely powerful.
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# ¿ Nov 28, 2017 02:38 |
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SlyFrog posted:So when you play two player, can you just reasonably play two characters each, to make the game mechanics like a four player game? You could, yeah. Though that would remove a lot of uncertainty, so you probably should go +1 difficulty as per the solo/open information variant.
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# ¿ Nov 29, 2017 01:29 |
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Bottom Liner posted:Lol thanks but Stores that don't offer free shipping aren't going to sell this game even with the massive hype.
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# ¿ Nov 29, 2017 23:08 |
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Once you complete the quest and unlock something new you'll want to try the new class. Trust me.
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# ¿ Dec 1, 2017 08:46 |
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Designate someone to be in charge of the elemental board, otherwise it can very easy to forget to decrease elemental levels at the end of the round and then halfway through the next round you're not quite sure if it was done or not. It's not too important on your first few games as the starting classes (aside from the Spellweaver) and the monsters in the first few scenarios don't infuse all that much, but it's a good habit to get into. Do the same for status effects on monsters, it's also very easy to forget to remove those tokens from the monsters as they take their turns. Download this monster flowchart and print it out or have it readily available on your phone. Monster turns will be dead simple 95% of the time, the other 5% of the time you will want this chart handy.
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# ¿ Dec 3, 2017 22:12 |
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90-120 min is the average I've seen.
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# ¿ Dec 4, 2017 06:57 |
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Flying Leatherman posted:I still almost got murdered in the last room after rolling a -1 on a big aoe damage spell though FYI, for attacks with multiple targets you draw modifier cards for every single target, not one for the whole attack.
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# ¿ Dec 5, 2017 04:48 |
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Has anyone who ordered an upgrade pack have it delivered yet? Or even a shipping notice. I really want those real solo item cards instead of my crappy printouts.
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# ¿ Dec 6, 2017 06:40 |
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Some Numbers posted:Can someone tell me how big an accordion folder to get? https://www.amazon.com/Smead-Frequency-Expanding-Pockets-70863/dp/B0186K7B3O/ This is the one I have. All tiles fit (even the dreaded T-shapes), and it has internal dividers.
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# ¿ Dec 7, 2017 21:05 |
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So if I'm getting this right, they've cleared the entire game, done every scenario, found every item, are at prosperity 9 so all characters are level 9 and only playing hard missions (+2 to level for the max level of 7)? That's such an insanely niche case I can't see why anyone should care about character "tiers" at that point. I've played almost weekly since February and am nowhere near that level of completion. Put the game down and wait for the expansion.
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# ¿ Dec 12, 2017 03:13 |
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misguided rage posted:It is possible to put multiple enhancements on a card. There are a whole lot of stickers though, unless every member of your party is going all-out on one type of enhancement I'd say you're pretty unlikely to run out. The number of enhanced cards you can bring is limited by gloomhaven's prosperity level, so you're also unlikely to have people going all-out on enhancing until later in the campaign. If you're sticking them to the sleeves already and desperately short on stickers then you could print out more and tape them on, although it wouldn't look as good. Also enhancing is really drat expensive, I wouldn't worry about running out of stickers any time soon.
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# ¿ Dec 13, 2017 02:22 |
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Bombadilillo posted:It matters for their movement, they should be trying to get into a position where they can attack multiple people. Small clarification, monsters will move into a position where they can hit multiple targets while still attacking their focus. If the choice is between hitting multiple targets (but not the focus) and only hitting the focus, they'll go for the single hit on their focus.
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# ¿ Dec 14, 2017 23:32 |
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Knucklebear posted:I'm having problems winning the Gloomhaven organization meta-game. Ojetor posted:Reposting my cheap solution to organizing the game, for those who don't want to dump a cool hundred on fancy lasercut wood: If nothing else, do the enemy standee thing with the foam, it's great.
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# ¿ Dec 16, 2017 21:54 |
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Short resting is my default unless I have some items I really want to refresh. I'll also long rest on those rare ocassions when there's a lull in the action where I can long rest a turn while enemies come closer/someone else opens a door/a new enemy spawns because of scenario conditions, etc. Beyond the item refresh I feel there's very little advantage to long rests. Heal 2 is nice but hardly worth giving up an entire turn with active monsters.
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# ¿ Dec 19, 2017 22:43 |
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It does not.
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# ¿ Dec 29, 2017 00:33 |
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I think you answered your own question pretty well.
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# ¿ Jan 8, 2018 20:36 |
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Just play the open information variant then? No reason to beat around the bush.
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# ¿ Jan 15, 2018 00:01 |
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Getting antsy about my upgrade pack. Anyone in the US get theirs yet?
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# ¿ Jan 16, 2018 04:04 |
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^^^^ Pretty sure that's wrong, unless it was changed for the second printing. Usually scenarios that end in a choice unlock both scenarios, then you "make" the choice by playing one or the other. Usually this leads you down different plotlines and advancing too far down a plotline might lock out the other, but you never have to make a choice on the spot. Any scenarios unlocked will be in the "New Location(s)" brown box at the end of the scenario alongside the other rewards. Sometimes the plot text of a scenario will have the scenario number within a circle, that just indicates the story bit you just read is referencing that scenario, i.e. it's purely for flavor purposes. This by itself does not mean the scenario is unlocked, only the ones in the rewards section get unlocked. Some scenarios might reference other scenarios but not unlock them. Ojetor fucked around with this message at 02:30 on Jan 27, 2018 |
# ¿ Jan 27, 2018 02:24 |
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Cragheart/Spellweaver.
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# ¿ Feb 3, 2018 16:37 |
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# ¿ May 22, 2024 11:20 |
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Johnny Truant posted:What's this about disadvantage wrt ranged attacks? Ranged attacks have disadvantage against adjacent targets. If a monster is performing a ranged attack and is adjacent to one of it's targets, it will move away (if possible) in order to not have disadvantage. Bum the Sad posted:Thats kind of lame. You just walk out past piles of treasure even when not exhausted? Yeah, that's correct. I know a lot people think it's gamey and not flavorful, but it really helps add tension to the game. It makes choosing to go loot a treasure chest an actual decision, and it makes looting something a character can be good (or bad) at.
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# ¿ Mar 25, 2018 00:28 |