Gloomhaven Catch-All

Get Gloomy companion. It does all the hard work for you.

The thing you have to remember is if your friend is feeling gloomy give him or her a kind word and let them know you are there for them. Invite them into your safe haven. Let them know they can lay their cards on the table.

bepnewt wrote:

Definitely realize that:
1) Monsters only do what is on the combat card. So, if it says "Shield 1, Attack +2" then the monster would get a shield of 1 and then it would attack at +2. It would NOT move because there is no "Move +*" on the card.
2) Process the action on the combat card in order.
3) If there is a buff or condition on a monster combat card, it doesn't come into play until that monster's turn in initiative. So, on #1 above, the monster wouldn't get that "Shield 1" until it's turn. If you go before it in initiative and attack that monster, it won't have the "Shield 1" on it, yet.*

* This is my understanding, please correct if wrong.

-BEP

Keep in mind Archers, for example, still fire their arrows even if there's no "Range +/-" on the card. Had to look that one up.

Certis wrote:

Keep in mind Archers, for example, still fire their arrows even if there's no "Range +/-" on the card. Had to look that one up.

Which makes perfect sense. If the Archers (or any ranged monster) card for that round says Attack +/-, then they attack at their normal range, but with their attack value modified. The Range +/- simply modifies their range for that round.

It took me a few tries for the combat system to sink in due to years of having "range" and "attack" being synonymous in most other games. In gloomhaven range is simply how far they can reach and attack being ANY attack they have. It makes sense now, but it was confusing to me at first.

One of our local game stores had several copies on hand. I had gone in just to browse during my lunch break and asked on a whim. I ended up getting a copy for $130 plus tax and then lugging it through the mall. I was surprised they had so many copies given what I'm seeing online.

Going to hold on to it as a gift for my dad's birthday... in May.

I'm a bit unclear on what some of the accessories included in the box are (I'm not opening it). Are the reusable stickers standard in the 2nd edition or is that an additional buy? I don't know if we'll need sleeves, we were raised as very meticulous gamers. I like the dice idea up-thread, and we have plenty of those. Any other "must have" accessories?

I thought it was going for over $250. Maybe I was thinking of some other game.

Kyekye wrote:

One of our local game stores had several copies on hand. I had gone in just to browse during my lunch break and asked on a whim. I ended up getting a copy for $130 plus tax and then lugging it through the mall. I was surprised they had so many copies given what I'm seeing online.

Going to hold on to it as a gift for my dad's birthday... in May.

I'm a bit unclear on what some of the accessories included in the box are (I'm not opening it). Are the reusable stickers standard in the 2nd edition or is that an additional buy? I don't know if we'll need sleeves, we were raised as very meticulous gamers. I like the dice idea up-thread, and we have plenty of those. Any other "must have" accessories?

Regular stickers in the box. Removable stickers are separate. I have them but probably didn't need them. $17 or so I think.

Sleeves are personal. Minotaar posted up thread that his group has played a year without and no issues. I sleeved some of the smaller attack modifier cards that tend to get shuffled. I see no practical purpose of sleeving city event, road event, or equipment cards, but it is all personal choice.

Must Have? I would say some form of in box or out of box organizer. Unless it is staying set up on the table, this is a huge time saver. Even set up on the table, the trays are really nice to have.

Reusable stickers are a 3rd party addon (or first party, I didnt look) They're not a must-have unless after 2 years of playing you decide you want to start over instead of playing some new shiny thing.

The $130 price is normal retail. $250 is the low end of the extortionist secondary market.

Edit: This storage solution is the must-have if you intend to ever pack your game away. https://boardgamegeek.com/thread/172... get the boxes from a sporting goods shop (tackle box) or online from Dicks Sporting Goods. It was way cheaper than Amazon last I looked.

polypusher wrote:

Reusable stickers are a 3rd party addon (or first party, I didnt look) They're not a must-have unless after 2 years of playing you decide you want to start over instead of playing some new shiny thing.

Or you are very anal about lining up the stickers with the trees/river/mountain/road lines on the map and your manual dexterity bollocks up your initial sticker placement and it looks like crap so you redo it.

So I have heard, anyway...

bhchrist wrote:
polypusher wrote:

Reusable stickers are a 3rd party addon (or first party, I didnt look) They're not a must-have unless after 2 years of playing you decide you want to start over instead of playing some new shiny thing.

Or you are very anal about lining up the stickers with the trees/river/mountain/road lines on the map and your manual dexterity bollocks up your initial sticker placement and it looks like crap so you redo it.

So I have heard, anyway...

The stickers in the box are pretty forgiving if you mess up on the first try. Just be careful.

But yeah, you'll want to organize it somehow even if it's just with a tackle box. You can also rid yourself of silly monster cards if you want to keep some apps running on phones/tablets while you play. The apps are easy to use and help keep setup and teardown to a minimum. Just search your app store for Gloomhaven and you'll find them.

Must have accessories for me (starting from most useful):
-Gloomy Companion (free, web app). This is a game changer. Streamlines the game hugely. if you can use a tablet so everyone in the table can see. You can even use a laptop or connect something to a tv
-expandable portable folder holder for map tiles
-insert, I recommend gloomtown especially with the other accessories. If you are too poor get Plano to hold everything
-10 sides dice for monster health. Put on the board for immediate feedback. Use 10 wound chits to go above 10
-IKEA bag to hold everything

Some stuff I’m planning upgrading to that you should look into:
-3D printed standees with health tracker and condition holder
-3D printed player mats that keeps everything organize

All these upgrades made the game sooo much smoother. I can’t recommend it high enough.

I'm at work and don't have the rulebook handy.

If you complete a mission, can you go back and do it again?

-BEP

Most of the time you can. Sometimes completing it gives you an achievement that excludes going in again.

ie: Requirements: The Sky is Blue
Rewards: The Sky is RED

Thanks.

-BEP

We retired our first character and open our first locked class. It’s the three spear one. With that we open the town records book. The class we open seem really cool and his theme is really interesting. This game reminds me of Summoner Wars in terms how diverse each class plays completely differently.

Three spear reaction:

Spoiler:

Quartermaster. He Is basically does stuff with items with refreshing them. He also very offensive base. My buddy will probably play him. He looks extremely fun to play with.

Town records reaction:

Spoiler:

Just a book to record retired characters and to drive gear on assuming is the main storyline. So far only flavor text. Cool but not super exciting.

So I think I need to manage my expectations better with unlocks. It seems like new classes is the stuff you should get excited about not. Not the other envelopes and town records book (Open two envelopes and town record). I think with all my legacy experience it’s kind of made me expect that every unlock should change the game where really, it’s just a mechanism to keep you from getting ahead of yourself and drive the story. I did hear that envelope X is the mind blowing. I might be wrong.

Our group just retired our first character, My Scoundrel. She skipped town with over 200 gold pieces. I opened the 3 spears box and will be playing them, My new character also got a personal goal that will lead to envelope X opening so it looks like I'm firing on all cylinders

My wife really enjoys the 3 spears character. She's spending a lot of gold on card upgrades because she knows she'll be re-playing it several times.

Anyone else painting minis? I'd be interested to see what anyone's done with them.

Spoiler tags for anything but the starting 6, please.

Came the closest to failing a scenario yesterday with our Scoundrel knocked out and my Spellweaver left to traverse a lengthy bit of terrain to grab the last chest. The special rule was to get all the chest but it could only be done with the loot action as opposed to ending the turn on the item. My deck has some decent move 3 or 4 cards, but only one loot action in the deck, and it was on the top half of my move 8 + jump loss action, which had already been used and recovered to get a chest hemmed in by traps. Fortunately, though careful card management, resting, a Cloak of Invisibility, and Boots with a +2 movement bonus, I was just able to grab the chest on my last turn. As I acted first, I played out the monster turn to end the round. Ended at one health thanks to a monster modifier card of negative one.

The plan given the size of the map was to split up and get the multiple items ASAP. Thought it would be pretty easy with the Scoundrel's movement and loot cards, however, opening the last door and some bad enemy draws shut that down quick.

Major issue that would have avoided a lot of this? Totally forgetting the option to lose a card rather than health. Argh. We have not been in this position through 6 scenarios so it never previously came up. I am still amazed at the number of things that we are still missing (most all to our disadvantage).

At least I remembered that an unopened door acts as a wall. That raises two questions:

1. When monsters do not have a hero target, do they still draw from the attack modifier deck? I assumed so, as they may receive a buff of some sort that could apply when a hero enters the room. In this instance, the southern door of the room had been opened by the Scoundrel, who then dropped below 0 health. The Spellweaver was in a room to the east with an unopened door between the two rooms.

2. Am I correct in assuming the monsters do not move in the above situation, as there is no valid target to focus? They could pursue the Spellweaver by going through the open south door, then go to the open east and head north to the Spellweaver. That would have made my path easier as they would have moved away from where I wanted to go.

If they could draw a line to you and reach you if they had infinite movement, going through hazards and traps only if it was the only way to reach you then yes, they would activate and move. Monsters can move through other monsters that are allied with them.

And also yes, monsters always draw a card to play out the round, even if there's no player to focus. Many cards do things that don't focus a player anyway, like heals or summoning.

Prozac wrote:

If they could draw a line to you and reach you if they had infinite movement, going through hazards and traps only if it was the only way to reach you then yes, they would activate and move. Monsters can move through other monsters that are allied with them.

A straight line or any path? In my situation, they would have needed to go from a central room to a room to the south and then into a room to the east in order to reach me, as the door between the central room and the east room had not been opened yet and the south room was the only connector.

Any open path. If they can get to you, they'll attempt to. Monsters don't whine about having to walk mediocre distances.

Got it. So, yet again, I made the game more challenging by screwing up a rule rather than easier. Sweet!

So, how do you handle a room once you've cleared it? Assume you've picked up all the treasure, take a long rest, etc. before opening the next door?

bighoppa wrote:

So, how do you handle a room once you've cleared it? Assume you've picked up all the treasure, take a long rest, etc. before opening the next door?

Depends on the scenario. The one I just did, we mostly ran and ignored enemies if we could, as it was a very big map and out win condition was getting all chests with the loot action. We got very little gold (chests were a representation of an item worth no gold). The scenario before we were able to do basically what you described and got every available loot drop and chest.

There's no way I would have the time to play this (or people to play with for that matter). But I'm nonetheless tempted to pick this up in honor of my 12 year old self who would have killed for something like this 30 years ago.

bighoppa wrote:

So, how do you handle a room once you've cleared it? Assume you've picked up all the treasure, take a long rest, etc. before opening the next door?

We decided that any item / loot stays unless you have a card that allows you to pick up treasure and stuff, but once all the bad guys in the scenario are down and we still have lots of cards, we end the game and collect all loot. We just assume that we get it all without actually doing the tedium of playing cards to get to all the loot. If we're all down to just a few cards, we do take the time to play through the cards and collect what loot we can.

It's funny, because the manual states (I think) the scenario ends as soon as the goal is met. So you kill the last enemy and that's that. It's just bonkers to me, like, do I kite this last dude so I can loot that chest? I'm assuming the game is balances with this restrictive loot collection in mind so we don't hoover up all the loot on the map after finishing. Instead, we just give ourselves one extra round after finishing the scenario to play cards and collect what we can.