Gloomhaven Catch-All

I've found that when playing a new class that's a bit underleveled for the group it's best to try and craft a play deck that's more support than anything. Buff your friends, debuff enemies, etc until you get the feel for the class and take stuff head on.

That's pretty cool, thanks!

I need a little help understanding bizarro non-numbered modifier cards as they relate to disadvantage.

So I have disadvantage and I draw the "bump up the leaf" symbol which asks me to draw an additional card... and a +1. Do I draw one more card for disadvantage, or what happens? Halp.

The way we've played it, which is wrong, but intuitive and doesn't provide any other advantage, is to create 2 stacks. You fully resolve each stack, drawing additionally as needed for combos and then decide which stack is better/worse, which can be a judgement call. (Is +2 worse than +1/poison?)

Same goes for having Strengthen

dRailer wrote:

I need a little help understanding bizarro non-numbered modifier cards as they relate to disadvantage.

So I have disadvantage and I draw the "bump up the leaf" symbol which asks me to draw an additional card... and a +1. Do I draw one more card for disadvantage, or what happens? Halp.

Correct way to play that would be taking the add earth card instead of the +1.

I've seen the other way done (and have done so myself) where you draw 2 "stacks" like mentioned above. I find it more fun.

polypusher wrote:

The way we've played it, which is wrong, but intuitive and doesn't provide any other advantage, is to create 2 stacks. You fully resolve each stack, drawing additionally as needed for combos and then decide which stack is better/worse, which can be a judgement call. (Is +2 worse than +1/poison?)

Same goes for having Strengthen

I like that a lot, actually.

Can somebody give me the quick and dirty answer on that final long rest before exhaustion? I feel like reading comments has led me to believe that you can long rest "one more time" too many times. I'm thinking of the "meat shield" comment in the FAQ on BGG in particular. Sorry to ask for clarification on this; the actual topic is even making me a bit exhausted. *removes mini from board*

Having lots of combo cards can get you in trouble with that, as your likelihood of terminating in a Curse/Miss feels like its higher

dRailer wrote:

Can somebody give me the quick and dirty answer on that final long rest before exhaustion? I feel like reading comments has led me to believe that you can long rest "one more time" too many times. I'm thinking of the "meat shield" comment in the FAQ on BGG in particular. Sorry to ask for clarification on this; the actual topic is even making me a bit exhausted. *removes mini from board*

Characters are exhausted when one of two things happen: either a character reaches zero HP, or if at the beginning of a round they are unable to rest (because they don't have two cards in their discard) and unable to play two cards (because they don't have two cards in hand).

polypusher wrote:

Having lots of combo cards can get you in trouble with that, as your likelihood of terminating in a Curse/Miss feels like its higher

Correct, and I'm pretty sure that's why the rule is "draw two cards and pick the better/worse one"

Minotaar wrote:
dRailer wrote:

Can somebody give me the quick and dirty answer on that final long rest before exhaustion? I feel like reading comments has led me to believe that you can long rest "one more time" too many times. I'm thinking of the "meat shield" comment in the FAQ on BGG in particular. Sorry to ask for clarification on this; the actual topic is even making me a bit exhausted. *removes mini from board*

Characters are exhausted when one of two things happen: either a character reaches zero HP, or if at the beginning of a round they are unable to rest (because they don't have two cards in their discard) and unable to play two cards (because they don't have two cards in hand).

So if you have zero cards in your hand, but you have three in discard... you could do a long rest, but you'd have to lose two of those cards. Next round you'd have one in your hand, and you'd be exhausted at the beginning of that round, correct?

Edit, sorry about multiple edits. Trying to re-create the scenario causing confusion.

Well I hate to break it to you, but long rest just discards 1 card from your discard of your choice and grab the rest. You may have bumped your difficulty a bit by doing two...

Also yes, you would be considered exhausted when you could not play two cards and you cannot rest because your discard pile is empty.

polypusher wrote:

The way we've played it, which is wrong, but intuitive and doesn't provide any other advantage, is to create 2 stacks. You fully resolve each stack, drawing additionally as needed for combos and then decide which stack is better/worse, which can be a judgement call. (Is +2 worse than +1/poison?)

Same goes for having Strengthen

Ditto. The "correct" rules on how to play are moronic.

-BEP

bepnewt wrote:

Ditto. The "correct" rules on how to play are moronic.

-BEP

Why do you say that? It seems a lot simpler and less ambiguous than drawing two stacks, and seems less likely to burn through a lean deck. The only odd situation is if you get an x2 and a rolling modifier, you still get the x2, though you lose the rolling modifier so it's still not as good.

imbiginjapan wrote:
bepnewt wrote:

Ditto. The "correct" rules on how to play are moronic.

-BEP

Why do you say that? It seems a lot simpler and less ambiguous than drawing two stacks, and seems less likely to burn through a lean deck. The only odd situation is if you get an x2 and a rolling modifier, you still get the x2, though you lose the rolling modifier so it's still not as good.

What happens when you have advantage and pull a Rolling Poison, followed by a NULL?

-BEP

bepnewt wrote:
imbiginjapan wrote:
bepnewt wrote:

Ditto. The "correct" rules on how to play are moronic.

-BEP

Why do you say that? It seems a lot simpler and less ambiguous than drawing two stacks, and seems less likely to burn through a lean deck. The only odd situation is if you get an x2 and a rolling modifier, you still get the x2, though you lose the rolling modifier so it's still not as good.

What happens when you have advantage and pull a Rolling Poison, followed by a NULL?

-BEP

Advantage is not meant to be a guarantee of doing more damage. You can have advantage in D&D 5e and still roll double 1's. At least here you get the poison effect.
Since it's a fixed deck you were still going to draw that null in one of the next two attacks.

Mind you I don't necessarily want to change your mind on how to play advantage or disadvantage - it has no effect on my game, of course. However I do think the rule as written has very clear intent, and is supported by the way one can manipulate the combat deck through perks. You can generally smooth the probability curve by adding lots of low impact cards, or make it more swingy and random by adding a few big modifiers to the deck, which adds more of a high-risk/high-reward element. Adding lots of rolling modifiers basically smooths out the effects of advantage and disadvantage in terms of their potential to affect damage - which is just another consideration when building that deck.

imbiginjapan wrote:

Mind you I don't necessarily want to change your mind on how to play advantage or disadvantage - it has no effect on my game, of course. However I do think the rule as written has very clear intent, and is supported by the way one can manipulate the combat deck through perks.

No worries, we've read a lot about the rule and its intent, etc. We play to have fun and this rule just doesn't work for us, like many others. When I set up an attack over several turns with my Scoundrel ending with an advantage attack and then get nothing for it except for a poison counter, it's not fun. I don't know if the other classes are as affected by this rule or not, but the Scoundrel definitely is, and that's the character I'm on. Maybe we'll go back to the rules as written later, but I doubt it. We don't mind houseruling, as long as everyone agrees on it.

Moronic was a strong word.

It's such as great game. We haven't played in maybe 2 months. I have the itch!

-BEP

Bah. I have played this twice since I got it.. what.. 4 months ago? Disappointing. Doesn't seem like I can get my group excited about it. Oh well.. just waiting for my son to hit 8-9 and we'll be all over it, I'm sure.

New first community scenario out now. Play and vote how the small community expedition turns out.

Sadly I’ll miss out on this first one because I’m out of state until a week from now. But I’m for sure all in once I’m back from vacation.

My group plays regularly on Saturday. I like the idea of the community expedition but not having to reset and start a new party to play, so we'll sit it out.

I know he recommending starting fresh, I don’t I’ll do that personally. I’ll just do my two solo characters.

Gloomhaven “mini” expansion is coming. 20 missions focus on choice. New class, Diviner. It’s a mage that can interact with the monster decks and monster modifiers. 7 new monsters. Designed by the Gloomhaven artist (or graphic designer, can’t remember) and approved by Isaac. This isn’t the big expansion Isaac announced a couple months back. That’s coming much later. Possibly Essen release this year. Not a Kickstarter.

Crockpot wrote:

Gloomhaven “mini” expansion is coming. 20 missions focus on choice. New class, Diviner. It’s a mage that can interact with the monster decks and monster modifiers. 7 new monsters. Designed by the Gloomhaven artist (or graphic designer, can’t remember) and approved by Isaac. This isn’t the big expansion Isaac announced a couple months back. That’s coming much later. Possibly Essen release this year. Not a Kickstarter.

On one hand, that'd be super sweet, and I want to collect it all! On the other hand, I doubt I'll ever get through the content in the first box.

Fredrik_S wrote:
Crockpot wrote:

Gloomhaven “mini” expansion is coming. 20 missions focus on choice. New class, Diviner. It’s a mage that can interact with the monster decks and monster modifiers. 7 new monsters. Designed by the Gloomhaven artist (or graphic designer, can’t remember) and approved by Isaac. This isn’t the big expansion Isaac announced a couple months back. That’s coming much later. Possibly Essen release this year. Not a Kickstarter.

On one hand, that'd be super sweet, and I want to collect it all! On the other hand, I doubt I'll ever get through the content in the first box.

Thinks to self: “Great point. Fully agree.”

Looks at pile of shame on Steam: “Never stopped me before. All in!”

Oozes, it had to be Oozes. These things are the bane of my existence. We’re level 5 so they out range us, out health us, they’re shielded and poison us.

If we try and keep our distance and hope they split themselves to death we waste cards and they shoot us.

If we try to close with them, by the time we do they’ve split enough that we get caught in the crossfire from all the other oozes, especially when they draw that BS target 2 card.

So... just glanced at the back of the rule book and noticed something we’d missed. Checked how you calculate scenario level...

And Just discovered we have inadvertently been playing Gloomhaven on Very Hard mode from the start. We are meant to take the average level, which is what we have been doing, but then we are meant to divide it by 2 and round up. So we should have level 3 monsters at the moment, not level 5...

Factoring that in we have been doing well with an about 50% win rate. Level 3 Oozes are much squishier...

So you have been shorting yourself experience and gold as well? Yikes! Congrats for grinding and gronking it out.

No, we were getting a higher gold conversion and bonus win XP because we were running scenarios at level 5 instead of level 3 so it all worked out. Aside from scenarios with oozes and cultists (spawning heaps of summons) we'd been going okay scraping wins. When I told my group their reaction was generally 'but wouldn't that make it too easy?'

So we dropped the next scenario to hard and promptly lost it.

Replayed on normal and won, My wife played Music note's solo scenario on normal and won then played a crazy hard scenario

Spoiler:

Ancient Cistern

on normal and *just* scraped a win.

On the upside, having been used to playing on very hard, we have all gotten pretty good at using our characters at peak efficiency.

Prozac wrote:

Oozes, it had to be Oozes. These things are the bane of my existence. We’re level 5 so they out range us, out health us, they’re shielded and poison us.

Urgg, us too. One scenario is brutal because of them.