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Subject: Gloomhaven Lesson 1: Choose Wisely and Don't Die rss

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Isaac Childres
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So you want to leave the relative safety of Gloomhaven and venture out into the wilds in search of riches and glory? Well, that's understandable, but before you head off, there really are some things you should know.

Over the next few weeks, I'll provide you with 4 separate lessons about the rewards and dangers of dungeon-delving, at the end of which I'm hoping you'll have a reasonable idea of what you're getting into.

First of all, let's go over some of the basics you'll need to know when you find yourself facing the pointy end of some foul bandit's blade.



OVERVIEW AND EXHAUSTION

Scenarios in Gloomhaven are played over a series of rounds. You start with your entire arsenal of abilities, but every round you'll need to play two ability cards to perform actions with.


These cards will get discarded.


And you'll be left with fewer and fewer options each round until you are forced to rest.


But this isn't a field of poppies, and resting doesn't come cheap. Each time you rest, you lose one of your discards and get the others back into your hand.


Losing cards means you're getting tired, and when you lose so many cards that you don't even have two ability cards to rub together, that means you're exhausted and the monsters have free reign to dismember your corpse.


So, yeah, you'll probably want to avoid that.

There are other ways to lose cards, too, though. First of all, that really great ability card you have in your hand that's going to hit your enemies like a ton of bricks?


Yeah, that X symbol in the lower right means that you lose that card immediately instead of discard it once the ability is used.



And don't think your enemies don't have ways of exhausting you either. First of all, if you ever run out of hit points, that's it - you're out right then and there.


You can lose a card from your hand any time you want to completely negate any single source of damage, but that will still speed your march towards inevitable doom.



So there you have it. The tension in the dungeon is getting through and achieving what you set out to do before everyone in your party gets exhausted and the darkness overtakes you.


ROUND STRUCTURE AND USING ABILITY CARDS

Before we end the lesson for today, though, let's talk a little more about how a round of combat plays out.

Like I said before, you'll play two cards each round, and you'll pick one of the two to be your leading card, which will determine your place in the initiative order based on the number in the center of the card.


Once everyone in your party has selected their two cards, your enemies will reveal an action card for the round, and then everyone will act out their turn in order of low to high initiative. So if you want to stab that bandit before it stabs you, you should think about leading with a low initiative value.

Once your turn does come up in the initiative order, you've got some more decisions to make. With the two cards you've got sitting in front of you, you're going to perform the top action of one card and the bottom action of the other card in any order and combination you desire.



I hope you chose wisely at the beginning of the round and those who acted before you didn't mess up your plans, because stuff like that can easily make the difference between doing something really cool or just weighing your team down. Luckily, even if the cards you chose ended up being rather useless, any card can be used as a basic attack on top and a basic move on the bottom.


So you'll always be able to do something on a round, even if it isn't going to impress anyone.

I think that will just about do it for now. Next week we'll get more into some of the intricacies of combat and enemy behavior. Until then, try to stay alive!
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Bryan Holtz
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Very cool. More lessons please!
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Janik L
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Can't wait for the kickstarter campaign to start. Looking forward to watch gameplay videos
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Bob Johansen
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Looks great. I am looking forward to future lessons!
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Jorge Blazquez Garcia
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Cool. Waiting for more!
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Mr Ashbless
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"Like I said before, you'll play two cards each round, and you'll pick one of the two to be your leading card, which will determine your place in the initiative order based on the number in the center of the card."

Hi Isaac, a question on the meaning of leading card...
Does this mean you have to play the 'leading' card first, even if its a higher initiative of the two cards you intend to play in that round?
Like in the two cards you show as an example, with initiatives of 54 and 61...

 
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Mike Waleke
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Ashbless716 wrote:
"Like I said before, you'll play two cards each round, and you'll pick one of the two to be your leading card, which will determine your place in the initiative order based on the number in the center of the card."

Hi Isaac, a question on the meaning of leading card...
Does this mean you have to play the 'leading' card first, even if its a higher initiative of the two cards you intend to play in that round?
Like in the two cards you show as an example, with initiatives of 54 and 61...



From one of the videos, it appears as you pick which card is going to serve as your initiative card, irrespective of the order you are going to play them in.
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Isaac Childres
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Mike is correct. Once your turn in the initiative comes up, you can play your two cards in whatever order you want.
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Mr Ashbless
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Thanks Mike, Isaac for clearing that up. I wasn't sure if leading card meant you had to play that one first. Evidently not.

Looking forward to Lesson Two!
 
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Anthony Avelar
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Where does it say that you can lose a card to completely negate damage? and if so can you do it after seeing how much damage?
 
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Isaac Childres
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The "character damage" section on page 28. Yes, you see the damage first, then decide what to do about it.
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Corey Mayo
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Cephalofair wrote:

And don't think your enemies don't have ways of exhausting you either. First of all, if you ever run out of hit points, that's it - you're out right then and there.



Hey, look! As a solution to the HP tracker issue, Isaac is using the extremely tiny cubes from Forge War!

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