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Subject: 100% winrate after 6 scenario rss

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Kévin Perron
Canada
Rouyn-Noranda
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Hi,

I'm starting to wonder if we are doing something wrong since we have a 100% winrate after 6 scenarios.

Our team is Tinkerer, Scoundrel, Brute and Cragheart. Except for scenario 2, where we pushed our luck for the chest, we almost never ended up with someone exhausted.

On the forum and the subreddit I see a lot of people who said they lost 2-3 times the same scenario.

Do you think we are doing something wrong? Or are we just very good?

2 of us are really good with RPG'esque game and the 2 others are usually good with board games in general.

EDIT:

More infos :

- Level used for recommended : Average Level / 2 (we are level 2-2-3-3, so average level is 2.5 / 2 => 1.25 rounded up to 2)
- We lose a card on long rest, short rest
- We lost card with the X
- When we open the door, we setup the new room and turn one card for the new monsters in there (keep the one if one type of monster was active earlier in the round) then everyone monsters with lower initiative then the current player act as normal after he finishes his turn.
- We use the good modifier deck labeled 1 or 2 or 3 or 4
- We add the 2x -1 when using the armor (can't remember the name)
- We use potion only once per scenario
- We do not consume the element in the same round if created by the same player
- We do not share gold (especially our Scoundrel... f****** rogue...)
- We do not give any number on our card. We just say "I will act VERY quickly and hit this game very hard then move near the door" or "Can you pull me this guy?" or "can you heal me this turn?" (We just now know what's the "quickly" and the "slowy" for each of our partner)
- Ranged monster move away from focus to not have Disadvantage.
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Nathan Ehlers
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Seems impossible for us to know if you're doing it wrong. If you want more of a challenge, increase the scenario level by +1 above recommended level.
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Jason Murphy
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We are in the same boat. We have had two scenarios where one person was very close to being exhausted comma but have not come close to losing yet. I can see how this game could be super difficult but my group is full of hardcore Gamers, usually high strategy games, and so are skills are tailored to make this one easier.
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Moose Detective
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The most common mistake from people who say they are doing too well is that they are using the wrong modifier cards.

Did your modifier decks start with a Null and five -1 cards included?

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Donny Schuijers
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What are you doing exactly, and do you think you're playing any rules wrong?

Some mistakes that are being made, which tend to make it easier:
- Are you using the Standard Attack Modifier Decks or the Class Specific Cards?
- Do you lose a card every time you rest? Resting serves as a timer, you see, and not losing any cards, makes you incredible powerful.
- Have you tried changing the difficulty? It's pretty easy to do. If not: Are you playing on the right difficulty?
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Lonny x
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Also, make sure your selecting the recommended scenario level.
 
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Kévin Perron
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stevelabny wrote:
The most common mistake from people who say they are doing too well is that they are using the wrong modifier cards.

Did your modifier decks start with a Null and five -1 cards included?



Yes, I should have noted that we read all the "things you probably did wrong on your first game" thread and we seems to be playing 100% right.
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Kévin Perron
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malkaven wrote:
Also, make sure your selecting the recommended scenario level.


Yeah, average level /2 round up.
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Donny Schuijers
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I'll repeat myself:

- Do you lose a card every time you rest? Resting serves as a timer, you see, and not losing any cards, makes you incredible powerful.
 
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Chris Lawson
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Given the information you supplied about the way you play, it's going to be pretty much impossible to say if you are playing correctly.

It seems, in my opinion, to be you need to be good at resource management (in a euro-game way) to do better than having a more traditional RPG mind-set but it's entirely possible the mechanisms have clicked for your group. It's also possible you've missed some rule or just been somewhat lucky
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Kévin Perron
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SpiritReacher wrote:
I'll repeat myself:

- Do you lose a card every time you rest? Resting serves as a timer, you see, and not losing any cards, makes you incredible powerful.


Yes we lose a card that we choose on long rest and a random one on short rest. We can lose 1hp to redraw another card on random draw for the short rest.
 
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Kévin Perron
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xris wrote:
Given the information you supplied about the way you play, it's going to be pretty much impossible to say if you are playing correctly.

It seems, in my opinion, to be you need to be good at resource management (in a euro-game way) to do better than having a more traditional RPG mind-set but it's entirely possible the mechanisms have clicked for your group. It's also possible you've missed some rule or just been somewhat lucky


Yeah I know it's impossible for you to say if I'm playing correctly :/

We played a lot of Mage Knight and other resource management game but I was just weird thinking that we were that "good" since everyone seemed to lose 30-40% of the game.

Also, we play SUPER conservatively, we almost never use Lost Card before the half of the game. Since I'm playing the tinkerer, I'm the one who burn the most card early if I can use my AoE attack effectively.
 
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Matthew Coppel
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I would wager your missing something because never ending with someone exhausted in 4 player mode seems impossible.

Only way to know would be to video a game play.

Are you loosing the cards with the X on them?
Are you loosing cards on all rest?
Are you activating rooms when the door is opened and doing every activation, even the ones before the initiative of the opener?
Are you playing modifiers correctly?
Are you moving correctly, I watched one video where they just all moved to the door and long rested after a room was cleared.

So many if's, but without watching it's hard to know.
 
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Chris Lawson
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kalanqc wrote:
Yeah I know it's impossible for you to say if I'm playing correctly :/

Perhaps if you gave more info?

Describe a typical turn. What items do you have (in spoiler tags)? How effective are you at co-operating with each other? What sort of table talk is there.

EDIT: OK, you've edited your post and began to give more detail, good. Being good at Mage Knight should be a good indicator.
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Kévin Perron
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mcoppel wrote:
I would wager your missing something because never ending with someone exhausted in 4 player mode seems impossible.

Only way to know would be to video a game play.

Are you loosing the cards with the X on them?
Are you loosing cards on all rest?
Are you activating rooms when the door is opened and doing every activation, even the ones before the initiative of the opener?
Are you playing modifiers correctly?
Are you moving correctly, I watched one video where they just all moved to the door and long rested after a room was cleared.

So many if's, but without watching it's hard to know.


Yes, we are sure that we are correct on all the point you listed.
 
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Paul Grogan
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fllicker wrote:
We are in the same boat. We have had two scenarios where one person was very close to being exhausted comma but have not come close to losing yet. I can see how this game could be super difficult but my group is full of hardcore Gamers, usually high strategy games, and so are skills are tailored to make this one easier.

whats an exhausted comma?
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Kévin Perron
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Added more infos in the original post.
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Bill Paterno
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mcoppel wrote:
I would wager your missing something because never ending with someone exhausted in 4 player mode seems impossible.


Really? My group of 4 just played scenario 5 and 10 back to back and no one was exhausted at the end. In fact we find it easier when we have 4...mostly due to our 4th is either Brute or Cragheart. So when we play 3, we have less tanking abilities as a group.

I will say scenario 4 kicked our butts 3-4 times. Since then we have been playing better. But I was unaware that the norm for a 4 player group is to have someone be exhausted.
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Kévin Perron
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billpa wrote:
mcoppel wrote:
I would wager your missing something because never ending with someone exhausted in 4 player mode seems impossible.


Really? My group of 4 just played scenario 5 and 10 back to back and no one was exhausted at the end. In fact we find it easier when we have 4...mostly due to our 4th is either Brute or Cragheart. So when we play 3, we have less tanking abilities as a group.

I will say scenario 4 kicked our butts 3-4 times. Since then we have been playing better. But I was unaware that the norm for a 4 player group is to have someone be exhausted.


We have not done the 4th yet. Tonight we are playing with only 2 of us, maybe we will try this one then!
 
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Anon Y. Mous
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Raise the difficulty. There are 5 major variables that influence how effective your party is. Level, class/build synergy, item choices, perk choices (including bonus perks), and player skill. The recommended difficulty only takes level into account, so it's really not useful as anything other than a starting point to adjust from.

Imagine two parties. Both have an average level of 5, but one is an optimized team where all players chose skills to synergize with each other, a full loadout of items to complement their builds and each other, carefully chosen perks to maximize the effectiveness of their abilities, lots of bonus perks from battle goal checkmarks, and piloted by skilled players that know the game well. The second team is also level 5, but with no items, no battle goal checkmarks, ability cards and perks chosen more or less at random, and piloted by new players with no idea what they're doing.

Should these parties be on the same difficulty?
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Brendan Lapsley
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Are you making sure to check hand size before starting? Each class has access to more cards than they are allowed to take in.

I'd fully believe that a team can have 100% win rate, but I don't believe that there has been 0 exhaustions.
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Vinay Baliga
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We also had a 100% win rate after 6 scenarios. Now that we're 11 scenarios in, we've only lost once and that was to something very unexpected.

I do think very careful pacing of using your ability cards and good teamwork can end in great results. So it sounds like your group is doing a good job with that. Keep it up!

I know we've messed up a few rules here and there (mostly things clarified by the FAQ), but they've been for and against us and I don't think they were so significant that it would have changed the outcome of any one scenario.
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Kévin Perron
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valpocarnie wrote:
Are you making sure to check hand size before starting? Each class has access to more cards than they are allowed to take in.

I'd fully believe that a team can have 100% win rate, but I don't believe that there has been 0 exhaustions.


No, one of us made this mistake once and we corrected it after 2 turns. Why is everyone looking at me !? whistle

We had 2 exhaustions on scenario 2 and 1 exhaustion in another one.

Most scenarios ended up and I had like 5cards in my hand as the tinkerer.

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Vinay Baliga
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Our Cragheart and Tinkerer almost never exhausted. I've been playing Scoundrel and having a 9 card hand needs to be played very carefully to not get exhausted. If you lose too many cards it can be tough. We also have a Spellweaver who gets exhausted every time, but that's kind of what that class does
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Kévin Perron
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Alucard2004 wrote:
Our Cragheart and Tinkerer almost never exhausted. I've been playing Scoundrel and having a 9 card hand needs to be played very carefully to not get exhausted. If you lose too many cards it can be tough. We also have a Spellweaver who gets exhausted every time, but that's kind of what that class does


The scoundrel is a god at dealing single target damage with his lost card. In our party, his job is to target the big health enemies and blow them. Now he have access to a "not lose" invisibility card, he will be able to do some "guerrila" attack then hides in the shadows!

But he never use his "lost" card until he acquired a target that deserve to be one shotted.

He did a 20+ damage on a boss once... was ridiculous.

EDIT: Before someone ask how : Backstab card I think(3 + 2 + 2) x2 (stealthy card bonus) x2 (with advantage, thx goggle)

Something like that.
 
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