

Below shows the max amount of turns a player will have in a game based on starting hand size. I assume cards are played to the discard pile only & long resting when you have less than 2 cards in hand.
Hand Size/Max Turns/Total Long Rests 12/46/10 11/39/09 10/33/08 09/27/07
The Spell Weaver is a bit different since she can recover lost cards. Hand Size/Max Turns/Total Long Rests 08/36/11

Christoph M.
Germany Unspecified

it's +1 turns/+1 long rests for all versions  you can do a long rest on your last turn.
And the statistic isn't worth much, since you don't consider playing "lost" cards and recovery (through abilities or items), as well as the already mentioned lost card recovery or the (rare) ability to play more than 2 cards in a turn. EDIT: and, of course, taking wounds!

Diane Mountford
United States Minneapolis Minnesota

Chris Coyote wrote: And the statistic isn't worth much, since you don't consider playing "lost" cards and recovery (through abilities or items), as well as the already mentioned lost card recovery or the (rare) ability to play more than 2 cards in a turn.
I agree that this isn't a stat that anyone should attempt to achieve: taking the most possible turns is not the goal of the game. That said, I find it a useful statistic anyway. Just to know the outer limit of possible turn count is helpful if someone (asking for a friend) is continually becoming exhausted and needs to figure out how to do better in this regard.

Nathan Stiles
United States Brandon Florida

Felkmaster wrote: Below shows the max amount of turns a player will have in a game based on starting hand size. I assume cards are played to the discard pile only & long resting when you have less than 2 cards in hand.
Hand Size/Max Turns/Total Long Rests 12/46/10 11/39/09 10/33/08 09/27/07
The Spell Weaver is a bit different since she can recover lost cards. Hand Size/Max Turns/Total Long Rests 08/36/11
Sadly, this is completely useless. Taking only long rests? Not using any lost cards? Not losing any cards to damage, nor using a Stamina potion?



Felkmaster wrote: Below shows the max amount of turns a player will have in a game based on starting hand size. I assume cards are played to the discard pile only & long resting when you have less than 2 cards in hand.
Hand Size/Max Turns/Total Long Rests 12/46/10 11/39/09 10/33/08 09/27/07
The Spell Weaver is a bit different since she can recover lost cards. Hand Size/Max Turns/Total Long Rests 08/36/11
Are you counting the long rests as subset of turns? Or separately? (ie, for 12, is it 46 turns, 10 of which are long rests?)

Ben Kester
United States Johnston Iowa

Here's some math that I had done on the topic.
http://nbviewer.jupyter.org/gist/BenKester/bc64eab93ba3f1594....



Redboots wrote:
Good stuff

Noel Szczepanski
United States Albuquerque New Mexico

Chris Coyote wrote: And the statistic isn't worth much...!
SaintHax wrote: Sadly, this is completely useless. Taking only long rests? Not using any lost cards? Not losing any cards to damage, nor using a Stamina potion?
Knowing approximately how many turns you have left is extremely useful. This statistic that you claim to be worthless is a great baseline.



A turn and card count simulator I made many months ago, which lets you work out the consequences of almost any scenario.
https://boardgamegeek.com/thread/1793536/gloomhaventurnand...



The following are the numbers I came up with using strategies closer to what players may use in an actual game.
Even amount of cards in starting hand: Strategy: Lose 1 extra card on first turn & first turn after each rest.
Starting Hand Size/Turns/Long Rests 12/26/5 10/19/4
Spell Weaver 8/22/6
Odd amount of cards in starting hand: Strategy: Lose 1 extra card on first turn after each rest:
Starting Hand Size/Turns/Long Rests 11/25/5 9/18/4
*Turns is a total of all turns including long rests. Example: A starting hand size of 12 will have 21 turns that are not long rests.



There are also
Spoiler (click to reveal) certain abilities which give some players cards back , another factor.



I found this useful when we first started playing, mostly in illustrating the difference in total available turns when playing conservatively, versus burning 2 or 3 key cards before your first long rest. The difference becomes much more noticeable there.



squegeeboo wrote: Felkmaster wrote: Below shows the max amount of turns a player will have in a game based on starting hand size. I assume cards are played to the discard pile only & long resting when you have less than 2 cards in hand.
Hand Size/Max Turns/Total Long Rests 12/46/10 11/39/09 10/33/08 09/27/07
The Spell Weaver is a bit different since she can recover lost cards. Hand Size/Max Turns/Total Long Rests 08/36/11
Are you counting the long rests as subset of turns? Or separately? (ie, for 12, is it 46 turns, 10 of which are long rests?)
long rests are included in the total turns. A starting hand of 12 cards will have 36 turns if you don't count long rests.

Ben Kester
United States Johnston Iowa

Felkmaster wrote: The following are the numbers I came up with using strategies closer to what players may use in an actual game.
Even amount of cards in starting hand: Strategy: Lose 1 extra card on first turn & first turn after each rest.
Starting Hand Size/Turns/Long Rests 12/26/5 10/19/4
Spell Weaver 8/22/6
Odd amount of cards in starting hand: Strategy: Lose 1 extra card on first turn after each rest:
Starting Hand Size/Turns/Long Rests 11/25/5 9/18/4
*Turns is a total of all turns including long rests. Example: A starting hand size of 12 will have 21 turns that are not long rests.
This is close to the general strategy that I advocate for. It's conservative enough to get you through any scenario, and you can easily make it more aggressive by losing more cards.
Of course, if you lose a card any time between the "first turn" and before your rest, the mechanics will work the same.



Well, "total number of turns" isn't a hugely informative metric, either, because your later turns are going to be severely restricted in the choice of actions you have. Plus, you won't always have the luxury of doing a long rest, which further hurts you with variance in card selection. I'd put the number of "useful" turns at about 75% of the theoretical maximum, which is a number I just pulled from my behind right now.



Tinkerer has a level 1 card which lets an ally recover all cards from discard without resting, potentially adds a full halfhand of turns.


