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Subject: Why do you like gloomhaven and other questions rss

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Fred
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Hi everyone,

I have been trying for some time to decide whether I should pre-order Gloomhaven or not. I missed the latest round of pre-orders because I was undecided but this time, I want to be prepared to either buy it or let it rest once and for all 😉

Hence, I have a few questions for you :

- What draws you to gloomhaven ? Is it more the tactical combat ? The looting/levelling up part ? The legacy part ? the minis ? A combination of everything ?
- What other games do you like ? Is it Euros (like Gaia project, A Feast for Odin...) ? Ameritrash ? Do you feel that Gloomhaven has more or less "replaced" those games because of the huge time commitment ?
- If my gaming group likes GH, this would be all the better. however, we have more and more difficulties to plan a 2-hrs session during the week given our respective family constraints, hence, I am afraid it would be difficult to play a full campaign with them...So I have 3 questions about solo
- is playing solo markedly worse than multiplayer ? Looking at videos, it seems one attractiveness of the game is the coordination between players notably about initiative and the uncertainty it brings (that basically you partners can foil all your plans). I know there is a difficulty modifier for solo play which prevents it to become too easy, which is nice. Still, it removes a share of uncertainty that certainly looks fun and renders solo even puzlier than the multiplaye game
- How fiddly is solo ? Does it involve a lot of book-keeping ? How many characters do you use to play solo ? 2 or 3 ? How long does a scenario last on average ?
- Finally, is it possible to play multiple campaigns at the same time (say 1 solo and 1 with my group of friends) ? I think there are some apps that help in that respect. Or, is it easy to say, start a campaign solo, integrate 2 characters, then continue it solo and so on and so forth? I guess I could also play 3 characters by myself and "give" 2 of them to my friends when we are able to play.
- How varied and unique are monsters ? I mean, one of my "fear" is that things would tend to become "samey" at some point. I understand the core tactical engine will remain great but if you have the impression of facing similar monsters with similar abilities, it could become tedious. I am asking this because the monsters I have seen so far do look different but not...how to say it...very unique, in the sense that (I have the same feeling for abilities'cards) everything is more or less either attack or move-based with a few modifiers such as poison, muddle...nothing very fancy like, I don't know, e.g., teleport, special kinds of fire/ice attacks or resistance, shapeshifting, telekinesis...I don't know the game very well so that this might just be a wrong impression

thanks a lot !
 
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Jon Olsén
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lillumultipass wrote:
- What draws you to gloomhaven ? Is it more the tactical combat ? The looting/levelling up part ? The legacy part ? the minis ? A combination of everything ?


Mostly the looting/leveling up/progression, but also the combat, not that it is "tactical" just the elegance of it.

lillumultipass wrote:
- What other games do you like ? Is it Euros (like Gaia project, A Feast for Odin...) ? Ameritrash ? Do you feel that Gloomhaven has more or less "replaced" those games because of the huge time commitment ?


Some of my highest rated games, and what I am playing now are: Go, Mageknight, Dragonfire, Sword and Sorcery, Legends of Andor. I wouldn't say Gloomhaven has replaced any of them, it is just as big a time commitment as you make it. I sit down one or two times every month to play it the hole day with my group, now and then I play it a bit solo.

lillumultipass wrote:
- If my gaming group likes GH, this would be all the better. however, we have more and more difficulties to plan a 2-hrs session during the week given our respective family constraints, hence, I am afraid it would be difficult to play a full campaign with them...So I have 3 questions about solo

- is playing solo markedly worse than multiplayer ? Looking at videos, it seems one attractiveness of the game is the coordination between players notably about initiative and the uncertainty it brings (that basically you partners can foil all your plans). I know there is a difficulty modifier for solo play which prevents it to become too easy, which is nice. Still, it removes a share of uncertainty that certainly looks fun and renders solo even puzlier than the multiplaye game


I was also afraid of this when I got the game, but I find that it is not such a big deal for me.

lillumultipass wrote:
- How fiddly is solo ? Does it involve a lot of book-keeping ? How many characters do you use to play solo ? 2 or 3 ? How long does a scenario last on average ?


I play 2 characters. session takes 1,5-2,5 hours I guess. There is not that much bookkeeping IMO. There are plenty op apps and other digital resources to help out, I like to use a computer to control all the moster related stuff when playing solo; http://gloomhavendungeonmaster.com/

lillumultipass wrote:
- Finally, is it possible to play multiple campaigns at the same time (say 1 solo and 1 with my group of friends) ? I think there are some apps that help in that respect. Or, is it easy to say, start a campaign solo, integrate 2 characters, then continue it solo and so on and so forth? I guess I could also play 3 characters by myself and "give" 2 of them to my friends when we are able to play.


It is super easy to have two parties in the same campaign. The only drawback is that all players are not going to experience all steps in the overarching story. Personaly I would not recomend running two different champains, but some people are doing that.

lillumultipass wrote:
- How varied and unique are monsters ? I mean, one of my "fear" is that things would tend to become "samey" at some point. I understand the core tactical engine will remain great but if you have the impression of facing similar monsters with similar abilities, it could become tedious. I am asking this because the monsters I have seen so far do look different but not...how to say it...very unique, in the sense that (I have the same feeling for abilities'cards) everything is more or less either attack or move-based with a few modifiers such as poison, muddle...nothing very fancy like, I don't know, e.g., teleport, special kinds of fire/ice attacks or resistance, shapeshifting, telekinesis...I don't know the game very well so that this might just be a wrong impression


I don't remember how many different monsters are in the game but I have faced about 13-15 of them and 3 bosses. As you say, almost none of them have had super cool abilities, they are a little bit same. For example, Sword and Sworcery have a lot more varied enemies IMO. But it is still enough, every enemy type has a clear theme to it, that you get the feeling that they do behave in a certain way.
 
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Carsten Neumann
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lillumultipass wrote:
- How fiddly is solo ? Does it involve a lot of book-keeping ? How many characters do you use to play solo ? 2 or 3 ? How long does a scenario last on average ?

No book-keeping. You only need more space on your side of the table. My biggest problem is to keep track of lost and discarded cards (Spellweaver!) as I do not arrange everything correctly - apparently :-)
It is a lot of fun solo and the level increase if playing 1p is justified. You have a lot more information and possbilities!


lillumultipass wrote:
- Finally, is it possible to play multiple campaigns at the same time (say 1 solo and 1 with my group of friends) ? I think there are some apps that help in that respect. Or, is it easy to say, start a campaign solo, integrate 2 characters, then continue it solo and so on and so forth? I guess I could also play 3 characters by myself and "give" 2 of them to my friends when we are able to play.


Yes, no problem at all. I have two parties. One for my solo play and the other for playing with (a) friend(s). I even use my "main" character in both parites. No problem.
You can use an app or some of the campaign tracker PDFs, but the available material is already sufficient!

One party does one string of the different pathways you can go and the other party does another. Or I use my solo-party to replay scenarios if there are unlooted chests :-)
 
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Carsten Neumann
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lillumultipass wrote:
- How varied and unique are monsters ? I mean, one of my "fear" is that things would tend to become "samey" at some point. I understand the core tactical engine will remain great but if you have the impression of facing similar monsters with similar abilities, it could become tedious. I am asking this because the monsters I have seen so far do look different but not...how to say it...very unique, in the sense that (I have the same feeling for abilities'cards) everything is more or less either attack or move-based with a few modifiers such as poison, muddle...nothing very fancy like, I don't know, e.g., teleport, special kinds of fire/ice attacks or resistance, shapeshifting, telekinesis...I don't know the game very well so that this might just be a wrong impression


You have a lot of movement and attack of course. But there are ranged/melee attacks, single/multiple/area attacks, trap-laying, push/pull, summoning (!), heal (gulp), shield, retaliate, elements, invisibility, poison/wound/immobilize, teleport, fly/jump, boss specials, ...
And I have only encountered less than half of the available monsters.
 
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Francisco Rodríguez
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In general I agree with people above. Just to share my experience, here I go.

lillumultipass wrote:
- What draws you to gloomhaven ? Is it more the tactical combat ? The looting/levelling up part ? The legacy part ? the minis ? A combination of everything ?


Mainly the theme and the mechanics (tactical combat). The leveling up part is also cool. The legacy component is not the primary strength of the game, because it evolves very slowly and it doesn't introduce significant changes in the rules (as Pandemic Legacy does, for instance).

lillumultipass wrote:
- What other games do you like ? Is it Euros (like Gaia project, A Feast for Odin...) ? Ameritrash ? Do you feel that Gloomhaven has more or less "replaced" those games because of the huge time commitment ?


I love co-ops like Pandemic, Arkham Horror, Mansions of Madness, or Legends of Andor. I also like euros like Caylus, 7 Wonders, Terraforming Mars, etc.

lillumultipass wrote:
- How fiddly is solo ? Does it involve a lot of book-keeping ? How many characters do you use to play solo ? 2 or 3 ? How long does a scenario last on average ?


I haven't played solo but my guess is that book-keeping will be an issue. The good news is that you can use an app to help with that.

We play 2p and a scenario lasts 1.5-2.5 hours. If you're planning to play solo, I'd definitely recommend 2 characters.

lillumultipass wrote:
- How varied and unique are monsters ? I mean, one of my "fear" is that things would tend to become "samey" at some point. I understand the core tactical engine will remain great but if you have the impression of facing similar monsters with similar abilities, it could become tedious.


Not super unique. There are 40+ monsters but I would say there are like 4 types of monsters that feel unique. For me this is not a huge issue, but I admit this could be better.
 
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Fred
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Malama wrote:


I don't remember how many different monsters are in the game but I have faced about 13-15 of them and 3 bosses. As you say, almost none of them have had super cool abilities, they are a little bit same. For example, Sword and Sworcery have a lot more varied enemies IMO. But it is still enough, every enemy type has a clear theme to it, that you get the feeling that they do behave in a certain way.


Funny you should mention S&S because I have also been looking at it for some time. But I missed the KS and the retail version seems a bit light. However, the monters'AI seems very nice and character development a bit more developed than in GH.

Do you prefer GH ?
 
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Fred
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Thanks guys for your answers !
 
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al Cann
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lillumultipass wrote:

- is playing solo markedly worse than multiplayer ? Looking at videos, it seems one attractiveness of the game is the coordination between players notably about initiative and the uncertainty it brings (that basically you partners can foil all your plans). I know there is a difficulty modifier for solo play which prevents it to become too easy, which is nice. Still, it removes a share of uncertainty that certainly looks fun and renders solo even puzlier than the multiplaye game
- How fiddly is solo ? Does it involve a lot of book-keeping ? How many characters do you use to play solo ? 2 or 3 ? How long does a scenario last on average ?


The game is different solo than multiplayer, but not in a bad way. Sounds like you are in a similar position as I am ... life responsibilities interfere with unlimited gaming. GH is far too vast for me to be able to get a consistent group together enough to get close to finishing the campaign. Solo is the only way I could have done it and it took 150+ hours of gameplay, not including any setup time and bookkeeping.

I used 3 characters and I suggest you do the same. It isn't that hard and it adds variety and moves more characters toward retirement and unlockable content.

I don't find the game fiddly, but more puzzly. To me, it is like Mage Knight with a story, but not as difficult.
 
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HenningK
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I'm addicted to Gloomhaven. After over 160 plays in the last 5 months, I haven't tired of it yet. I like generic fantasy, but dungeon crawler games often feel a little too thin, too shallow in the tactics and strategy department for my tastes. I'm usually more interested in mechanics than in theme and artwork, which means I lean towards Euros. I also absolutely love varied card games with lots of possibilities. My other favourite games are Magic, Terra Mystica, Agricola, Through the Ages, Dominion, Mage Knight, Caylus and some others.

Things I love about Gloomhaven:

- Brilliant card mechanic: You have a perfect mix of tactics (Which card combination do I play this turn for maximum effect?) and strategy (Which cards shall I keep? Can I afford to burn this powerful card this early?). Just like in Mage Knight, you have to optimize your current turn while keeping the big picture in mind. I also love the sense of urgency that your diminishing cards give you, as this leads to wonderful tension. You are constantly balancing your resources, wondering how to kill the enemies in the most efficient way possible, how many detours for coins and treasures you can take, how many turns you still have left etc.

- Campaign: I love campaigns in general, and Gloomhaven's is vastly more complex and satisfying than anything else I've seen in a boardgame yet. Your decisions in road and city events sometimes have lasting consequences - you can unlock new scenarios, you meet old friends, the city evolves etc. The branching story paths are also very interesting and made sure I immediately thought "I want to play the campaign again and see what happens if I take the other possibility" when I came across one.
Character development is slow, but very satisfying with the different level-up cards and perks.

- Variety: The best part here are the playable characters which are vastly different from each other. I can spend hours just reading through the cards of a new characters and looking for synergies.
The monsters behave very differently, too. Some are more predictable, others more of a nuisance than a threat, and some downright nasty. Some can summon other enemies, or turn invisible, or loot the coins from under your noise. There are lots of them, and they mostly feel unique.
Scenarios could be a little more varied; most are simply "kill all enemies". There are other great ones, like protecting or escorting NPCs, defending a tight spot, a race against time and so on, I just wish they were a little more common. If you check out the Kickstarter campaign "Into the Unknown", it is mind-blowing what kind of creativity and variety in scenario design is possible in this system.

- Attention and love to detail: This is hard to grasp, but so important, and Gloomhaven has it in spades. Some monsters have the ability to synergize in nasty ways which isn't obvious until you experience it. There are several viable builds for the characters, with their usefulness depending on the party composition. The power level of the characters is surprisingly even. Most scenarios have a fantastic balance in that they are doable with good play without being trivial. Different scenarios make different builds of characters viable. Items can either be invaluable, useless, or anything in between depending on your class and build.
Often, games have great ideas or concepts, but when you play them, you think that those ideas or concepts should have been fleshed out more, or playtested more intensely, or integrated better with the rest of the mechanics. I don't get that feeling in Gloomhaven, everything feels organic and just "right".

So, yeah, I love the game, probably more than any other game I played.

I can't really say something about solo play, since I always play with my wife, but if I weren't, I'm sure I'd love the game solo, too.

Doing 2 campaigns with the same copy of the game is doable, but I'd imagine it would be very tedious, at least if you have more than 4 characters in total, as you would have to re-build the attack modifier decks every time. I suppose with the use of apps, this would be less of an issue, but since I don't use them, I don't really know.
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Nick Pincumbe
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lillumultipass wrote:
Malama wrote:


I don't remember how many different monsters are in the game but I have faced about 13-15 of them and 3 bosses. As you say, almost none of them have had super cool abilities, they are a little bit same. For example, Sword and Sworcery have a lot more varied enemies IMO. But it is still enough, every enemy type has a clear theme to it, that you get the feeling that they do behave in a certain way.


Funny you should mention S&S because I have also been looking at it for some time. But I missed the KS and the retail version seems a bit light. However, the monters'AI seems very nice and character development a bit more developed than in GH.

Do you prefer GH ?


After the first three or so plays of each, I preferred S&S. Once we got past that point and really started to dig deep into GH, it was clear that it was a much deeper, more interesting, and more rewarding experience than S&S with soooooooooo much more content and playability (and, frankly, a less hokey story) than S&S. Basically, the more I've played Gloomhaven, the less Sword & Sorcery has felt on its level (and I still like S&S overall).
 
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Jon Olsén
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lillumultipass wrote:
Malama wrote:


I don't remember how many different monsters are in the game but I have faced about 13-15 of them and 3 bosses. As you say, almost none of them have had super cool abilities, they are a little bit same. For example, Sword and Sworcery have a lot more varied enemies IMO. But it is still enough, every enemy type has a clear theme to it, that you get the feeling that they do behave in a certain way.


Funny you should mention S&S because I have also been looking at it for some time. But I missed the KS and the retail version seems a bit light. However, the monters'AI seems very nice and character development a bit more developed than in GH.

Do you prefer GH ?


These are my favorite two Dungeon Crawlerish games, but they are quite different.
I definitely prefer the monster AI style in S&S, the only slight drawback is that you always knows exactly what all the monsters will do, what you don't know is when they will activate.
Short term leveling up is also better in S&S IMO, the increase in power is more substantial. Gloomhaven has a very slow power curve. But long-term Gloomhaven is great, you get to set up your character in a way that is a bit personal for you when choosing extra cards for building your hand before every mission.
Comparing base S&S to Gloomhaven, I would say the fiddliness is about the same. But adding extra stuff for S&S makes it very fiddly, I have all the KS stuff and it is EXTREMELY fiddly, it is definitely the worst aspect of that game. Also, later scenarios in S&S becomes very long(up to 3h), while in Gloomhaven they stay about the same (~1-2h).
For the base box, you get a lot more game out of GH with about the same fiddliness.

With all that said, I would say the two games are rather different, as you probably know if you have researched them both.

If I had to choose one or the other I think I would choose Gloomhaven, even with all the KS stuff for S&S. That is only because of the extreme fiddliness of S&S. But if you find S&S base for a good price I would absolutely recomend you buy it.
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Fred
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aaarrgghhh... I am not sure asking the question here was a good idea...now I am even more eager to get the game, but it seems I will have to wait quite a bit before it is in stock again
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Slawomir Stankowski
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I really like Gloomhaven for it's crunchy, tactical combat (each round you balance scenario objectives, personal goals, battle goals, loot gain and xp gain). The campaign aspect allows me to develop and roleplay each individual character.

I'm a EuroGamer (I love aFfO, Nations, Terra Mystica, Agricola) :)

At the moment my gaming group is playing exclusive Gloomhaven although I occasionally play some other games with other friends.

I have no solo experience.

The number of monsters and class differences give great longevity. Even if you replay the same scenario with different characters you will have to approach it in a different way.
 
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lillumultipass wrote:
Malama wrote:


I don't remember how many different monsters are in the game but I have faced about 13-15 of them and 3 bosses. As you say, almost none of them have had super cool abilities, they are a little bit same. For example, Sword and Sworcery have a lot more varied enemies IMO. But it is still enough, every enemy type has a clear theme to it, that you get the feeling that they do behave in a certain way.


Funny you should mention S&S because I have also been looking at it for some time. But I missed the KS and the retail version seems a bit light. However, the monters'AI seems very nice and character development a bit more developed than in GH.

Do you prefer GH ?


I had just finished the retail box campaign of S&S just before getting Gloomhaven. I like different aspects of both games. But before S&S and GH, I've also ran campaigns of Descent 2E, Imperial Assault (which was my group's favorite campaign-style game before GH), and Undercity.

S&S will have a lot of content eventually, as they've said that they're in the process of producing all the non-exclusive Kickstarter content for retail (which there wasn't very much that was KS exclusive...), it's just taking a long time to get there. So yes, the Act 1 campaign in the retail base box is short, but like Descent & Imperial Assault, there will be plenty of future expansions to add more content later.

As to the original post, here's what drew me to Gloomhaven:

1) I like dungeon crawlers. It's my favorite genre (going all the way back to HeroQuest games as a kid). One that is cooperative (since Descent and Imperial Assault, I was always the "bad guys", it's nice actually being part of the team now) but still has brilliant rules to prevent "alpha-gamer" syndrome and keep a small sense of tension between the team members, makes it really fun to play for my group.

2) The amount of content in one box. Yes, as a KS backer, it was $120 (and $140 MSRP at retail now), but compared to a few other games I've backed that I unloaded that type of cash for (CMON games, I'm looking at you...), I feel like we got WAY more content and gameplay for the money here. My group has played one night a week since late November, and we're probably only 1/3 through the campaign, and still having a blast. That many hours, we would have finished 2-3 campaigns in either Descent or Imperial Assault, and would have easily blown through $120 in expansion content, and we still have plenty left in Gloomhaven to explore!

3) Character progression, Retirement, Unlocks, etc. This is the highlight of the game for me. Keeps the game from getting stale, as you're unlocking new character types and completely different playstyles. And then comes the fun of trying to figure out how your new character's abilities can be best used within your current party. From the ability card decks and gaining new abilities at level up, and using Perks to modify your attack mod deck and "create your own luck"... for a guy that's been a HUGE fan of custom attack/defense dice in a dungeon crawler, and loving the feel of chucking dice on the table... I don't miss it at all in Gloomhaven.

4) Monster AI - having AI decks for each monster type is great. Each of the 20+ monster types all have their own nuances and tendencies. And even if I've faced a monster group before, there are so many types and cards, it's still hard to remember what a monster can do in it's AI deck, and keeps it still mostly unpredictable.

5) Road & City Events - great mechanism for adding small bits of flavor to the storyline.

Spoiler (click to reveal)
Plus, some event cards will unlock new scenarios, depending on your answer and/or what members you happen to have in your party. Makes our group really think about how they want to respond to events!


6) Scales to player count - great for longer campaigns, so you don't have to scrap one night because one person can't make it. You just play with who can show up, and the game scales the number and type of monster (standard vs elite) accordingly. And it really is balanced well too... we've noticed no real difficulty changes from 2 player to 3 player to 4 player on a weekly basis, even when playing the same scenario on the same scenario level. Isaac has done an outstanding job with how monster scaling works in this game.

And the only few downsides I've found so far:

1) Because of the mass amount of content in one box, it REALLY requires some form of organization. Fortunately, there are plenty of paid and DIY solutions out there on BGG and 3rd parties. I, myself, paid for a 3rd party organizer, and absolutely love it, but if you're crafty at all, there are some people with easily designed DIY solutions here on BGG.

2) Setup/teardown time - It does take some time to setup & cleanup, but with a decent organization from my previous point above, this can be reduced to a typical Euro game setup time. Best bang for your buck = $6 13-pocket accordion folder from Amazon to hold the map pieces. Put each letter tiles in a separate pocket, and makes finding the map tiles you need a breeze. Yes, it would have to be carried outside of the game box, but it's well worth it.

3) Numbers on the monster standees are really small - for someone with minor eye problems, I have a lot of trouble reading the small numbers printed on the monsters. In my game, I had to use a sharpie to mark larger numbers on the monster standee bases, which sometimes adds a little time to putting out new monsters (when a door is opened, spawn/summon, etc) since we have to find the pre-numbered base for that numbered monster standee.

(edited, because I just remembered that last point after I had already clicked "Submit" lol)
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Terry Fung
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lillumultipass wrote:

- What draws you to gloomhaven ? Is it more the tactical combat ? The looting/levelling up part ? The legacy part ? the minis ? A combination of everything ?


I'm a heavy euro gamer but I wanted to delve into other types of tabletop games. RPG and Miniature gaming is one I was interested in. I love fantasy novels and I recently got into painting but the more I look into RPG, the more discouraged I got. The reason I am a heavy board gamer is because I do not like randomness, which usually mean dice. I value strategic decision more.

Gloomhaven's modifier cards replaces dice but as you level up, you get to modify that deck (deckbuilding) and thus change the probability. Then I got intrigued by the action system. You get to play one ability from the top and one from the bottom so each card has multiple abilities, more player choice. This programming aspect of the game really appeal to the heavy gamer in me. Finally, each player get a personal objective to retire their character and scenario objective for each scenario which messes with the coop element of the game, eliminating the alpha-gamer element in most coop games. I frequently did what I need to do as oppose to the alpha-gamers' "better" moves.

The legacy aspect and the retirement system, I learned after I got the game.

lillumultipass wrote:

- What other games do you like ? Is it Euros (like Gaia project, A Feast for Odin...) ? Ameritrash ? Do you feel that Gloomhaven has more or less "replaced" those games because of the huge time commitment ?


I play Terra Mystica, Alchemist, 7 Wonders, Agricola, Through the Ages, Twilight Imperium 4, Great Wester, Dominion, etc. Nothing is really like Gloomhaven. The closest that has the non-dice battle system and more euro like dungeon crawling is Mage Knight which I only played once, so I am not an expert to make that claim.

lillumultipass wrote:

- If my gaming group likes GH, this would be all the better. however, we have more and more difficulties to plan a 2-hrs session during the week given our respective family constraints, hence, I am afraid it would be difficult to play a full campaign with them...So I have 3 questions about solo
- is playing solo markedly worse than multiplayer ? Looking at videos, it seems one attractiveness of the game is the coordination between players notably about initiative and the uncertainty it brings (that basically you partners can foil all your plans). I know there is a difficulty modifier for solo play which prevents it to become too easy, which is nice. Still, it removes a share of uncertainty that certainly looks fun and renders solo even puzlier than the multiplaye game


Print out the trackers, use sleeves, and get some form of box organizer. This allows for two+ PARTIES. I have a once a month 4 player party. It's not possible to meet more often, but then I have a 2 player party with my wife and we play every week. If I were to play by myself, I would suggest a two character party. As for difficulty, you can always play at a higher level or increase the monster count of 3 character maps. There are plenty of ways to increase its difficulty as desirned by Isaac. Definitely more puzzly.

Advice, purposely make opposite decision from the main group to get a different experience and to not create too many spoilers. Also, by playing two characters, you open the opportunities to add random players in temporarily. I have plenty of friends who want to try the game but cannot commit. New players start at the prosperity level of your city thus they are not completely useless. Their NOOBINESS will make the scenario much harder.

lillumultipass wrote:

- How fiddly is solo ? Does it involve a lot of book-keeping ? How many characters do you use to play solo ? 2 or 3 ? How long does a scenario last on average ?


It is very TEDIOUS. Playing Gloomhaven has turned me off from ALL other dungeon crawler that even mention DICE. That's majority of games in that genre. But the box organizer, tuck boxes, and filing case for the maps definitely reduce setup from 30 min to 10 min. That's also why when we play, we make sure we play multiple scenario.

Also, if you plan to play two parties, you have to track the changes and make sure you set it back to the other party. Sounds super tedious. It is. But the game is soooooo GOOD. My wife and I had a group game with our friends for the weekend so we fixed the setup the previous week. But then we found time three times to play and each time we reset it back to the large party because we were sure we did not have extra free time. Thus, we reset the game back and forth at least 4 times and we don't regret any of it.

lillumultipass wrote:

- Finally, is it possible to play multiple campaigns at the same time (say 1 solo and 1 with my group of friends) ? I think there are some apps that help in that respect. Or, is it easy to say, start a campaign solo, integrate 2 characters, then continue it solo and so on and so forth? I guess I could also play 3 characters by myself and "give" 2 of them to my friends when we are able to play.


See comments above.

lillumultipass wrote:

- How varied and unique are monsters ? I mean, one of my "fear" is that things would tend to become "samey" at some point. I understand the core tactical engine will remain great but if you have the impression of facing similar monsters with similar abilities, it could become tedious. I am asking this because the monsters I have seen so far do look different but not...how to say it...very unique, in the sense that (I have the same feeling for abilities'cards) everything is more or less either attack or move-based with a few modifiers such as poison, muddle...nothing very fancy like, I don't know, e.g., teleport, special kinds of fire/ice attacks or resistance, shapeshifting, telekinesis...I don't know the game very well so that this might just be a wrong impression.


Very valid. I have not played against every monster but I do have the same or similar strategy against the same monsters. What limits my plan is the map layout, obstacles, combination of monsters (range with non-range), characters playing with you, negative effects on your modifier deck, etc. There is enough changes that it does feel new each time.
 
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Daniel Rohlin
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Gloomhaven after all these years finally gave me what the Warhammer Quest box I bought in the nineties promised but never could deliver. Something I frankly thought was impossible.

I also love Gloomhaven because it has a mounted map that has no reason to exist except for being awsome.

I love the colour and shape of the box.

I like that I get to write my characters name and how much gold I have in a notepad with a pencil and eraser.

I like that the monsters are not miniatures.

I love that leveling up and buying new stuff takes a long time. Instant gratification is for toddlers and drug addicts.

The only two things that would make this game any better would be furniture a´la Heroquest and a check so I could quit my job.
 
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Ok, thanks everyone ! I took the plunge and I am eagerly awaiting the game for next week ;-)

I have downloaded a lot of resources online and ordered a foam insert from foldedspace. But I still have questions :

1. I have also seen a lot of apps, but I wonder whether there is one app that does it all. For instance, I have found some that track monster health or their monster deck (such as gloomy companion), some that track parties and characters...
I looked at Gloomhaven campaign tracker on iOS however, and it seems to track everything that I may need. Is that really so? Would it be better to use a combination of apps ? I have both an ipad and an old Android tablet so I can use apps for both systems if needed.
As I will mostly play solo, my idea is to remove as much fiddliness with tokens, chits...as possible and apps seem like a good way. It should also speed setup/teardown a bit.

2. Finally, I am still not sure how best to proceed if I want to be able to play both solo (most of the time) and with 2 (maybe 3) friends. I know they would like the game, but we have other non-coop games to play (that I cannot play be myself) and we meet less and less often (no more than once or twice a month and 3 hours at most). Hence, I am not sure that maintaining 2 parties is a good idea but I fear that if I integrate them only from time to time into my campaign they would get frustrated at not seeing their characters evolve. Also, say I solo 2-3 characters, if we have another party with different characters, it would allow me to see all characters.
What do you think ?

Thanks !
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Dwight Sullivan
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Welcome to the madness.

1 - I have decided not to use any aps to help with game play. I tried many of them. Most are not complete and or have mistakes. But I just not looking at a screen and pushing buttons. I do not believe it saves time.

I do use and recommend using dice for monster hit points and poker chips with numbers written on them from 1 to 10 to help with knowing who will go next. Also put the dice on the stat card envelops when the monster goes on the map. Then count the dice down as they take damage.

2 - Start with friends. Then if the pace is not feeding your gloomhaven need start another party that is solo.
 
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Kent Pritchett
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I will just add the game gets better the more you play. My first few games I am like this is OK and by the 10, maybe 11th or 12th game you want to play every night and can't stop thinking about it.


You can do both solo and multiplayer as the story is about Gloomhaven each character doesn't need to be in every mission. For example I usually play with my eldest son, two characters. Sometimes my other son joins us for 3 players with his character when he feels like it. There is no reason another two players pick up some characters and join me from time to time. The players who don't play all the time will still have fun and you can fill them in on the story that they missed.

The monsters feel unique enough thematicaly. I think I like the eye-stalks they are so misleading as they just sit there.
 
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Xaqery wrote:
Welcome to the madness.

1 - I have decided not to use any aps to help with game play. I tried many of them. Most are not complete and or have mistakes. But I just not looking at a screen and pushing buttons. I do not believe it saves time.

I do use and recommend using dice for monster hit points and poker chips with numbers written on them from 1 to 10 to help with knowing who will go next. Also put the dice on the stat card envelops when the monster goes on the map. Then count the dice down as they take damage.

2 - Start with friends. Then if the pace is not feeding your gloomhaven need start another party that is solo.


Thanks ;-)

1. Yeah, I see what you mean. Playing physical board games is indeed a way for me not to spend to much time looking at a screen. But my idea is that some apps should not require looking at them to much while at the same time simplifying gameplay. For instance, in Mage Knight, I use one for the fame/reputation track and one for the dummy. Nothing extraordinary, but it helps a bit and reduce table clutter.
I agree dices should be a good idea to track health. As to poker chips, I am not sure I follow you. Where to you put them ?
 
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TheImp wrote:



You can do both solo and multiplayer as the story is about Gloomhaven each character doesn't need to be in every mission. For example I usually play with my eldest son, two characters. Sometimes my other son joins us for 3 players with his character when he feels like it. There is no reason another two players pick up some characters and join me from time to time. The players who don't play all the time will still have fun and you can fill them in on the story that they missed.



Ok, so you mean I could for instance start a solo party with 2 characters, and then add 2 characters for my friends when I get to play with them, and then continue solo, reintegrate them when they are back...and so on and so forth. But how does leveling up workds in that case ? Say, I do a few scenarios alone with my 2 characters, level up and then integrate my friends' new characters...I think they should be at the same level as my characters right ? And then, will they be able to catch up each time ?
 
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lillumultipass wrote:
Ok, so you mean I could for instance start a solo party with 2 characters, and then add 2 characters for my friends when I get to play with them, and then continue solo, reintegrate them when they are back...and so on and so forth. But how does leveling up workds in that case ? Say, I do a few scenarios alone with my 2 characters, level up and then integrate my friends' new characters...I think they should be at the same level as my characters right ? And then, will they be able to catch up each time ?

No, you only gain XP from playing. They would level slower. But, if the prosperity level of Gloomhaven is greater than your guest are when they return and you are higher they may raise their character to the level of the town Gloomhaven.

1 - Parties of mixed levels still work very well
2 - There will be times when you are low level because your last character retired and now you have a level 3 character and your guest are level 5.
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lillumultipass wrote:
- What draws you to gloomhaven ? Is it more the tactical combat ? The looting/levelling up part ? The legacy part ? the minis ? A combination of everything ?


The best part about Gloomhaven is the action system that has you choosing abilities based on combinations of top/bottom actions. That coupled in with the tactical positioning is awesome, and it'd make for a great game even without the campaign system. That said, the leveling up is exciting, because it means more/better options for the card play. The legacy part is not really essential to the experience in the same way it is for, say, Risk Legacy or Pandemic Legacy.

lillumultipass wrote:
- What other games do you like ? Is it Euros (like Gaia project, A Feast for Odin...) ? Ameritrash ? Do you feel that Gloomhaven has more or less "replaced" those games because of the huge time commitment ?


I like both euros and American-style games. Gloomhaven literally replaced Descent 2e for me, because I had a shelf of Descent and several expansions, which I sold off to make room for Gloomhaven. I do not regret it.

lillumultipass wrote:
- is playing solo markedly worse than multiplayer ?


No. It's different, but I don't think it's worse. I own multiple games that can be played solo (Gears of War, Agricola, XCOM, Forbidden Desert), but this is the only game in my collection that I ever want to play solo. It's true that a lot of the charm comes from the interaction between characters, but that still happens in solo play, it's just you controlling all of those interactions with perfect knowledge.

lillumultipass wrote:
- How fiddly is solo ? Does it involve a lot of book-keeping ? How many characters do you use to play solo ? 2 or 3 ? How long does a scenario last on average ?


Solo doesn't take much more bookkeeping than multiplayer, but I say that as the guy who does most of the bookkeeping when we play multiplayer. If you're used to being along for the ride while somebody else handles monster damage, conditions, and movement, then playing solo will definitely be a step up in bookkeeping.

lillumultipass wrote:
- Finally, is it possible to play multiple campaigns at the same time (say 1 solo and 1 with my group of friends) ?


Yes, that's possible using apps. I personally like this one: [url=https://ninjalooter.de/gloomhaven/]

However, what I'd recommend instead is what I do. Play one big campaign, sometimes with a group and sometimes solo. When you play solo, you can do side missions, side quest chains, replay old missions in casual mode, or do random dungeons if you don't want your group to miss events in the main campaign.

lillumultipass wrote:
- How varied and unique are monsters ?


I'd say pretty varied, but I haven't seen anything like some of what you mention (shapeshifting). Teleportation can occur within the rules of the game (that'd just be like a Move 100 Jump, or whatever arbitrarily large number you want to use). Most of the variance of the monsters comes from their ability decks, of which there are 29. Some more variance comes from the stat cards, like a Bandit Archer and an Inox Archer have different strengths and weaknesses despite having access to the same actions.

I don't think there are any elemental resistances, but certain enemies will be stronger depending on the elements in play, so while doing a fire-based attack on a Flame Demon will still hurt it the same as any other monster (shields notwithstanding), it can then use that fire against you later in the round if you're not careful.
 
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Fred
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OMG !!!
Gloomhaven has already been delivered at my place it seems...I am not ready ;-)
Well, anyhow, I guess I have a lot of depunching to do befor being able to play. And I will probably wait for the insert anyhow.
 
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