Gloomhaven - Tactical Combat in a persistent world!

Why the dice? Is that to track health?

Yeah, we used dice to track health and XP, pretty convenient solution, especially when a boss with 33 health shows up.

Also, I love my new character so much. A quasi spoiler for him:

Note how many model boxes there are for that character.

Rules refereeing time!

The situation: the party has just cleared out and killed an entire room of fairly easy monsters. four or five loot tokens litter the floor where the baddies fell. There is a door leading out of the room that remains closed.

I am playing solo with 3 characters, and very cooperatively, so I’m not overly worried over which character loots the various coin tokens.

On the other hand, I also know I will likely be fighting again in the next room. I have a Spellweaver who has exhausted one of her cards, but also has a Recover all cards play in her hand.

In gameplay structure, we can declare rounds and go ahead and perform long rests, heal, and replenish cards while looting the room. There are no scenario restrictions in this case for the number of rounds to win. No one has a battle goal for rounds or cards in hand.

The conditions to end the scenario have not been met, either, in that combat to clear this room. I understand that when the scenario’s conditions are met, the scenario ends and any/all unlooted gold is unlooted.

But in this case, for speed and convenience, is there anything that prohibits us from just scooping the tokens into loot, going to full HP, refreshing all discards back into everyone’s hands, and even recovering “lost” cards if another card action in-hand allows it without playing out the multiple rounds?

Resting always costs you a card and time always passes, which burns more cards.

I mean it’s your game, but (RAW) spending time picking up loot can easily cost you A LOT of cards, since you MUST burn 2 cards a round even if you don’t do anything with them. Long Rests cause cards to be LOST so chain long-resting means you’re rapidly losing cards that you can’t ever get back.

Edit: Basically there is no option to “do nothing”. You always must play 2 cards or take a long rest. And all rests burn a card.

You’re right. I keep thinking it’s short rest that only burns a card. Thanks!

Ah, yeah. Long Rest lets you pick the card is all. And resets any items that can refresh. Otherwise they’re basically the same thing except that Short Rests are “free” at the end of any round.

This game is great. Completed the second scenario successfully today. I didn’t think I would, after my mind thief pulled two curses in her first 3 attacks, but I was able to use my Cragheart really effectively in the second room. He dropped a couple of barriers that essentially created a single lane of access to my party, so once I killed an Archer things were pretty smooth sailing.

The complete redemption for my Mindthief came after I loaded up an attack on the boss (+2 augment, +1 poison, +1 status, +2 normal attack) then rolled my x2 modifier, which allowed me to kill the boss before he.opened his third room.

I still feel pretty poor, but I’m excited to see the map opening up. Also getting a real good feeling for my characters.

I know @ShivaX knows this, but for the sake of completeness long rests also heal you 2 hit points.

Also, having played quite a bit, I will say while tokens are nice to have, they aren’t a big source of gold usually. 6-12 gold a mission (if they are worth 3 like they have been for us for some time) really doesn’t add up too much compared to getting a chest with 15gp or completing a scenario worth 20gp. It all adds up, but don’t throw a scenario trying to collect tokens. They should be grabbed only if doing so is already on the way, or stepping on a tile with a token is the same tactically as going to one without a tile, imo.

And don’t forget that when you short rest, you can discard a different card than the card you drew if you take a point of damage. That’s the key to playing the spellweaver.

-Tom

Tom, can you elaborate on why its key to the spellweaver, as compared to the others?

Presumably so you don’t randomly lose the single card that recovers all the others.

Ah, yes. I get it.

Tom, I thought you didn’t like this game! :)

I have THE WORST battle goal for this scenario.

I just spoke with Daedalus. They are probably a few weeks out front m getting me my organizer so I started punching tokens out and putting em in plastic bags. It’s a mess :)

How do I know which character boxes are safe to open?

I haven’t played enough to form a decisive opinion one way or another. I’ve barely scratched the surface of the legacy stuff, which is presumably its strong point. But so far, I don’t like the combat system at all. Exhaustion is a horrible foundation for a game design, and especially a supposed power fantasy game about wizards and elfs and paladins and whatnot.

-Tom

You can play permadeath instead!

Except it’s really none of those things. I guess there are wizards, but that’s about it.

And exhaustion works really, really well. You get powerful abilities, but using them drains you so you’re more inclined to conserve them for the right moment.

Yeah, I love a game where I lose because my mighty warrior is too winded to walk down a hallway. More fantasy games need to model the perils of emphysema. That works really, really well!

-Tom

I am putting together the miniatures for Kingdom Death: Monster as we speak.

-Tom