Gloomhaven - Tactical Combat in a persistent world!

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

Ironically, I’m having a hard time becoming exhausted, and I need to many more times to fulfill my personal quest. In fact, I needed 12 total and I assumed that would happen the first 12 scenarios, but we are over 20 scenarios in and I’ve only dropped half a dozen times. It’s kind of hard to actually become exhausted once you start to really dig into the combat/tactics. There is a lot of meat on those bones, strategy wise.

You sprinted in a marathon and then complained you were too tired to finish? Gotcha.

As I’ve said previously in the thread, there’s minimal legacy aspect to Gloomhaven. The campaign level progression is satisfying, for sure, and every class we’ve unlocked has been exciting and interesting in its own way. But the strong point of the game and the reason it’s selling so well is the incredible combat system. If you’re this unhappy with that, and in particular the most critical fundamentals of its design, I don’t think you’re going to suddenly start liking it because you’ve added a couple more cards to pick from when selecting your hand, or have a couple more one-shot items, or even a new class to play with.