That’s fair, life is short. It is a pretty damn good game, though. ;)
I think one of the problems with the digital game in this respect is that you can’t accidentally cheat. When you sit down to play the first scenario you’re going to mess up a ton of rules, and odds are they’re going to be in the player’s favor because I think that’s just how people’s brains are wired, they’re more likely to remember things that benefit themselves. You can’t do that in the digital version! (And as mentioned above, the digital version also takes away a certain set of “player decides the ambiguity” cases–for good reason, it would be tedious–and those add up.)
None of that to take away from the fact that it’s a terrible first mission. Like, I can’t believe they went with it. I think they probably just fell victim to the playtesters all becoming quite experienced with the game and forgetting what it’s like to not know what the hell to do on turn one.
Frosthaven starts with a special “scenario zero” that’s simplified, just for learning the game (and really, learning your class).
In related news, we finally finished Forgotten Circles, and therefore Gloomhaven. (It’s extremely unlikely we’re going to be going back to any of the side scenarios we have open and uncompleted, what with Frosthaven just sitting there.) The last scenario of FC had the same effect on me as Gloomhaven’s–I set it up and thought, “how the hell are we going to kill that big baddie?” and got ready for a loss followed by some grinding, but it turned out to be not all that scary. What saved it from being anticlimactic was (1) a whole bunch of special rules, (2) the build up in the lore (kind of minor, the writing / plotting of the game is so-so, I mean, it’s a board game, not Shakespeare), and (3) the fact that we just got to unload with all our level 9 characters without holding anything back (really fun to get some big numbers on the board).
My overall review is that it’s not quite as good as Gloomhaven, though it definitely did some interesting (and fun) things with scenario design. The Diviner was an interesting (and fun) character, though we ended up using a lot of her one-off weird abilities, rather than the her stack-the-deck(s) mechanic. (We did get some use of of the rifts.) Some of the scenarios were unfortunately quite “puzzley”, and puzzles are just hard to get right, IMHO. (The Envelope X puzzle in Gloomhaven angered me, for example.) I also made the mistake of reading a bit online and the designer (not Childres) had some comments to the effect of “It’s supposed to be hard, it’s for experienced players” which is just a huge cop-out to me. So I’m not interested in pursuing more of his stuff, though we did have a good time with FC, to be fair. My major complaint is that there was way too much flipping through the scenario book, and some of it was dreadfully exacerbated by whatever puzzle they were trying to set for you–for example, in one scenario a certain move would send you to page X section Y, which would immediately redirect you to another section, just so you wouldn’t know in advance you’d already triggered that effect. I see why they did it that way, but it should have been a clue to them that the puzzle was not fit for the game format. (Frosthaven has a (huge) scenario book and a (huge) section book, with the explicit purpose of reducing the amount of page flipping, so I’m hopeful they’ve taken the problem seriously.) In the end, though, I’m glad they made FC and I’m glad we bought and played it.
We cheated and opened the two envelopes we didn’t unlock in the game–one character class (what we get for playing two characters) and envelope A. I was quite annoyed that we never hit the conditions for opening envelope A (finding ancient gear thingies), but having opened it, I’m mollified.
Next up: Frosthaven. Just got to figure out what class to start with…