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[Gloomhaven] A small, quick party game

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Posts

  • [Expletive deleted][Expletive deleted] The mediocre doctor NorwayRegistered User regular
    Vyolynce wrote: »
    Haven't unlocked Mask yet (it and Bolt are the only two we have left). Have unlocked Circles but haven't seen it in action yet (that was the sick player this week). I will say that Circles and Notes (my current character) are an interesting team. If what I suspect about Mask is true*, then Sun would be a great, hard-hitting partner with Notes doing its thing in the background.

    *
    I have reasons to believe that Mask is an Inox.

    You're wrong on the mask. It's actually a
    orchid.
    The classes of the race you said is
    Brute and lightning are the only two inox. Haven't opened the lightning box, but a road event implied that those were the only inox.

    Mask powers:
    The gimmick is centered around marking an enemy for doom (that's the term they use), mask is a "doomseeker", and you either get a bonus against that enemy or something cool happens once it's dead, like teleporting to its location.

    Sun powers:
    It's a paladin. Specifically, a heal-/buff-adin. With some melee dps abilities. Seems decent, but a bit boring, especially compared to the insanity of the mask.

    What sort of character is circles? Just based on icon, I'm assuming note is some sort of bard?

    Sic transit gloria mundi.
  • VyolynceVyolynce Registered User regular
    edited February 7
    Ha! We had the theory right, anyway. We figured Bolt was the other one via process of elimination and just went with the seemingly-obvious choices.

    As for Circles, their main function is their literal class name...
    It's a Summoner.

    Discussion of Circles and Two-Minis
    The Summoner has a ton of summons (and only a 9-card hand...) and a bunch of effects that let summoned allies do things or care about how many summons are in play. It can also recover a few lost cards to make up for the fact that summons almost always burn when done; of course, the other half of that card is a powerful summon...

    Contrast with the Beast Tyrant, whose main focus is the bear and driving it around with command cards. Tyrant can summon other things but our player never saw the need to after they leveled up enough.

    Notes on Notes:
    Yeah total Bard. Soothsinger, specifically. Kind of like the Mindthief in that it can keep a Song active for as long as they want. Songs benefit all allies; this includes summons but not itself.

    Also Notes has some insane perks. The only card in my deck that is worse than a +0 is the mandatory crit miss and I've only used 8 perks. Notes doesn't do a lot of attacking, but when it does it makes them count.

    Vyolynce on
  • [Expletive deleted][Expletive deleted] The mediocre doctor NorwayRegistered User regular
    Circles vs sun vs notes
    Both sun and notes are support characters, buffing (potentially) all allies, so seem like a natural fit with circles.

    But having both sun and notes might be overkill?

    And with circles, my worry is that summons sometimes do dumb stuff and might be pretty vulnerable. I know there's a scenario coming up where all summons (and also other characters) take 2 dmg per turn…

    Sic transit gloria mundi.
  • CantideCantide Registered User regular
    Vyolynce wrote: »

    Notes on Notes:
    Yeah total Bard. Soothsinger, specifically. Kind of like the Mindthief in that it can keep a Song active for as long as they want. Songs benefit all allies; this includes summons but not itself.

    Also Notes has some insane perks. The only card in my deck that is worse than a +0 is the mandatory crit miss and I've only used 8 perks. Notes doesn't do a lot of attacking, but when it does it makes them count.
    Yeah, the Soothesinger ends up with easily the best attack deck in the game. My wife likes to use those 50 gold one time summon options to make up for the lack of attacks; she can drop it down as a free action, use one of her “an ally attacks for X” cards on it, and deal crippling damage. Those little 2 HP summons tend to survive for quite a while, because whatever isn’t already getting cursed, disarmed, or stunned by her gets melted by them before dealing any damage.

  • VyolynceVyolynce Registered User regular
    Cantide wrote: »
    Vyolynce wrote: »

    Notes on Notes:
    Yeah total Bard. Soothsinger, specifically. Kind of like the Mindthief in that it can keep a Song active for as long as they want. Songs benefit all allies; this includes summons but not itself.

    Also Notes has some insane perks. The only card in my deck that is worse than a +0 is the mandatory crit miss and I've only used 8 perks. Notes doesn't do a lot of attacking, but when it does it makes them count.
    Yeah, the Soothesinger ends up with easily the best attack deck in the game. My wife likes to use those 50 gold one time summon options to make up for the lack of attacks; she can drop it down as a free action, use one of her “an ally attacks for X” cards on it, and deal crippling damage. Those little 2 HP summons tend to survive for quite a while, because whatever isn’t already getting cursed, disarmed, or stunned by her gets melted by them before dealing any damage.

    I picked up one as a quest reward and it's neat. When I hit L7 I'll think about getting another one.

  • [Expletive deleted][Expletive deleted] The mediocre doctor NorwayRegistered User regular
    Circles:
    One of the scenarios coming up has as a scenario condition that all summons and characters take 2 dmg per turn.

    Would that be as much a pain in the ass with circles as I think it would?

    Sic transit gloria mundi.
  • WassermeloneWassermelone Registered User regular
    I got this this past week! It was a Christmas gift that finally shipped.

    Are there any good resources (other than the rulebook) for learning the rules and the various phases?

    Any other tips, suggestions, or commonly misunderstood rules or pitfalls we can avoid?

    FryElvenshaeRiokenn
  • VyolynceVyolynce Registered User regular
    edited February 9
    Circles:
    One of the scenarios coming up has as a scenario condition that all summons and characters take 2 dmg per turn.

    Would that be as much a pain in the ass with circles as I think it would?

    Hell, that sounds like a pain in the ass for most classes. My character only has 11hp!
    I got this this past week! It was a Christmas gift that finally shipped.

    Are there any good resources (other than the rulebook) for learning the rules and the various phases?

    Any other tips, suggestions, or commonly misunderstood rules or pitfalls we can avoid?

    There's a great quiz on BGG that will test you on the monster AI, which is probably the hardest part to get right (on mobile, links are hard).

    Don't worry about screwing up, though. It's gonna happen. Just roll with it.

    Vyolynce on
    AuralynxElvenshae
  • FryFry Registered User regular
    edited February 9
    Tips:
    Get some kind of organizer, even if that organizer is just a 50 count box of Ziploc sandwich bags. Organizing the monsters especially saves a ton of setup time.

    When choosing action cards, you can use the initiative number of either card. When your initiative arrives, you can do any action on either half of either card first (it doesn't have to be the card you used for initiative, you don't have to use a top half first, you don't have to move first), then do one of the two actions on the other half of the other card. You've always got the option to do a basic attack 2 or move 2 on literally every card in every deck.

    You may get murdered a lot until you get the hang of the gameplay and level up a bit. Don't get discouraged, it get better!

    Fry on
    Fairchild
  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    I find the Broken Token organizer to be very useful: https://www.thebrokentoken.com/gloomhaven-organizer. Be warned that it requires 3-4 hours of assembly, make sure you have wood glue and a rubber mallet handy.

    Agreed with Fry's last sentence, too. Don't let the first fight in the first quest discourage you, it's meant to be a hard education in GLOOHMAVEN tactics.

    joshofalltradesElvenshaeRiokenn
  • joshofalltradesjoshofalltrades 地獄のようにかわいい あなたは嫉妬深いかRegistered User regular
    Our group has had two babies (one is mine) so we’ve put this on hold for a while. When I finally get back to it, I think I would go crazy without my Broken Token organizer.

    ジェイムズ・ブラウンの好きな色は何ですか?
    青!
  • VyolynceVyolynce Registered User regular
    Fry wrote: »
    You've always got the option to do a basic attack 2 or move 2 on literally every card in every deck.

    Not true. One deck has cards that explicitly lack this option.

  • FryFry Registered User regular
    I assume that's not one of the starter decks, in which case it'll be an interesting thing to find when someone gets to it.

    Elvenshae
  • VyolynceVyolynce Registered User regular
    Correct, definitely not a starter. And it's a neat mechanic but nothing really mind-blowing. There is a justified reason why these don't have basic options.

  • VyolynceVyolynce Registered User regular
    Finally got the whole group together to take on Payment Due (95) tonight.
    We got super lucky in a couple of aspects. First of all, it turns out that Spears has a top Loot 2 action; combined with Winged Boots and sufficient move to get in the middle of the pool, he was able to sweep up three of the objectives on the first turn. That left the rest of us free to head down the other path, where we dodged the enemies as best we could while making flying leaps. Using my own Winged Boots and a Move 6, I was able to make a deep dive onto one of the remaining objectives; I guessed correctly and we were able to unlock the gate in three rounds! Had I guessed incorrectly I was fully expecting to die trying to collect the other one, which would have meant a couple of additional spawns so that saved us all a ton of heartache.

    Using my Invisibility Cloak allowed me to long rest, reactivating my boots and reclaiming my move 6 for a dramatic escape, stunning the nearest enemies and using a summon as a decoy to keep me alive. Meanwhile Spears and Saw had cleaned up the spawned Demons with relative ease, leaving just the Prime Lieutenant and his non-elite flunkies. They went down pretty quick and we were able to get out of there relatively unscathed overall.

    So that was fun and a satisfying conclusion to that little mini-arc. Not sure where we go from here, but we only have one more scenario before I level up (I literally need 3xp and I get those in my sleep) and drag us back to L4 so we better make it count.

    Elvenshae
  • TurksonTurkson Near the mountains of ColoradoRegistered User regular
    edited February 21
    Random silliness from someone in the wrong thread

    Turkson on
    We missed a few places...
    Elvenshae
  • VyolynceVyolynce Registered User regular
    Haven't unlocked Vader yet (although Eclipse comes close...).

    Elvenshae
  • [Expletive deleted][Expletive deleted] The mediocre doctor NorwayRegistered User regular
    Turkson wrote: »
    Flew for the first time in almost two years tonight!

    I ran:
    Darth Vader (TIE/Adv)
    Soontir Fel (TIE Interceptor)
    Duchess (TIE Striker)
    Nu Squad (Alpha class Star Wing)
    - Os-1 Arsenal Loadout
    - Concussion Missiles

    Opponent had Lando in a YT-1300 with Nien Numb and Trickshot, AP5 in a sheathipede, and Hera Syndulla in the Ghost with Leia, Zeb, and Intimidation.

    Turn two say him delete my Star Wing. I was very disappointed with it. Never got a shot off, and it died so quickly. Turn three and four saw all three of my TIE's reduce the Ghost to space dust. Soontir was particularly good at maneuvering away from the reinforced hull area. It was my first time flying a Striker and Duchess was an absolute blast to fly. A very lucky trickshot from Lando and a really bad defense die roll form me say her get removed on turn 5. Vader was out of position for most of the game and the TIE Advanced felt so clunky and slow compared to the Interceptor or the Striker. I fly super aggressive with my Interceptors and Soontir chased after Lando at range 1 for the next three turns and ripped the ship to pieces by himself.

    I had a lot of fun. I was worried that Soontir and Interceptors wouldn't be as fun to fly in 2.0 and I was so happy to be proven wrong.

    @Turkson Cool, but this is the Gloomhaven thread…

    Sic transit gloria mundi.
    ElvenshaeVyolynce
  • BursarBursar Hee Noooo! Registered User regular
    Turkson wrote: »
    Flew for the first time in almost two years tonight!

    I ran:
    Darth Vader (TIE/Adv)
    Soontir Fel (TIE Interceptor)
    Duchess (TIE Striker)
    Nu Squad (Alpha class Star Wing)
    - Os-1 Arsenal Loadout
    - Concussion Missiles

    Opponent had Lando in a YT-1300 with Nien Numb and Trickshot, AP5 in a sheathipede, and Hera Syndulla in the Ghost with Leia, Zeb, and Intimidation.

    Turn two say him delete my Star Wing. I was very disappointed with it. Never got a shot off, and it died so quickly. Turn three and four saw all three of my TIE's reduce the Ghost to space dust. Soontir was particularly good at maneuvering away from the reinforced hull area. It was my first time flying a Striker and Duchess was an absolute blast to fly. A very lucky trickshot from Lando and a really bad defense die roll form me say her get removed on turn 5. Vader was out of position for most of the game and the TIE Advanced felt so clunky and slow compared to the Interceptor or the Striker. I fly super aggressive with my Interceptors and Soontir chased after Lando at range 1 for the next three turns and ripped the ship to pieces by himself.

    I had a lot of fun. I was worried that Soontir and Interceptors wouldn't be as fun to fly in 2.0 and I was so happy to be proven wrong.

    @Turkson Cool, but this is the Gloomhaven thread…

    You just haven't opened the super duper secret envelope yet.

    GNU Terry Pratchett
    3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
    ElvenshaeVyolynceJustTeeAuralynx
  • CerberusCerberus Registered User regular
    Got this for Christmas. Played scenario 1 with Cragheart, Scoundral and Mind Thief.

    We really enjoyed the game and are excited to see what is next. So excited that we are meeting for a bonus session on Sunday to get through a few scenarios.

    Excited

    ElvenshaeVyolynceJustTee
  • VyolynceVyolynce Registered User regular
    Bursar wrote: »
    Turkson wrote: »
    Flew for the first time in almost two years tonight!

    I ran:
    Darth Vader (TIE/Adv)
    Soontir Fel (TIE Interceptor)
    Duchess (TIE Striker)
    Nu Squad (Alpha class Star Wing)
    - Os-1 Arsenal Loadout
    - Concussion Missiles

    Opponent had Lando in a YT-1300 with Nien Numb and Trickshot, AP5 in a sheathipede, and Hera Syndulla in the Ghost with Leia, Zeb, and Intimidation.

    Turn two say him delete my Star Wing. I was very disappointed with it. Never got a shot off, and it died so quickly. Turn three and four saw all three of my TIE's reduce the Ghost to space dust. Soontir was particularly good at maneuvering away from the reinforced hull area. It was my first time flying a Striker and Duchess was an absolute blast to fly. A very lucky trickshot from Lando and a really bad defense die roll form me say her get removed on turn 5. Vader was out of position for most of the game and the TIE Advanced felt so clunky and slow compared to the Interceptor or the Striker. I fly super aggressive with my Interceptors and Soontir chased after Lando at range 1 for the next three turns and ripped the ship to pieces by himself.

    I had a lot of fun. I was worried that Soontir and Interceptors wouldn't be as fun to fly in 2.0 and I was so happy to be proven wrong.

    @Turkson Cool, but this is the Gloomhaven thread…

    You just haven't opened the super duper secret envelope yet.

    My group hasn't deserved it.

    JustTeeRiokenn
  • VyolynceVyolynce Registered User regular
    The nature of the retirement system has led to at least three cases where my group has encountered and/or been blamed for something that none of the active members actually did in the last few weeks.

    Scenarios 94 & 95
    None of our active characters were present when the Prime Demon was slain.

    Cthulhu-face retirement road event (52)
    None of our active characters ever shared a party with the Plagueherald. It had one of the fastest turnarounds between unlocking/creation and retirement.

    Our characters did choose the correct option, though.
    Word gets around...

    Scenario 28 (and 29, next week's mission)
    None of our active characters were involved in either the defest of Jeskerah or the slaughtering if the Cultists of Gloom.

    Ok... Maybe Spears helped out on Scenario 9 but that was it!

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