Item thoughts for spell weaver. I have goggles, invis cloak, and a stamina potion . Should I save money for future upgrades or is there an item in the shop I might want to consider?
I'm level 2.
The piercing bow. You will start running into enemies with considerable armor and you will hate it unless you have that weapon. After that probably just save up or get boots of some sort.
Item thoughts for spell weaver. I have goggles, invis cloak, and a stamina potion . Should I save money for future upgrades or is there an item in the shop I might want to consider?
I'm level 2.
The piercing bow. You will start running into enemies with considerable armor and you will hate it unless you have that weapon. After that probably just save up or get boots of some sort.
Well, my Spellweaver finally retired at level 8. Was getting some great synergy with inverse triforce for the two missions they were together. Feel a little sorry to let her go.
Managed to unlock both Sun and Moon on the same night so probably going with one of those two next. Somehow our Mindthief still hasn't retired, they've been at 1/3 Lurker kills for their life goal since night one.
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Well, my Spellweaver finally retired at level 8. Was getting some great synergy with inverse triforce for the two missions they were together. Feel a little sorry to let her go.
Managed to unlock both Sun and Moon on the same night so probably going with one of those two next. Somehow our Mindthief still hasn't retired, they've been at 1/3 Lurker kills for their life goal since night one.
Lurkers are super-scarce and don't really turn up until past midgame unless you beeline the missions with them.
Item thoughts for spell weaver. I have goggles, invis cloak, and a stamina potion . Should I save money for future upgrades or is there an item in the shop I might want to consider?
I'm level 2.
The piercing bow. You will start running into enemies with considerable armor and you will hate it unless you have that weapon. After that probably just save up or get boots of some sort.
Also excellent on Cragheart.
Craggy at least has a good number of "do X damage to enemies (and usually allies as well)" abilities that completely bypass armor. The best a low level spellweaver can manage is the occasional wound.
Item thoughts for spell weaver. I have goggles, invis cloak, and a stamina potion . Should I save money for future upgrades or is there an item in the shop I might want to consider?
I'm level 2.
I'm extremely interested in this, how fequently are you guys playing and any possibility to play a little earlier?
I'm not sure if the possibility of playing earlier. I could a little bit, and possibly find time, but my gf leaves for work about 10:15 so 11 is perfect for me. I could ask him but he's the one that initially mentioned 11-4 as his playtime.
We played on both Saturday and Monday and have kind of played it by ear. I'm not sure of our exact plans on frequency, I've been able to play more than expected. Tonight and tomorrow though for example I possibly have plans, but might end up messaging hum for a game depending on if the gf falls asleep early.
Hit level 3, bought the bow, first time I used it, cursed! Lol!
Level 3 spell weaver talk
So I got rid of the -1's, I thought about doing the get rid of 4 0's, and think I should have. Picked the card that has an aoe with + attack and a stun if it consumes elements.
So I did the +2 and create ice.
But to use it I have to get rid of my summon or frost armor, and they're both paying dividends.
We haven't started the next scenario yet and just finished upkeep at the end...
I think I want to switch to the remove 0''s and grab the card, but not use it yet. It seems good but I can't reliably consume fire or frost.
Thoughts ?
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Item thoughts for spell weaver. I have goggles, invis cloak, and a stamina potion . Should I save money for future upgrades or is there an item in the shop I might want to consider?
I'm level 2.
The piercing bow. You will start running into enemies with considerable armor and you will hate it unless you have that weapon. After that probably just save up or get boots of some sort.
Also excellent on Cragheart.
Craggy at least has a good number of "do X damage to enemies (and usually allies as well)" abilities that completely bypass armor. The best a low level spellweaver can manage is the occasional wound.
Agreed, but turning Dirt Tornado or basically anything with Backup Ammunition into "What Living Spirits?" is very convenient.
Minor spoiler, but it's good on Angry-Face too. Way more spoilers / discussion below.
Not that he doesn't have some great answers built in, notably Expose. Still a strong pickup if, like me, you get to the class before the competitor items appear in the shop.
The spellweaver summon is one of the best summons in the game because it attacks from range and therefore doesn't get in the same bad situations that melee summons do. It's still situational but it can really do some work when the time is right.
I think holding off on actually putting the level 3 card you're referring to in the deck is not a bad idea; once you get some more reliable ways to generate the required elements it is really, really good.
Frost Armor seems underwhelming to me, spending a bottom action and a card loss to prevent the next two hits does not feel like a significant upgrade over losing a card from hand on the rare occasion you take a big hit. Most of the time you should be moving so as to not be taking hits at all. The guide I like from reddit has Frost Armor in the deck at level 1 and replaced at level 2.
That guide also suggests taking Cold Fire at level 3 and then not putting it in the deck until level 5, which is plausible I suppose.
We finished the campaign last weekend. Took us about 7 months and we, uh, beat it without seeing about half the characters in the box and a fair number of the scenarios. Some of this was having personal quests that took a lot of plays to accomplish and some of it was our natural tendency to prioritize story missions. We'll probably pick the game back up later this fall when the new scenarios are out.
So I'm curious about a scenario we had trouble with last night. I think it was 11/12 it's in of town in gloomhaven and you have a choice. Trying to be as vague as possible while also making it obvious what I'm talking about
It has to do with
Persons name
Jaquera
We thought we were doing pretty good
We chose to stand up against her instead of letting the army of undead rise up and take over the town.
Our thought behind this? If everyone's dead who's going to pay us as mercanaries? So we rose to the cities defense!
We realized in the first room that this was going to be an endurance run, and the guards would do a lot if dirty work. So we tried to rush to the boss room before we ran out of cards.
Unfortunately when we opened the door to the boss, we got separated by a pack of corpses and our mind thief didn't have any jump movements.
Basically she kept summoning, and nobody had anyway to do any damage to her. I had to take a hit and lose a card I didn't expect as spell weaver and got exhausted first, but it just seemed like we were screwed from the get go.
It didn't help our guards and archers decided to not move for awhile
Any thoughts on strategy for this scenario?
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KasynI'm not saying I don't like our chances.She called me the master.Registered Userregular
Had our second scenario end immediately when, the first time I'd been hit the entire run, I got x2'd and one-shot. I happened to be just about to rest, so I couldn't even drop cards without exhausting.
Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.
Still, got through it easily the second time. Unfortunately, didn't have an opportunity to get my battle goal completed on the successful run.
Had our second scenario end immediately when, the first time I'd been hit the entire run, I got x2'd and one-shot. I happened to be just about to rest, so I couldn't even drop cards without exhausting.
Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.
Still, got through it easily the second time. Unfortunately, didn't have an opportunity to get my battle goal completed on the successful run.
You can drop one from your hand, OR two from discard. So, if you were about to rest you can still prevent the damage, but a larger cost.
Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.
What do you mean by this? The spellweaver's lost card recovery is not random.
(Maybe you missed the fact that when you take a short rest, you can take one damage to "reroll" the card that is randomly lost?)
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KasynI'm not saying I don't like our chances.She called me the master.Registered Userregular
Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.
What do you mean by this? The spellweaver's lost card recovery is not random.
(Maybe you missed the fact that when you take a short rest, you can take one damage to "reroll" the card that is randomly lost?)
What? You can definitely draw it way earlier than you'd prefer, and be forced to wait for a whole new cycle if you want to get a large recovery out of it or to recover specific cards.
As for the exhaustion, I forget what the exact situation was, but I had like two or three cards left, all in discard, one of which was Ether that I was counting on for a big recovery. Avoiding the damage would have dropped two from my discard and I wouldn't have had two cards the next turn, so unless I got the exhaustion rules wrong, I needed two at the start of a turn, even if the 1 I had remaining was my recovery card.
Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.
What do you mean by this? The spellweaver's lost card recovery is not random.
(Maybe you missed the fact that when you take a short rest, you can take one damage to "reroll" the card that is randomly lost?)
What? You can definitely draw it way earlier than you'd prefer, and be forced to wait for a whole new cycle if you want to get a large recovery out of it or to recover specific cards.
As for the exhaustion, I forget what the exact situation was, but I had like two or three cards left, all in discard, one of which was Ether that I was counting on for a big recovery. Avoiding the damage would have dropped two from my discard and I wouldn't have had two cards the next turn, so unless I got the exhaustion rules wrong, I needed two at the start of a turn, even if the 1 I had remaining was my recovery card.
What do you mean by draw? Until played, all cards are available, and when you rest all (but one) of your non lost cards comes back?
So I'm curious about a scenario we had trouble with last night. I think it was 11/12 it's in of town in gloomhaven and you have a choice. Trying to be as vague as possible while also making it obvious what I'm talking about
It has to do with
Persons name
Jaquera
We thought we were doing pretty good
We chose to stand up against her instead of letting the army of undead rise up and take over the town.
Our thought behind this? If everyone's dead who's going to pay us as mercanaries? So we rose to the cities defense!
We realized in the first room that this was going to be an endurance run, and the guards would do a lot if dirty work. So we tried to rush to the boss room before we ran out of cards.
Unfortunately when we opened the door to the boss, we got separated by a pack of corpses and our mind thief didn't have any jump movements.
Basically she kept summoning, and nobody had anyway to do any damage to her. I had to take a hit and lose a card I didn't expect as spell weaver and got exhausted first, but it just seemed like we were screwed from the get go.
It didn't help our guards and archers decided to not move for awhile
Any thoughts on strategy for this scenario?
Evidently losing this scenario killed my group. There goes 20 hours + of playing and more of scheduling, thinking, etc...
In this scenario we were as a team rushing ahead, and I did something to complete my personal battle goal. Was told basically they didn't like playing with me because of it. I even started the group.
Sorry, I'm a little salty, just had to vent.
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KasynI'm not saying I don't like our chances.She called me the master.Registered Userregular
Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.
What do you mean by this? The spellweaver's lost card recovery is not random.
(Maybe you missed the fact that when you take a short rest, you can take one damage to "reroll" the card that is randomly lost?)
What? You can definitely draw it way earlier than you'd prefer, and be forced to wait for a whole new cycle if you want to get a large recovery out of it or to recover specific cards.
As for the exhaustion, I forget what the exact situation was, but I had like two or three cards left, all in discard, one of which was Ether that I was counting on for a big recovery. Avoiding the damage would have dropped two from my discard and I wouldn't have had two cards the next turn, so unless I got the exhaustion rules wrong, I needed two at the start of a turn, even if the 1 I had remaining was my recovery card.
What do you mean by draw? Until played, all cards are available, and when you rest all (but one) of your non lost cards comes back?
lmao okay it is definitely possible that we have been drawing two cards each turn and choosing our actions that way, I completely forget where this assumption came from but we've played a few scenarios that way already, this last one was the only one we've ever run into difficulties and that was because of the phenomenally unlucky confluence of events for me
Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.
What do you mean by this? The spellweaver's lost card recovery is not random.
(Maybe you missed the fact that when you take a short rest, you can take one damage to "reroll" the card that is randomly lost?)
What? You can definitely draw it way earlier than you'd prefer, and be forced to wait for a whole new cycle if you want to get a large recovery out of it or to recover specific cards.
As for the exhaustion, I forget what the exact situation was, but I had like two or three cards left, all in discard, one of which was Ether that I was counting on for a big recovery. Avoiding the damage would have dropped two from my discard and I wouldn't have had two cards the next turn, so unless I got the exhaustion rules wrong, I needed two at the start of a turn, even if the 1 I had remaining was my recovery card.
What do you mean by draw? Until played, all cards are available, and when you rest all (but one) of your non lost cards comes back?
@Kasyn if you've been playing spellweaver randomly drawing cards I'd love to see some game reports. That sounds so damn challenging.
Uhhh it has been generally fine, actually, the only few cards that ever felt like I either wanted or didn't want at a certain time were the recovery and loot ones.
Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.
What do you mean by this? The spellweaver's lost card recovery is not random.
(Maybe you missed the fact that when you take a short rest, you can take one damage to "reroll" the card that is randomly lost?)
What? You can definitely draw it way earlier than you'd prefer, and be forced to wait for a whole new cycle if you want to get a large recovery out of it or to recover specific cards.
As for the exhaustion, I forget what the exact situation was, but I had like two or three cards left, all in discard, one of which was Ether that I was counting on for a big recovery. Avoiding the damage would have dropped two from my discard and I wouldn't have had two cards the next turn, so unless I got the exhaustion rules wrong, I needed two at the start of a turn, even if the 1 I had remaining was my recovery card.
What do you mean by draw? Until played, all cards are available, and when you rest all (but one) of your non lost cards comes back?
lmao okay it is definitely possible that we have been drawing two cards each turn and choosing our actions that way, I completely forget where this assumption came from but we've played a few scenarios that way already, this last one was the only one we've ever run into difficulties and that was because of the phenomenally unlucky confluence of events for me
Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.
What do you mean by this? The spellweaver's lost card recovery is not random.
(Maybe you missed the fact that when you take a short rest, you can take one damage to "reroll" the card that is randomly lost?)
What? You can definitely draw it way earlier than you'd prefer, and be forced to wait for a whole new cycle if you want to get a large recovery out of it or to recover specific cards.
As for the exhaustion, I forget what the exact situation was, but I had like two or three cards left, all in discard, one of which was Ether that I was counting on for a big recovery. Avoiding the damage would have dropped two from my discard and I wouldn't have had two cards the next turn, so unless I got the exhaustion rules wrong, I needed two at the start of a turn, even if the 1 I had remaining was my recovery card.
What do you mean by draw? Until played, all cards are available, and when you rest all (but one) of your non lost cards comes back?
@Kasyn if you've been playing spellweaver randomly drawing cards I'd love to see some game reports. That sounds so damn challenging.
Uhhh it has been generally fine, actually, the only few cards that ever felt like I either wanted or didn't want at a certain time were the recovery and loot ones.
This...this makes a lot more sense
I am actually impressed that you managed any victories drawing and playing 2 random cards a turn. Gloomhaven is not an easy game when you have access to all your cards and being at the mercy of your deck for what cards you can use seems like super hard mode.
In this scenario we were as a team rushing ahead, and I did something to complete my personal battle goal. Was told basically they didn't like playing with me because of it. I even started the group.
Sounds like they had decided to ignore the Personal Goals if they contradicted with the group's plans ? That's certainly an option, but I would make sure that everyone agreed to do this before starting the game.
... and, also, maybe throw out the personal goals, then, and just give everyone a couple of checkmarks per couple missions?
We did the same draw random cards when we first started too. It's not as uncommon as you think. It's actually counter intuitive to have all the cards in your hand, when you compare to basically any other game out there...
@Kasyn, you should also look for an FAQ on common rule mistakes, that wasn't the only one we were doing wrong. We also didn't have a standard set of cards for damage, we were using what comes with each class, you know, the upgrade pack, for our cards. The point is, there's plenty of rules to mess up.
I also suggest looking into the Gloomhaven helper app. It will make you life SO much easier. No spoilers, but later quests get pretty massive and with out an aide, you'll be overwhelmed quickly.
+1
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Just won a scenario thanks to a room full of Oozes dividing themselves to death. If they hit their healing action we would almost certainly have exhausted out (Triangles was on his pre-exhaustion long rest the round we cleared; Two-minis and myself had maybe two rounds left) but we faded it for enough turns to get them at 2 hp (or 3 and Wounded).
Oozes are a terrible pain in the butt. Some scenarios let you outrun them, most don't.
We met a demon last night and he made us an offer.
Next week we will tell him where to stick said offer.
Sorta-spoilers regarding that plot thread:
If you're running 2e, this is probably clearer, but in 1e it appeared to be potentially possible to beat him up and stop his plot, then invade his house to beat him up and take his stuff. The FAQ clarified that it was not, and we were sad. The rewards on either fight are considerable.
We met a demon last night and he made us an offer.
Next week we will tell him where to stick said offer.
Sorta-spoilers regarding that plot thread:
If you're running 2e, this is probably clearer, but in 1e it appeared to be potentially possible to beat him up and stop his plot, then invade his house to beat him up and take his stuff. The FAQ clarified that it was not, and we were sad. The rewards on either fight are considerable.
I think the current plan is to break his altar next week, then on the following week do the rift-sealing mission to make sure he doesn't bother us again.
Serious spoilers do not open if you want a pristine experience
Yeah, it ain't the last you'll see of him, if this is the scenerio I think it is. He can come back via, and I cant remember which, a city card or a road card. We recently pulled the card, but haven't put him back in his place quite yet.
We're playing tonight. Just a side mission I think. Although it can be hard to tell sometimes.
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
To be more specific, we fought a Wind Demon that did a AOE attack and our Cragheart was Invisible. We didn't know if we should let him get hit or not.
Sidenote: Does Dirt Tornado hit allies if they were in the red hexes?
Only with the Muddle, as specified.
Ah ok.
So if thats the case then using area effect abilities (Multiple Red Hexes) won't hurt Invisible monsters cause we cannot target them, thus unable to draw an attack modifier right? (Since I JUST learned you need to draw an attack modifier for each targeted monster in area effect abilities. >.<)
That's the interpretation my table's been using, yeah.
As a Scoundrel, you should be abusing the heck out of Invisible.
Also what if you push an enemy to a line of traps? Does he stop at the first trap or does he trigger all of them until he dies?
You Push or Pull an enemy the furthest you can, to the limit of the Push/Pull ability. If that means dragging a mook across a line of traps, that's what happens.
So even though the monster has 1HP and I use Push2 in a line of traps, he will
Trigger the first two regardless of the first trap killing him?
Also Going back to area effects, who do I flip the modifier first if say there are 3 monsters in the area? Closest to me? The numbers on their stand? Or their initiative number?
Or is it my choice who I get to flip for first?
No - you do the damage before you push, so if the Push had damage, that'll kill it. If not, the first trap will.
It's great for opening doors. Also sometimes you can use it to force monsters to walk through traps, by blocking off their only path that doesn't go through a trap.
The classic play is to open a door and go invisible in the doorway. The monsters then don't have a path to the rest of your party so they don't activate. Next turn you choose a high initiative card so the monsters lose their turn again and you can go in safely and attack.
Are Random Dungeons The last page in the rule book talks about em) considered a scenario? I have the personal quest to complete 15 scenarios and am wondering if completing a random dungeon counts.
Way, way down the page there's a section on Personal Quests. If you have the card number for your PQ, you can look to see if there's an answer there. I'm going to guess from context that you might have card #518, in which case the answer appears to be "yes, random dungeons count"
Monsters in a new room don't draw a new card if you've already drawn a card for that monster type this turn. They will act on the initiative value printed on the card. If their initiative value has already goneby in the turn order, they will act immediately after the player who opened the door.
My understanding is, so long as there's a non-trapped path to eventually get in range to attack a player, monsters essentially treat all traps as impassable hexes. The movement of the triple-white monster to the right of the trap will depend on what its movement speed is this turn: if it's speed 3+, it'll spend three moves going through its allies and end up to the left of the trap, then continue through the door. If it's speed 2 or less, it's actually going to treat both of its allies as impassable as well, and start the long, long walk all the way up and around.
The triple-yellow monster that is up-right of the trap will go the long way around if it is exactly speed 1, otherwise it will move through the flame demon and the space to the left of the trap.
* - of course, if the monster has flight or jump, it will happily hop right over the trap
Posts
The piercing bow. You will start running into enemies with considerable armor and you will hate it unless you have that weapon. After that probably just save up or get boots of some sort.
Yes, it’s a quick rule reference and it’s only 11 pages lol
I’ll do it when I’m not mobile
Also excellent on Cragheart.
Managed to unlock both Sun and Moon on the same night so probably going with one of those two next. Somehow our Mindthief still hasn't retired, they've been at 1/3 Lurker kills for their life goal since night one.
Lurkers are super-scarce and don't really turn up until past midgame unless you beeline the missions with them.
Craggy at least has a good number of "do X damage to enemies (and usually allies as well)" abilities that completely bypass armor. The best a low level spellweaver can manage is the occasional wound.
LOVE
Cragheart.
Their level 9 card combo'd with backup ammunition and volatile bomb gets ABSURD.
I'm not sure if the possibility of playing earlier. I could a little bit, and possibly find time, but my gf leaves for work about 10:15 so 11 is perfect for me. I could ask him but he's the one that initially mentioned 11-4 as his playtime.
We played on both Saturday and Monday and have kind of played it by ear. I'm not sure of our exact plans on frequency, I've been able to play more than expected. Tonight and tomorrow though for example I possibly have plans, but might end up messaging hum for a game depending on if the gf falls asleep early.
How much earlier were you thinking @megaman001
Level 3 spell weaver talk
So I got rid of the -1's, I thought about doing the get rid of 4 0's, and think I should have. Picked the card that has an aoe with + attack and a stun if it consumes elements.
So I did the +2 and create ice.
But to use it I have to get rid of my summon or frost armor, and they're both paying dividends.
We haven't started the next scenario yet and just finished upkeep at the end...
I think I want to switch to the remove 0''s and grab the card, but not use it yet. It seems good but I can't reliably consume fire or frost.
Thoughts ?
Agreed, but turning Dirt Tornado or basically anything with Backup Ammunition into "What Living Spirits?" is very convenient.
Minor spoiler, but it's good on Angry-Face too. Way more spoilers / discussion below.
I think holding off on actually putting the level 3 card you're referring to in the deck is not a bad idea; once you get some more reliable ways to generate the required elements it is really, really good.
That guide also suggests taking Cold Fire at level 3 and then not putting it in the deck until level 5, which is plausible I suppose.
It has to do with
Persons name
We thought we were doing pretty good
We chose to stand up against her instead of letting the army of undead rise up and take over the town.
Our thought behind this? If everyone's dead who's going to pay us as mercanaries? So we rose to the cities defense!
We realized in the first room that this was going to be an endurance run, and the guards would do a lot if dirty work. So we tried to rush to the boss room before we ran out of cards.
Unfortunately when we opened the door to the boss, we got separated by a pack of corpses and our mind thief didn't have any jump movements.
Basically she kept summoning, and nobody had anyway to do any damage to her. I had to take a hit and lose a card I didn't expect as spell weaver and got exhausted first, but it just seemed like we were screwed from the get go.
It didn't help our guards and archers decided to not move for awhile
Any thoughts on strategy for this scenario?
Very, very annoying. I seriously regret my choice of class, I hadn't realized how onerous the 8 card hand would be, and how random it would be to rely on the recovery skill to compensate.
Still, got through it easily the second time. Unfortunately, didn't have an opportunity to get my battle goal completed on the successful run.
You can drop one from your hand, OR two from discard. So, if you were about to rest you can still prevent the damage, but a larger cost.
What do you mean by this? The spellweaver's lost card recovery is not random.
(Maybe you missed the fact that when you take a short rest, you can take one damage to "reroll" the card that is randomly lost?)
What? You can definitely draw it way earlier than you'd prefer, and be forced to wait for a whole new cycle if you want to get a large recovery out of it or to recover specific cards.
As for the exhaustion, I forget what the exact situation was, but I had like two or three cards left, all in discard, one of which was Ether that I was counting on for a big recovery. Avoiding the damage would have dropped two from my discard and I wouldn't have had two cards the next turn, so unless I got the exhaustion rules wrong, I needed two at the start of a turn, even if the 1 I had remaining was my recovery card.
What do you mean by draw? Until played, all cards are available, and when you rest all (but one) of your non lost cards comes back?
Evidently losing this scenario killed my group. There goes 20 hours + of playing and more of scheduling, thinking, etc...
In this scenario we were as a team rushing ahead, and I did something to complete my personal battle goal. Was told basically they didn't like playing with me because of it. I even started the group.
Sorry, I'm a little salty, just had to vent.
lmao okay it is definitely possible that we have been drawing two cards each turn and choosing our actions that way, I completely forget where this assumption came from but we've played a few scenarios that way already, this last one was the only one we've ever run into difficulties and that was because of the phenomenally unlucky confluence of events for me
we just thought the game was really difficult
Uhhh it has been generally fine, actually, the only few cards that ever felt like I either wanted or didn't want at a certain time were the recovery and loot ones.
This...this makes a lot more sense
I am actually impressed that you managed any victories drawing and playing 2 random cards a turn. Gloomhaven is not an easy game when you have access to all your cards and being at the mercy of your deck for what cards you can use seems like super hard mode.
... and, also, maybe throw out the personal goals, then, and just give everyone a couple of checkmarks per couple missions?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
@Kasyn, you should also look for an FAQ on common rule mistakes, that wasn't the only one we were doing wrong. We also didn't have a standard set of cards for damage, we were using what comes with each class, you know, the upgrade pack, for our cards. The point is, there's plenty of rules to mess up.
I also suggest looking into the Gloomhaven helper app. It will make you life SO much easier. No spoilers, but later quests get pretty massive and with out an aide, you'll be overwhelmed quickly.
Oozes are a terrible pain in the butt. Some scenarios let you outrun them, most don't.
Sorta-spoilers regarding that plot thread:
Serious spoilers do not open if you want a pristine experience
We're playing tonight. Just a side mission I think. Although it can be hard to tell sometimes.
Only with the Muddle, as specified.
That's the interpretation my table's been using, yeah.
I'm pretty sure you just pick an order, but you have to pick which one you're flipping the modifier for before you flip it.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
No - you do the damage before you push, so if the Push had damage, that'll kill it. If not, the first trap will.
It's great for opening doors. Also sometimes you can use it to force monsters to walk through traps, by blocking off their only path that doesn't go through a trap.
The classic play is to open a door and go invisible in the doorway. The monsters then don't have a path to the rest of your party so they don't activate. Next turn you choose a high initiative card so the monsters lose their turn again and you can go in safely and attack.
FAQ: https://boardgamegeek.com/thread/1897763/official-faq-game-revs-1-and-2-no-rules-questions
Way, way down the page there's a section on Personal Quests. If you have the card number for your PQ, you can look to see if there's an answer there. I'm going to guess from context that you might have card #518, in which case the answer appears to be "yes, random dungeons count"
The triple-yellow monster that is up-right of the trap will go the long way around if it is exactly speed 1, otherwise it will move through the flame demon and the space to the left of the trap.
* - of course, if the monster has flight or jump, it will happily hop right over the trap