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Rating: | (4.6 out of 5 stars) |
Reviews: | 499 Amazon Reviews |
Product Name: | Gloomhaven [Gloomhaven] |
Product Description: | Players will take on the role of a wandering mercenary with their own special set of skills and their own reasons for traveling to this remote corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. This is a persistent game that is intended to be played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. |
Manufacturer: | Flat River Group |
Model Number: | CPH0201 |
Product SKU: | B01LZXVN4P |
UPC: | 019962194719 |
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The worst part is probably the presentation of the rules. It's so detailed and intricate that you will misinterpret MANY rules and have to go online for clarification (or blissfully not even realize you're doing something wrong). You will also outright MISS many rules details, since the rulebook is so dense and many rule aspects are only mentioned in one or two sentences in one spot in the book. A more organized rewrite is really needed. Pages dedicated to a few demonstration combat rounds would have been very welcomed as well.
For example, none of us knew that the numbers on treasure chests referenced contents in the back of the scenario booklet, and rather assumed that the number was how much gold was in each chest. This took some finagling to fix when it was discovered.
Here's the 52-page rulebook (with a 26-page faq/errata addendum afterward) if anyone wants to look at it: uttps://online.flippingbook.com/view/598058/
That said, I love it, and my party of 3 plays as often as we can.
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It is important to note, there is little active role playing. Someone who's hoping for the adventure, exploration, and lore of DnD may be disappointed with how linear and combat focused this game is. It's still very fun! My playgroup and I burned out after about 20 scenarios because it's so combat centric. Still totally worth it though
That's a good point. We actually started rollplaying our characters after a few rounds because the combat focus became tedious. You can get a little into your character's motivations with city and road events.
The worst part is probably the presentation of the rules. It's so detailed and intricate that you will misinterpret MANY rules and have to go online for clarification (or blissfully not even realize you're doing something wrong). You will also outright MISS many rules details, since the rulebook is so dense and many rule aspects are only mentioned in one or two sentences in one spot in the book. A more organized rewrite is really needed. Pages dedicated to a few demonstration combat rounds would have been very welcomed as well.
For example, none of us knew that the numbers on treasure chests referenced contents in the back of the scenario booklet, and rather assumed that the number was how much gold was in each chest. This took some finagling to fix when it was discovered.
Here's the 52-page rulebook (with a 26-page faq/errata addendum afterward) if anyone wants to look at it: uttps://online.flippingbook.com/view/598058/
That said, I love it, and my party of 3 plays as often as we can.
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It's already a video game, available on Steam
I think it is only early access though
It's actually good that you're not familiar with DnD, since we had to unlearn entire swaths of ingrained assumptions brought with us from a lifetime of DnD.
The basics are easy to pick up. The most common stumbling point is monster movement/actions. But, the most important thing overall for Gloomhaven is:
Follow the rules as written.
Don't make assumptions based on logic or other prior games you've played. Just do exactly what the cards say and that will handle 90% of the seemingly confusing, arcane things.
The automation of the game really is fantastic. It's just that some of the smaller, occasional details can get lost in the mass of rules.
If you have one of you that understands the rules quite well (which is no easy task), it's relatively easy to play. Strategy is tough at first, but once you get your character's cards down and their strengths, you can play pretty quickly. The important thing to remember is that you're GOING to screw up the rules at some point. It's pretty inevitable. Just make sure you're having fun and enjoying the game vs trying to make sure every single movement is correct. Focus on monster movement and their movement through traps, etc. That seems to be the most common point of error with the rules.
This is a great price. I haven't even played my copy in a year and I don't at all regret the purchase.