

It is not that I cannot learn the game, is that PEOPLE should't be forced to read a manual to learn how to play a digital product. Just go see twilight struggle or through the ages tutorials, maybe even terraforming mars. Not in an era where there are thousands of people actually caring for their products. Buying an IP and releasing a "game" without taking the time to make a tutorial is one of those thing I will not abide.

I was hoping to buy this game, but a long time ago i made myself a promise to never support economically to companies with ♥♥♥♥♥♥ practices. I do not own gloomhaven, nor will I buy it since it cost a fortune to be delivered at my country(like 600 usd). I would never, ever publish a game with an unfinished tutorial. Pfister is my favourite designer, specially GWT, not exactly a lightweight.īut I am both a developer and aspiring game designer. i play boardgames, like hundreds of them. I look forward to future adventures in this world and we will see how things develop for all of our characters I can't speak for the others of course but given the secret motivations I think it will be quite some time before my tinkerer (for whom I desperately need to decide on a name) retires but I am thoroughly enjoying his shtick so that doesn't bother me.Originally posted by Fluffeh:This game does an amazing job at showcasing the differences between the board game and the video game demographics. I escaped the room with a single hitpoint and was not much help beyond that opening volley I admit, but I like to believe I was instrumental in paving our way to victory and opening up the archers for Knack.

Scrapping as best I was able I slew a number of the zombies (or at least weakened them up) with a flamethrower which as you know is the only true way to deal with such pests.
GLOOMHAVEN TINKERER FULL
I was stuck in the doorway for two full rounds courtesy of the archers hobbling me with attacks and leaving me immobilized. The gameplay was entertaining and things got pretty hairy at points, namely in the first room when Thunder's Brute named Knack was surrounded by all the bandits in the first room, and when my Quatryl Tinkerer opened the final doorway by himself right before it became a necessity for Knack and Stabby-Joe (Bahari's Mindthief) needed a long nap-nap to recover their abilities. Set up was something else for damn sure, but I was a fan once we got rolling. Maybe Aesther Doomstalker would be a good fit for here? Later I see her as a kind of Aesther Voidwarden - especially the cards which force the enemies to attack each other seem like a perfect opportunity to present bloodbending.Īdventures into Gloomhaven! Finally got my hands on a copy of this charming homage to the preschool dungeon crawlers. Yes, I know it should be using Ice (so in here “Water” mana) but I just have no idea what style would be good for her - certainly not the Vermling Mindthief. and I honestly have no idea where to place Katara’s starting deck. On a higher level she would get metalbending abilities (no idea how to make it fit with the standard GH elements) Toph as Savvas Cragheart with a stronger emphasis on the use of Earth mana. Zuko as Aesther Nightshroud - only using Fire instead of Dark mana, maybe with some of that sweet hand to hand Valrath Red Guard abilities? Suki as Human Bannerspear - this is the one I had the least trouble with.

Sokka as a cross betweeen a Quatryl Tinkerer/Quatryl Demolitionist with maybe some sprinkling of Inox Brute in-between? Aang starting with having both his standard Airbender (air mana required for everything?) deck and an all-loss cards Avatar deck - somewhat like either a Quatryl Blink Blade or a Harrower Geminate (FH classes) and then moving on to get new elemental cards and changing the standard deck part into a mana-juggling character - like the Savvas Elementalist this also makes it a great opportunity to create enemy characters from every Nation and to make it possible to sometimes side with them (just like in the Gloomhaven Battlements A and B scenarios) the nations and their bending from ATLA map so nicely onto the mana from GH! a sprawling world to move through, with various communication routes requiring different card decks - so instead of Road, City and Rift events you get Sailing, Flying and Journeying (is there a better way to convey “going on foot”?) events
