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Base game
Gloomhaven
Kritiku rating
Not rated—
- Published
- 2017
- Reach
- Widely known
- Players
- 1–4
- Play time
- 60–120 min
- Weight
- Not enough ratings yet
- Ratings
- 0
- Adventure
- Exploration
- Fantasy
- Fighting
How it plays
Work together to complete each scenario’s objective while managing health and a dwindling hand of ability cards. Each round, choose two cards, use one for its top action and the other for its bottom action, and act in initiative order while automated monsters respond. The scenario ends in victory when its objective is met or defeat when the party is exhausted; campaign progress replaces scoring.
Main mechanics
- Action programming
- Worker placement
- Legacy & campaign
- Direct conflict
- Hand management
- Co-operative
- Spatial puzzle
- Action programming: You commit to moves in advance and watch them play out.
- Worker placement: You claim limited action spots before anyone else does.
- Legacy & campaign: The game changes permanently between sessions.
- Direct conflict: Players attack each other head-on.
Full publisher description
Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the roles of wandering adventurers with their own special sets of skills and their own reasons for traveling to this dark 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 game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions about what to do next, which will determine how the story continues, kind of like a Choose Your Own Adventure book. Playing through a scenario is a co-operative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn. Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end u exhausted and be forced to retreat.
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