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Gloomhaven (Second Printing)


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You may want to watch Jon Gets Games play through of the game to see how difficult it is to play.  Jon puts out good videos and I always check them out when I can.  He doesn't go into the campaign rules, just the combat rules, but that is probably the meat of the game.

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9 hours ago, CorallineAlgae said:

Is this a difficult game to learn to play? I'm astonishingly forgetful so complicated games are a real challenge. No joke guys. 

 

It's not that hard, but it's not light either. It's probably up with Agricola in terms of complexity?

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If you've played a dungeoncrawl, or hex-combat game (including GURPS), GH shouldn't be complicated.

 

Note that the game has Euro influences, so you need to accept that, sometimes, gameplay is there for balance. Frex, your characters cannot share gold, and cannot pick up gold after the scenario is done. The handwavey explanation is that your characters are selfish mercenaries, and that, after the scenario is over, reinforcements arrive and you have to leave. Some boardgamers have no problem with this, others think it doesn't fit their concept of how a dungeoncrawler should work. See the BGG forums for other thoughts on expectations of gameplay.

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Thank you for the info guys, My main concern was having to remember lots of obscure rules. It sounds quite playable. Seems like a game that requires strategic thinking, but doesn't have an abundance of heavy rules. Not being able to share gold or pick it up at the end of a quest doesn't put me off the game at all. Sounds more like a component to party strategy. Certainly different. 

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It's refreshing to see a kickstarter that has no stretch goals and no kickstarter exclusives doing so well. Their answer about exclusives in the FAQ is awesome.

 

"Are there Kickstarter exclusives?
No, Kickstarter exclusives suck."

 

How ballsy is that!? Also, no stretch goals on a KS? I don't know who Isaac Childres (the developer) is, but I'm having a bit of a man-crush. 

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41 minutes ago, CorallineAlgae said:

It's refreshing to see a kickstarter that has no stretch goals and no kickstarter exclusives doing so well. Their answer about exclusives in the FAQ is awesome.

 

"Are there Kickstarter exclusives?
No, Kickstarter exclusives suck."

 

How ballsy is that!? Also, no stretch goals on a KS? I don't know who Isaac Childres (the developer) is, but I'm having a bit of a man-crush. 

 

I wouldn't say no stretch goals, since this is basically just a continuation of the previous campaign for a second printing it's more like the stretch goal have just already been met.

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Go on to the Gloomhaving BGG forum. Isaac has given quite a bit of free support for the game, as well as sharing the Euro interests of BGG. He also has a blog that should give you an idea of how attentive he is to game design and production, including his thoughts on miniatures vs. standees.

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6 hours ago, CorallineAlgae said:

It's refreshing to see a kickstarter that has no stretch goals and no kickstarter exclusives doing so well. Their answer about exclusives in the FAQ is awesome.

 

"Are there Kickstarter exclusives?
No, Kickstarter exclusives suck."

 

How ballsy is that!? Also, no stretch goals on a KS? I don't know who Isaac Childres (the developer) is, but I'm having a bit of a man-crush. 

 

Given that my local game store was offering a random chance to buy a copy of the game for $199, the game itself is a bit of  kickstarter exclusive. :)

 

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Still on the line for this. I have a good amount of Kingdom Death coming in and dont want to overload my group. To be honest I haven't enjoyed every dungeon crawl game I have played and the legacy aspect pokes at my ocd/compulsion not to use consumables (stickers) as well. I do like the combat system. Easy to learn but hard to master.

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