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How Much Money Does A Monster Drop Gloomhaven

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The Dark Souls of board games.

"Welcome to Gloomhaven!"

Gloomhaven is an enormous tabletop game adult past Cephalofair Games. Up to four players selection from the six starting classes to play cooperatively as mercenaries working in town to consummate jobs, get treasure, and pursue personal quests assigned at character creation. As players progress they will gradually brand the town of Gloomhaven prosper, while unlocking new scenarios, items, grade abilities, and classes. The game features branching narratives, a persistent, changing world, and many secrets to unlock.

In a way, Gloomhaven could compared to a standalone Tabletop RPG entrada. Each histrion creates a character of a chosen class, chooses a backstory and agenda for it, and joins to a shared party - to enter some dungeons, kill some monsters, and steal their loot. The overwhelming bulk of the game is Turn-Based Strategy menu game taking place during while Dungeon Crawling, with miniatures on a board, hexes and all. Players enter the dungeon with a hand of cards they go to choose from their classes unique pool, with each carte split into a top and lesser one-half. Each round a player will play two cards and perform the superlative action of 1 carte and the lesser action of the other, trying to complete the Scenario's objectives before anybody is killed or runs out of cards. All players cull their cards in hole-and-corner, reveal them simultaneously, and so act them out in an order of Initiative on the cards they've chosen, with the monsters actions and initiatives existence determined by a combination of AI-guided rules and randomly drawn monster-specific cards. No dice are used, instead the attack values written on the cards are modified by an assault modifier deck total of various positive and negative effects that players can improve as they progress and level up. Each encounter will be fix based on the party level and number of players, since each grouping will exist encountering scenarios at different points in time based on their decisions.

The true value of the game, though, lies in an enormous amount of Unlockable Content it provides - and non just opening new scenarios for y'all to consummate, new monsters to defeat, or new gear to purchase, of which there is already plenty. The box contains a big number of sealed containers, which can only exist opened on certain circumstances during the play through, usually on finishing some item quest. For example, of 17 playable characters, xi of them are hidden from players, and the only clue you lot have is a symbol on the box until the moment you really open it. Unboxing these hard-earned items and adding them to the game is what makes playing Gloomhaven a truly rewarding experience.

An expansion titled "Forgotten Circles" was released in 2019, adding a new course (the Diviner), new enemies, and effectually twenty scenarios to the game world, serving equally the determination to the game's main story.

A standalone expansion titled "Jaws of the King of beasts" was released in July 2020. It features four new classes and 25 scenarios, plus a handful of new items and enemies. Information technology was intended to be an easier introduction for players new to Gloomhaven, including a considerably more robust fix of tutorial scenarios, which information technology recommends veterans skip, and a much more streamlined campaign progression. The game is a standalone feel, but the new characters and items can integrate with the original games content if desired (or vise versa), and the plot of the story serves as a loose prequel, yet, prior cognition of Gloomhaven'southward plot is not required.

A sequel, entitled Frosthaven, was announced in December of 2019 and a Kickstarter Entrada was launched in March 2020. The campaign successfully concluded raising over $12 meg (over it's initial goal of $500,000), and is fix for a late 2021 delivery date.

Source Bespeak Press published Gloomhaven: Fallen Lion comic book in 2020 and Gloomhaven: A Hole in the Wall for the 2021 Free Comic Book Day.

In 2019 a digital accommodation of the original Gloomhaven released in Early access. As of Oct 2021 the game includes all content from the original game, including the full campaign, online multiplayer, and an alternate "Guildmaster" style, a more loosely structured entrada compared to the original, mostly using semi-random scenarios and featuring a unique story for each grade.


Gloomhaven contains examples of:

  • Adam Smith Hates Your Guts: The about expensive item of the starting options caps out at 30 gold, but items unlocked later in the game are considerably more than expensive. Similarly, enhancing any carte above level 1 will cost the player a apartment extra fee based on the cards level. Of course higher level cards and items unlocked afterward are generally more than powerful (in some cases direct upgrades for before versions that price more), and the rate players earn gilded scales upward equally their political party level increases.
    • Selling any item gives you exactly 50% of its original price.
  • Action Bomb: The Cultist has a card which causes it to explode upon expiry for as long every bit it is active.
    • I of the Summoner's minions is just that - a I-Hit-Point Wonder that explodes upon expiry.
  • Arbitrary Headcount Limit: Although a party tin consist of any number of characters, each scenario requires a group size between two and iv mercenaries. From a existent world perspective this makes sense as adding more players slows the game down and there's a limit to how many many monsters can be crammed into the limited board infinite, but there'due south no story explanation for why a party can't bring a 5th member forth (or why a mercanary couldn't attempt a dungeon alone, specially later on the game added solo scenarios).
    • The designer'southward unofficial five player solution is to increment the Scenario level by ii to business relationship for the actress actor, although the game merely contains 4 attack modifier decks, so the players will have to work out a solution for the 5th player.
    • Solo Scenario besides have this issue. In some cases it's a personal quest or the character is thrown into the scenario without a chance to prepare, but in other cases there'south no specific reason for them to leave the team behind.
  • Arbitrary Minimum Range: Ranged attacks confronting adjacent enemies are made with Disadvantage note which means the assault draws two modifier cards and uses the worse one. In some cases, similar shooting a bow for example, this makes sense, merely some attacks, especially area-covering, don't have whatever real reason to exist affected this style.
  • Alliance Meter: The political party has a Reputation meter which volition vary over the campaign. Notably reputation tin exist positive or negative and a new class is unlocked at +x or -10 reputation note You can unlock the class through other ways, still. Positive reputation will make all items cheaper while negative will brand them more expensive, and some events have differing outcomes depending on party reputation.
  • Armor-Piercing Assail:
    • The "Pierce" attack modifier is this, negating an equal corporeality of Shield.
    • The Piercing Bow item allows the role player to make one of their ranged attacks completely ignore any Shield on the target.
  • Attack Animal: Used by the Beast Tyrant. Consequently, it's the but playable course with two figures.
  • Awesome, but Impractical: Actions which make you Lose (rather than Discard) the carte du jour they're on often autumn into this category. All but i Discarded card is brought dorsum when you residual while Lost cards are gone for the entire Scenario, barring unusual circumstances. Loss deportment are more than powerful, but in general you're quite express on how many of them you can really use without running out of cards before the scenario is over.
    • Many complex cards or combos also end upward playing out this way. While they sound great on paper, getting the timing, resources and positioning just correct to actually accept it piece of work out equally planned is ofttimes more difficult, meaning the incredible maneuvers never actually become pulled off.
  • Bad-Guy Bar: The Chocolate-brown Door, a seedy place known to concenter ruffians, pirates, and other vagabonds. Although, the live amusement at that place is second to none.
  • Boxing Amongst the Flames: Scenario number threescore, The Alchemy Lab is on Fire for the duration, and if they players don't get out fast enough they outset taking harm.
  • Blocking Stops All Impairment: Zig-Zagged. Shields mitigate an amount of impairment equal to their value (and then Shield ii can block up to two damage). Players typically have low shield values and ordinarily just temporarily, then they tend to be more effective against lots of weak attacks, while powerful attacks will still deal impairment through a block. several monsters monsters have quite high persistent shield values, which many classes will struggle to break through. Fortunately these types of enemies tend to accept lower HP to compensate.
    • Some characters do have abilities which tin can totally negate all incoming impairment from some number of future attacks, merely those are obviously rarer.
  • Bonus Boss: Scenarios 79 and 81 are side scenarios which contain optional bosses. In fact it's possible that a political party won't fifty-fifty unlock the ability to fight them at any point in their campaign. There are also a number of bosses which are along the critical path but not required to complete the main story.
  • Boring, but Practical:
    • The top of any card tin can exist played as an Attack 2, while the bottom can exist played every bit a Motility 2. The written abilities of even level 1 cards are much better and more varied, but using cards this fashion can exist very important, especially for classes with limited movement or attacking options. Even more effective some higher prosperity items increase the value of these default actions to be three or iv, making them both fairly powerful and very consistent. Since the basic assault or motion is as well never a loss, it can prevent the grapheme from losing a menu they don't actually want to play, and can recover after after a rest.
    • Stamina potions which allow you to selection upwards two cards from your discard. Less exciting than a lot of other items, simply pulling dorsum specific cards at critical times and slowing the charge per unit at which you run out of cards is remarkably powerful. They're mostly considered ane of the most overpowered items in the game, to the signal that later printings and Give-and-take of God reduced the recovered cards by one (which was implemented in the digital game), and they're STILL very good.
  • Cast from Hitting Points: Many enemies' abilities that summon additional enemies, to avert overwhelming the lath with bodies. In "Jaws of the Lion", there is an enemy, a Blood Tumor, that uses the hit points of others equally fuel to ability itself up.
    • The Bezerker class besides has this as a mechanic, with cards that tin either heave their upshot at the cost of HP or are more powerful if the user is already low on HP.
  • Charged Attack: Many characters have setup cards which tin empower their future actions in a diversity of ways. The Scoundrel in particular can deal enormous impairment if all their setup and positioning is just right.
    • I of the core mechanics of the game is the elemental analogousness of the battlefield; there are abilities that "accuse" a particular element, and those that eat that charge to power up an event. Yous cannot do both on the same plough, so y'all have to either charge it ahead of fourth dimension or become a teammate to prepare it up for you. Some monsters can also set upwards the charges and/or utilise these by themselves, throwing an certain element of surprise in the works.
  • Choose a Handicap: Before start most scenarios, players draw a road event card. The carte du jour describes a state of affairs the mercenaries see on the route from the boondocks to the location of the scenario, and provides two choices of how to deal with the situation. Oft, both outcomes will be negative, though the catch is that players exercise not know exactly what fashion they will be impacted by each choice the kickoff time they come across a given road event. For instance, if the route event is an encounter with a rampaging bear, players may fight it, which ends with the players starting the proper scenario with a wound that inflicts harm over fourth dimension, or they may flee, tiring the mercenaries and forcing them to discard some ability cards, which besides act as an indirect time limit.
  • Class Change Level Reset: Whenever a character retires a new 1 is is created. They take the option of starting out at a level equal to or lower than the town's Prosperity level, pregnant that they volition generally be a lower level than the previous character, merely not bumped all the way downward to level one either.
  • Clone Degeneration: When Ooze duplicate, they first take harm, THEN create the copy, so the new ones will never be at full HP (and a low enough ooze volition merely die when it attempts to separate)
  • Color-Coded for Your Convenience: White bases for normal versions of enemies, yellowish for the more powerful Elites.
  • Contractual Boss Immunity: Nigh every dominate in the game is immune to Stun and Disarm, since otherwise many parties could easily lock them out of attacking or acting at all. Most also carry amnesty to a few other Status Furnishings, but are usually vulnerable to a few of them, bar the Archdemon, who is is basically invulnerable to any direct attacks.
  • The Corruption: The Void. An area within Gloomhaven that erodes and destroys nearly everything it touches. People defenseless in it suffer profoundly. It'southward the location of the terminal dominate.
  • Critical Failure: Both the histrion and monster set on modifier decks have a "Null" card which causes the attack to deal no impairment when drawn. The Expletive status adds additional nix cards which are removed afterwards they are fatigued. Notably any additional effects of the set on (such equally gaining experience or inflicting status effects) still occur when the assault does not deal impairment.
  • Critical Hit: Like in a higher place, attack modifier decks have a "2X" card in them which causes the set on to bargain double impairment. Additionally the "Bless" outcome allows players (or monsters) to add additional unmarried use critical hit cards to their deck.
  • Curb-Stomp Battle: The nature of having a wide number of scenarios and classes unlocked in a semi-random order means that many scenarios tin can end up being comically like shooting fish in a barrel or incredibly hard depending on the parties composition, level and equipment when they attain it.
    • Some classes designs make them more than prone to playing out this way. The Two-Mini'south card which allows you to swap the position of any two figures on the map or the Eclipse classes power to stay invisible for an extended periods of time or instantly execute elite enemies in item tin can brand certain scenarios trivially like shooting fish in a barrel. Meanwhile the Circles class tin accept this effect in either direction, as their summons tend to struggle to continue on scenarios with lots of motility or overcrowd small spaces, just are much more powerful in situations where the party but has to hold a position.
    • Certain Scenarios are somewhat infamous for turning out this style against the players also. Scenario 28 can experience nearly impossible depending on what the monsters practice on the get-go turn or two, in particular the cultists can easily summon 8-10 living basic before the part has much risk to stop them, leaving them in a starting time room that is very crowded with enemies. Scenario 60 tin can be this mode likewise, equally the limited fourth dimension window and quite punishing scenario furnishings can get in virtually impossible for certain parties (the players need to encompass a lot of footing very fast, something which many classes are non very good at, and the scenario effect begins doing a flat 2 damage to anybody after 12 rounds, which isn't too much for higher level characters only will VERY quickly impale low level ones). Scenario 72 is also only known as ane of, if the not the, hardest scenarios in the game. Many more than experienced players recommend new players drop the difficulty downwardly when attempting information technology.
  • Nothing Language: Along the fashion, some messages written in this will be found, whether during scenarios, events, within some of the envelopes, or at the end of the Boondocks Records volume (which requires completing scenario 51 and effectively the game). For all versions only the first printing retail edition, a translation key was included.
  • Dem Bones: The Living Bones enemies.
  • Demolitions Expert: Why, Jaws of the Lion's Demolitionist.
  • Disc-One Nuke: Depending on the order of unlocks many classes tin can terminate upward feeling similar this. The Eclipse class or Three Spears class Nightshroud and Quartermaster, respectively in detail are somewhat infamous for this. Fortunately the retirement organisation ways that they will eventually move on rather than sticking around forever.
  • Did Yous Only Dial Out Cthulhu??: The world of Gloomhaven has it'southward fair share of eldritch monstrosities. By the end of a campaign the heroes will most likely have killed at least a couple of them. You're required to kill three of them to End the Gloom and fight the Final Dominate.
  • Dual Boss: Depending on the route they take, the players may take to encounter it. It'south the two giant Inox Bodyguards featured on the box encompass prototype above.
  • Dungeon Crawling: Each scenario has a couple of paragraphs of set up up and conclusion and city/road events happen around each scenarios, simply the bulk of the game is strictly fighting monsters, collecting loot and upgrading your characters. Many of the scenarios don't take place in an actual dungeon, however.
  • Early on-Bird Boss: The Bandit Commander is fought very early, in Scenario 2, so it will usually be encountered past level one players with no perks and only starting items. Its health scales with the number of players, meaning it may have two or three times more wellness than any other monster in the first ii scenarios, and depending on it's deportment you may find yourself getting overwhelmed by swarms of undead very quickly.
  • Enemies List: Several of the personal quests require killing specific lists of enemies. This can be killing many types of an enemy similar Bandits or Vermlings; i of each enemy type like slaying undead or demons; or killing a bunch of Elite Mooks. One literally requires the actor to slay twenty different types of enemies.
  • Elemental Powers: The game has an Elemental Infusion tracker, which certain actions volition accuse and other actions can expend them within the next two rounds. The Spellweaver in particular counts, every bit it is able to generate and consume a wide range of different elements, and near of her abilities accept an elemental flavour to them. The unlock-able course the Elementalist manifestly counts every bit well, producing and consuming a wider range of elements than any other form.
  • Escort Mission: The histrion is required to escort Hail, an Aesther in a mission to seal rifts. This happens in both the main game and the Forgotten Circles expansion.
  • Enemy Mine: During a late-game quest, the players can actually strike an alliance with some Sun Demons, glowing humanoid shapes of sunlight, in order to unlock a scenario. The demons actually advise the quest, on the grounds that humans cannot live without the sun. Several other scenarios also involve monsters acting equally allies for that scenario. Forgotten Circles has a Rift effect in which you can rescue a bandit, who will fight with you on the next round.
  • The Exile: Craghearts, due to them beingness Muggle Built-in of Mages among other Savvas people.
  • Experience Points: A rather non-conventional example. While the leveling in the game is completely straight, the characters receive feel non for defeating monsters, but by using specific abilities which provide information technology along with their main purpose. Usually though, these effects require some specific condition to trigger, similar making an assault while under an outcome of a certain Element of nature, or fifty-fifty losing the menu that was played, meaning that you can just proceeds feel this mode once per scenario.
  • Evolving Assault: Most cards can be enhanced once the required achievement is completed, improving their values, adding status effects or other various benefits. These are permanent furnishings in the form of stickers that are placed on the cards which not just upshot the current grapheme, just whatever hereafter characters of the same class. The Digital version (by virtue of not using concrete cards and stickers) reworked this system, making it and so enhancements don't behave over between characters of the aforementioned class, but are by and large cheaper beyond the board and can be sold.
  • Fetch Quest: The first quest the players are given is to acquire some scrolls, a large number of hereafter quests include being hired to go get notice something from a dangerous location.
  • Fighter, Mage, Thief: The starter classes include the Fauna (fighter), Spellweaver (mage) and Scoundrel (thief). The other three can be interpreted as their crossing variations - Cragheart is a frontline Magic Knight, the Tinkerer provides back up from behind as both a mage and ranger, and the Mindthief is a mostly melee-oriented single-target Fragile Speedster. Of form, every class is simply a template, which usually provides several possible directions to shape your grapheme in.
  • Stock-still Damage Assail: The Retaliation consequence work like this, dealing a certain amound of damage to the attacker irrespective of whatever Shield or protection they may have. Many Cragheart's abilities also bargain it, sometimes even to its own allies.
  • Gadgeteer Genius: The Tinkerer. Their ability deck is alchemy and engineering themed, and they utilized many wacky gadgets and mechanical servants to defeat enemies and assist allies.
  • Good-Guy Bar: The Sleeping King of beasts, the player'due south home base, is an inn and tavern. And the proprietor doesn't appreciate it when people start fights or cause damage.
  • Concur the Line: A few scenarios involve property out for some number of turns. Specifically Scenario #27, the Ruinous Rift forces you to hold out for ten rounds while Hail seals off the rift.
  • Hub City: Gloomhaven. After each scenario (unless information technology is directly linked with another one) the political party is required to return there. Shopping, leveling upward, city events and retirement can simply take place there, and numerous scenarios are set effectually the metropolis as well.
  • Improbable Aiming Skills: Due to the way Line of Sight for ranged attacks piece of work, a shooter just needs to see, like, a target's heel with their ain heel, and nevermind how many obstacles are between them, such as bookshelves, rocks, or columns - they'll still land a perfect shot without whatever disadvantage.
  • Inexplicable Treasure Chests: Treasure chests contain a range of things, from aureate, items, item designs, and side scenarios. Information technology makes sense that intelligent enemies would have treasure, although the fact that they're storing blueprints for items or treasure maps tin can be a fleck odd. Why animals and unintelligent monsters take treasure chests in the starting time identify doesn't really brand any sense though.
    • This can be considered a uncomplicated convention, since at least in one case, the chests represent some naturally growing herbs that you are supposed to gather. The Treasure Chests merely represent something valuable, non an actual treasure chest.
  • Interface Spoiler: Even the players who avoid spoilers with the almost diligence would find information technology difficult to miss that two of the miniature boxes have the same symbol and are labeled ane/2 and ii/2. At that bespeak, it's easy to deduce that something is up with that class.
  • Invisibility: A status consequence that removes opponent priority from whoever has information technology. Meaning, said opponents will not move toward or assault said character during the time it is agile, essentially treating them as an impassable obstacle. Notwithstanding, an invisible character (or monster) may get damaged past the Area of Effect abilities, which were aimed for someone else.
  • Jack-of-All-Trades: The Cragheart is this of the starting options. Ranged attacks, Melee attacks, healing, status furnishings and obstacle creation/manipulation are all available to the class early. Information technology generally avoids Chief of None status by specializing in Splash Damage and Area of Issue attacks.
  • Karma Meter: Every political party has its own Reputation, which changes depending on their upshot and scenario choices. Generally speaking, being practiced provides less immediate profits, only improves the prices of the city merchants. Villainy, on the other manus, makes the items more than expensive, but in return regularly provides you with options to steal, rob, and plunder to your centre'due south content. When the group becomes famous or infamous enough, fifty-fifty more benefits will become available.
  • Level Scaling: Scenarios scale to the parties level past a formula of half their average level, rounded up. This both allows scenarios to be completed in different orders and means that characters with significant level differences can play together.
  • Low-Level Advantage: Many monsters don't gain their stronger abilities until college levels. For case Flame Demons gain ranged retaliation at higher levels, and high level Oozes volition poison on every assail. Sometimes this can mislead players into thinking a monster they encountered at lower levels will exist similarly piece of cake, when the higher level version of it is actually far more than dangerous.
  • Manipulating the Opponent'south Deck: Some attacks have the Curse effect, shuffling a Curse card into the target's modifier deck. When drawn, the Curse card nullifies all damage from the attack modified by it, and is then removed until the next time a Curse is applied. As all monsters share one modifier deck, even a monster that wasn't hit by the assault that applied the expletive tin have their attack nullified, including bosses who cannot be striking by Curse directly.
  • Mass Monster Slaughter Sidequest: A number of quests have the goal of killing some number of monsters to end the scenario, although it isn't ever a side quest.
  • Mechanically Unusual Class: Most of the classes take some unique elements that make them stand out although the unlock-able 2-mini course, called the Animal Tyrant is perhaps the most unusual. Equally the spoiler-free name suggests, this class has two miniatures to represent information technology rather than one. The figures represent the Tyrant and it's Bear companion that is automatically summoned at the start of each scenario. The Comport acts every bit a normal summon would (moving and attacking each plough, controlled by the AI), and the Tyrant has a number of Command cards that let them to straight control the behave in addition to it'southward automated moves, meaning the thespian must cull between controlling the Tyrant and the Bear each plough.
  • The Medic:
    • The Tinkerer is the healing class of the starter options. It as well comes with numerous other supporting abilities and status effect inflicting attacks to support the party.
    • The Sawbones unlock-able course is a medic every bit well. Unlike the Tinkerer, the Sawbones is flavored as a medic to kicking, including the ability to laissez passer out medical packs that allies tin can use to heal themselves. Plus, of grade, the selection to stab enemies with syringes and slash them with a bone-saw.
  • Minion Primary: Of the six bachelor classes Mindthief tin can be used like that - she possesses several rat-themed summons in her ability deck, and a number of actions that interact with them somehow, although the unlockable classes Summoner and Beast Tyrant is an fifty-fifty better example of the trope.
  • Minor Crime Reveals Major Plot: The very kickoff quest given to the player characters is rather unproblematic and unassuming, but it quickly grows into something more sinister.
  • Mook Maker: Enemies spawning each round appears in a numerous scenarios. Scenario number 26, the Ancient Cistern is probably the clearest instance, featuring devices that spawn enemies until the players deactivate them, simply both enemies and scenario effects do this quite oftentimes.
  • No Experience Points for Medic: Mostly averted. Experience is mostly gained in combat, merely not by killing monsters. Some is gain by completing a scenario, but the source players can actually influence is from menu furnishings. Healing, attacking, moving or even annexation can grant feel depending on the carte in question. Classes tin accept significant differences in experience gain, withal, and then information technology's still entirely possible to have a specific graphic symbol who ends upwardly lower level over time, it just won't necessarily be the medic. In fact, probably the class with the best feel gaining in the game, the Music Note/Soothsinger, is a back up class.
  • No Hero Discount: Averted. The player characters are mercenaries, then while anybody charges them full price by default, a positive reputation volition cutting the price of whatsoever goods the players buy, while a bad reputation will cause vendors to jack up their prices. Certain events will have better outcomes with positive reputation (although the reverse is as well true).
  • Non-Lethal K.O.: Player characters don't die upon running out of HP, they just "exhaust". note They will retain whatever experience, golden, and items institute from the scenario, but zero else. Well... non unless you want them to, according to the transmission, in which instance a character is retired without resolving its goal.
  • No Points for Neutrality: The game heavily encourages the political party to go fully adept or bad. Positive repuation automatically reudces item prices, + or - 10 reputation unlocks a class and 20 will unlock new events, and several route or city events volition likewise give the political party and extra advantage if they have loftier or low enough reputation. The party isn't punished for remaining neutral, but at that place'south no reward for information technology either.
  • Not the Intended Use: A quirk in combining the resting and harm mitigation rules allows players to speedily frazzle themselves. You play two cards on your turn as normal, then at the cease of the round you short rest, losing i card at random and getting the other back. However you choose to accept 1 damage to randomly lose a dissimilar carte, and then lose an additional card from your mitt to negate this one damage, losing ii cards from your hand a turn. Generally this is pretty useless since exhausting is not a desirable outcome, but since certain personal quests and battle goals require running depression on cards or exhausting, players might still occasionally do it at the finish of a scenario
  • Now, Where Was I Going Again?: Scenarios are unlocked in an intertwining web, ofttimes times including multiple plot threads running at once. Sometimes an unlocked scenario is still unavailable to the political party as it has some other requirement they oasis't completed, making tracking exactly what you can or tin can't practise quite difficult. Even if a grouping is making progress reasonably chop-chop it tin easily be weeks or months existent time between unlocking a plot line and actually resolving information technology.
  • 1 Size Fits All: Any grade can purchase and equip whatsoever item, although some items may not requite much or whatever benefit to a particular form or character. In item several of the Solo Scenario rewards just piece of work with the specific mechanics of the class that unlocks them, but anyone can buy and equip them in one case they're unlocked. Some items, like heavier armor and helms, add negative modifier cards to the decks, and melee-blazon classes like the Brute can unlock skills to negate these, only other characters can nevertheless wearable them at the cost of their penalties.
  • Merely Shop in Town: All items are simply bought from the pool of available items with no mention of specific shops selling them. Enhancement which becomes bachelor later on the party befriends Hail the Enchantress in Scenario 14 is all specifically preformed past that graphic symbol.
  • Our Demons Are Different:
    • In that location are several different kinds of demons, one for each of the elements. They're more along the lines of Elemental Embodiment than traditional demons in terms of concept and appearance. They are often summoned similar traditional demons though, and come from another earth.
    • The Valrath are closer to traditional demons in appearance (Red skin, horns, tails), and were quite militaristic in the past, but these days, they're actually 1 of the most civilized races, known to adopt solving problems through diplomacy rather than violence. Equally a result, they ofttimes become merchants or politicians.
  • The Paladin: I of the unlock-able classes: Sunkeeper is very much like a Paladin with holy attacks and righteous fervor. Of form, depending on Personal Quests, this person tin be annihilation but devout. One of the Personal Quests is "Light-Bringer" which is similar to a Paladin, in which the thespian must apply an undead-smashing axe to kill different undead with it. Another 1 is "Law Bringer" in which the actor must defeat Bandits or Cultists who prey on the innocent. Naturally, both of these personal quests unlock the Sunkeeper class.
  • Political party of Representatives: The six starting classes include: Human, Orchid note substantially a cave dwelling house, crystalline Elves, Savvas annotation Rock people with a clear glass chest. As they master a certain Element of Nature, a core appears in the chest cogent it, Vermling annotation small, barbaric rat-people. Typically disliked past other races, although some more intelligent ones integrate into normal society, Inox note big nomadic Horned Humanoids, a cantankerous between an Orc and a Minotaur, and Quatryl note A small, delicate race with a penchant for mechanics and intricate work. After races featured in unlock-able classes include Valrath note Demon-like in appearance (cherry skin, tails, pointed ears), they are actually known to more often than not polite and well spoken, often becoming merchants or politicians., Harrower notation Worm That Walks. Not necessarily evil, but unsurprisingly make other races uncomfortable. and Aesther note Translucent humanoids who exist between planes of being. . As a general rule, every intelligent race of the setting gets represented not by ane, only two playable classes, of different genders if applied, which are ordinarily designed to be Foils to each other. Multiple expansions more than than double that number.
  • Permanently Missable Content: The branching choices during the campaign may - or rather, will - completely preclude you from reaching some scenarios - or even block out the ones that you already unlocked, but haven't visited still. Unfortunately, without spoiling the storyline, there's no style to know about this beforehand.
  • The Power of the Sun: The Sunkeeper. And for villains, Sunday Demons.
  • Randomly Generated Levels: Two decks of cards are included for this, ane to make up one's mind the room and the other for its contents. These may be used for the occasional scenario that requires them, such every bit Foggy Thicket (though specific ones to select from are listed in the special rules), or for free-play maps.
  • Random Number God: You will be praying to ane with an every Attack you lot make, except instead of the classic rolling of the dice, Gloomhaven uses a deck or cards with modifiers which, at the very least, includes an equal corporeality of bad and skilful ones (Critical Failure and Critical Hitting included). Not only this balances things out a chip, since even if y'all keep drawing penalties, you're bound to run out of these sooner or subsequently - simply every bit your character advances and upgrades, yous get to alter this deck by adding, removing, or replacing the cards that you don't want to come across there with ones that you lot do.
  • Rat Men: Vermlings, natch.
  • Revolving Door Casting: Due to the nature and the rules of the game, most characters will go out the party sooner or later, while the others will bring together it in their stead. Moreso, yous can even rotate the bandage of players from mission to mission, as the party represent an ever-changing group of mercenaries, well-nigh of whom are in this for a short fourth dimension, depending on their own personal agendas.
  • Rock Monster: The Cragheart is a Savvas, a type of sentient rock person. Gameplay-wise it acts as something of a Jack-of-All-Trades class with a broad range of options including stomping around the battlefield with area-of-effect damage, throwing rocks at enemies, healing allies, and creating, destroying, and moving obstacles. The players can also meet, fight, and unlock other Savvas as well.
  • Saintly Church: The Sanctuary of The Not bad Oak, which in improver to being a temple, are also healers. The thespian can donate money to the church and will gain two Bless cards in their deck if they practice note A Bless when drawn doubles the damage of whatsoever assault.
  • Relieve-Game Limits: The campaign is structured much similar a video game, including scenarios to complete and scenarios unlocked upon completion of before scenarios, unlockable grapheme classes, and upgrades for characters and the setting. Much of what is done in-game is recorded in some mode such equally by marking or applying stickers to the board or removing seals from boxes, and then there isn't any practical way to restore the game to an earlier state.
  • Self-Duplication: An ability of the Ooze, though it costs HP.
  • Sidequest: The game contains a few random scenarios which are periodically unlocked as loot in no item order, plus a number of other scenarios unlocked via city/road events and personal quests. These don't directly connect to any of the main story lines, but practise requite out gold, exp, items, or personal quest progression that assistance the players.
  • Situational Damage Set on: Both Scoundrel and Mindthief regularly use these. The former heavily relies on positioning, flanking, and backstabbing, while the latter may deal increased damage for every Status Result on her target. Nearly abilities that use the Elements of Nature charges besides qualify.
  • Then Long, and Cheers for All the Gear: Averted Trope. Later a character retires from the party for 1 reason or another, all of his inventory is promptly returned to the city shop. Alternatively, you lot can sell everything by yourself, and then use the resulting gold to better your skill cards - which will remain permanently upgraded for any futurity characters of the same class.
  • Soul Jar: One mission has a boss which must be defeated by attacking an altar that cycles forth six different locations in the map as part of the boss's special actions (each shift summoning a different enemy equally well).
  • Status Furnishings: Some statuses (stun, immobilize, disarm) piece of work exactly as expected, while others make sense once yous read how they work, but aren't as immediately obvious (muddle, curse). However poison and wound piece of work the exact opposite way players usually expect, equally poison acts as a Damage-Increasing Debuff, while wound deals Damage Over Time instead, supposedly through haemorrhage - or, in some cases, burning.
  • Timed Mission:
    • Every mission is automatically turn express by game mechanics. Each turn every player must play 2 cards or have a rest to recover their discarded cards, losing one discarded card for the remainder of the scenario equally a upshot. The players will take their hands slowly shrinking over time and must complete their objective earlier losing them all.
    • Several scenarios also give the party explicit timers, such as scenarios that end in success in a certain number of turns, or an npc who automatically advances forward, forcing the political party to continue upward with them.
  • Turn-Based Strategy: Turns are taken with order being decided by the Initiative on the cards played past the players and the cards drawn from the monster'south decks.
  • Walking Spoiler: Every group will be unlocking and completing the game in different orders and possibly missing out on some content entirely. Any discussions of content across starting classes, items and the first scenario is admittedly covered in spoiler tags. Fortunately the majority of the customs is highly diligent in avoiding spoilers as a effect. Still, it can be tough to discuss a game where even two players who take beat the game have the potential to spoil things for ane another.
  • Weakened by the Light: One of the Night-based enemies has a menu that has them consume any available Light energy and place a curse card in the enemy assail deck.
  • You All Meet in an Inn: The player's base is at The Sleeping Lion, which functions as their office.

Source: https://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/Gloomhaven

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