Gloomhaven Review
May 24, 2018 by brennon
Gloomhaven. This game by Isaac Childres of Cephalofair Games has been at the top of the Board Game Geek rankings for a while now. It has seen two successful outings on Kickstarter and continues to be one of the games to pop up in a lot of tabletop gaming personalities ‘must own’ lists.
Ridiculously big, packed with cardboard and plastic (although just enough!), and featuring months and months of gameplay there is a reason that this game has reached the heights that it has. Isaac Childres has created a classic that I have no doubt is going to stay in many people’s collections for years to come.
What Is Gloomhaven?
A rather big question right off the bat! Well, I know what Gloomhaven IS NOT. It is not a game for those that like the idea of role-playing your characters and coming up with cinematic and cool ways to dispatch your foes. Well, it is. Kinda. Gloomhaven IS a tight, tactical movement game about resource management, careful planning and also...smashing monsters in the face.
Ok, I think I may have lost some people at this point. Trust me, whilst Gloomhaven is a game all about delving into dungeons, slaying monsters, making decisions, and stealing all the loot, it’s not one for the faint-hearted. The game won’t ‘let you off’ if you make some bad moves. Gloomhaven is a tough game that rewards communication and teamwork. I’m all for this, and later we’ll talk about why, but I had a hard time getting my head around this at first. I’ll explain why...
I started playing Gloomhaven as the Savvas Cragheart, a big rock creature of elemental power. I had a power called Rock Tunnel and as soon as I saw it I turned to my friend who had taught us the game and said: “Oh awesome, I can use this to go under the walls in rooms and surprise the enemy!”.
He smiled and shook his head, promptly told me that you can’t do that, and have to follow the hexes on the floor. Yes, the card has the ability to bypass obstacles, but you can’t use your cards in such a ‘free’ way. Everything in Gloomhaven is firmly rooted in its grid-based system and tight mechanics - and I had a hard time separating myself from that at the beginning.
As someone who loves role-playing games, I’ve been used to playing games with this degree of freedom. Gloomhaven was a shock to the system but thankfully one that I have now fallen in love with, even if it was a tough road. If I was to try and compare this to another system, it’s a bit like the difference between the heavily prescribed grid movement/combat of Dungeons & Dragons 4th Edition and...well...any of the other editions of the game.
Why Do You Love Gloomhaven Then?
A good question indeed. Gloomhaven for me shines because of the tight mechanical system it has built. It is frankly quite a feat that Isaac Childres was able to for all of this, and for it not to fall over flat, but the game truly has a solid mechanical basis which underlies everything else that is good with the game.
I, for all my love of dice chucking, really adore Euro-style board games. Removing the randomness of dice and having gameplay and victory based on your choices, mitigating luck to a large degree, appeals to me a lot. That’s where Gloomhaven’s card-based mechanics shine and what has kept me coming back to it after so many sessions.
Those Darn Sexy Cards...
When you make a character in Gloomhaven you’re given a set of cards. As an example, my Cragheart started with eleven in his hand to choose from. Each turn you play two of these cards. You can then carry out the top action on one of the cards, the bottom action on the second (usually movement), and the number in the middle of one of the cards dictates the initiative you act on.
Immediately this invites the idea of combinations, tying together actions and knowing when to push the murder button on some of your more powerful attacks. Some of your cards can be repeatedly played over successive rounds whilst others are what we call ‘burned’ or lost, so they go straight out of play.
The cards aren’t just your actions but also your life. When you run out of cards you are exhausted and have to leave the current dungeon. So, you can’t just blow all your high damage attacks early and burn cards as you’ll just end up failing to be there for your friends at the end of the scenario!
Of course, everyone else at the table is ALSO playing with a hand of card…oh and I missed an important point, you play these facedown and CANNOT communicate what you’re doing to any of the other players. You’re all mercenaries and cutthroats, after all, so you’re out for yourself more than anything else! I should add that whilst you’re not meant to be blatant about what you’re doing, you can hint as to who you are going after, and your overall idea for a turn...it isn’t that harsh!
This interplay between the different players at the table, getting to know each other's decks and feeling out when someone might act, means that while at the beginning you’re going to stumble as a group, you’re slowly going to feel closer knit and in sync with each other. It’s kind of like how a real group of mercenaries might gel over time!
One of the cool things about this system, however, is that even if you do screw up your turn order, each card can always be used as a basic movement and basic attack card. You might have messed up that strike, but you’ve still got a chance to get back into the groove next time.
Even the enemies are driven by their own AI as you'll see above with the Boss and his Deck of cards. This means that each can be tailored, and you're just as surprised by what they'll do each turn. Their movement and attacks can be brutal as well, but you always get the chance to work things in your favour if you can - meaning there is some control over what happens to you.
Those Darn Sexy Smaller Cards...
Combat is then resolved by a fixed value on the attack card followed by the flip of a combat deck. The combat deck is a small deck of cards which features lots of extra values which can either take away from your attack total, add to it, double it, or maybe even throw in additional effects (as you level up).
This means that you have a clearer idea of just how much damage each attack is going to do and the randomness is minimised significantly. You can then, as you level up, tailor your deck with perks, removing some of the minus cards and making it more dangerous! Again, it shows the mechanical development of a fighter or mage as they get more adept at their craft.
The monster deck is also driven by a similar combat deck meaning that you can almost plan out how much an enemy is going to do to you in response, shifting your front line so that someone else can take the next blow. Both decks, for players and monsters, also have Critical Hit and Critical Miss cards in there, so you can have some nasty surprises...but they feel rather epic rather than cheap.
...So, Back To Why You Love Gloomhaven, Right?
Well, all of the core mechanics help of course there, but then the rest of the game is just so expansive and inviting. As a lover of Fantasy worlds, Isaac Childres has done some sterling work bringing Gloomhaven to life. All of the races are atypical and in most cases entirely new creations.
Everything about the game, despite its first impressions, is oozing with character. The enemies are incredibly well designed and level up alongside your party so you always find yourself facing a challenge rather than just walking through dungeons with ease.
The map is also HUGE. There are so many different places you can go and visit. A lot of the game focuses around key story quests which push forward the narrative but there are also plenty of sidequests for you to go and explore, learning more about interesting aspects of the game world and maybe sneaking off with some impressive rewards at the same time.
My group has pushed through a quite a few different storylines and scenarios now and we’ve felt like each choice we’ve made, each avenue we’ve walked down has been an exciting adventure. Yes, there are some scenarios which you might complete easier than others, but no scenario has felt unfairly rough (bar one)...which again speaks to the amazing quality of the game, being able to produce such a landmark and expansive series without too many duff quests as part of the package.
The Little Things Matter
A few of the additionally cool things that I want to highlight about the game include the ways in which the game throws some fascinating lore bits at you to help build the world of Gloomhaven. The first of these are Road and City Events.
A Road Event comes up when you head out on a journey. As you wander the roads looking to get to the next dungeon delve you might come across bandits on the road, a choice of differing paths, or something else entirely. Each of these events gives you two options (sometimes more) and your outcomes can be negative AND positive - changing things in the storyline AND your immediate adventures.
City Events are the same and happen every time you come back to Gloomhaven to level up and buy new equipment. Interestingly, each time you take on one of these events if you have a specific character in your group you might get a cool additional bonus! As an example, there was an event where we had to calm down some Savvas workers and because my Cragheart was in the group we were able to do it more successfully.
They also threw in another neat bonus for each dungeon delve called a Battle Goal. This Battle Goal earns you ticks which you can use to unlock perks. Battle Goals are hidden from other players and might be things like ‘pick up five or more coins’ or ‘don’t kill more than three enemies’. It means that you’ll be trying to play suboptimally and starts to add a whole new dynamic to the group as everyone works out how you’re all out for yourselves!
Last of these little features that really stick out when it comes to Gloomhaven is Retirement. Each character, when created, has a Personal Quest that they are trying to achieve. This could be any number of things and is the way that you unlock new characters and other secrets in Gloomhaven.
This gives your character a focus and helps guide your choices when it comes to gameplay, and offers up a tasty surprise when you finally complete your Personal Quest and retire. It keeps the game fresh and moving, adding new elements just when you might start to get tired of a particular character. There’s nothing to stop you ‘tutoring’ your Personal Quest though and just avoiding it if you like playing a particular class, but it means that you have another awesome avenue to explore story-wise in a game that is, otherwise, rather mechanically rigid.
A Note On Miniatures & Component Quality
Gloomhaven only comes with miniatures for the main characters you’re playing. Thank God. I don’t think I could have handled having a game like Gloomhaven be one of those miniatures heavy investments. It means you can hobby away and paint the heroes, then just enjoy the lovely artwork on the other models rather than feeling like you’ve failed yourself!
It also means that Gloomhaven could feature looooooooads of different enemies for you to fight without having to worry about how they were going to sculpt them all. The Gloomhaven miniatures won’t be winning any awards however as a heads up, but they look good when painted and serve as board game miniatures...which is what this game is.
I will also note that there is a good mix of male and female characters in the game too, and the artwork for them, by Isaac Childres instruction, is practical and stylish - meaning you won’t see a lot of boob armour and chainmail bikinis here! This art direction, plus the weird and wonderful races we talked about before, making for a nice collection of hero characters...who just keep surprising us after everyone box we unlock!
Beyond the models, some of the components, at least in the First Edition, can be a little bit lacklustre. The character boards don’t hold the tokens for health and experience well, and you can sometimes end up running out of health tokens for some of the monsters when you get into tough fights...but, these are small niggles and most were solved by the Second Edition.
Most of the other components in the game though are great. The tiles, terrain, tokens and more are nice and simple to get to grips with...but we would suggest you DEFINITELY get yourself an organiser to hold all the bits for this game. It is not forgiving on shelf/box space.
Final Thoughts...
Gloomhaven is practically too expansive to try and review in a traditional sense and so I hope that my enthusiasm for a number of the different facets of this game has come through. I went into Gloomhaven thinking I was going to not enjoy it all, but when you get everything to combo together the mechanical core of the game melts away and you can start to get lost in the game world a little bit more. The awesome gooey centre of the Gloomhaven cookie remains, keeping everything ticking, but you’ve also got so much more to enjoy, regardless of what angle you might approach this game from.
The achievements, goals, quests and more keep you wanting to play more, a bit like going through daily challenges in video games...it’s just so addictive!
You have to be able to take the rough with the smooth with Gloomhaven though. Despite its solid mechanics, there will be turns where you don’t do much. The fact that this is a cooperative puzzle you’re trying to solve means that as long as your cog in the machine keeps going, you’ll get to do something great in maybe a turn or two.
Honestly, the price is also a big barrier for a lot of people too but if you can bear it and know you’ve got a group that could sit with you for a while playing the game then it could be worth it. Gloomhaven does dungeon delving better than Descent or Imperial Assault by a long way - and in many ways just by removing the dice!
I wasn’t lying when I said that you could potentially play this game for decades. Once you’ve exhausted the myriad quests and side missions you can simply play through randomly generated dungeons with new, or indeed, old characters and keep trying to find new ways to engage with enemies and the environment.
This is all without the inevitable expansions for the game, one of which has already been planned to release later in 2018.
There is a reason why Gloomhaven climbed so high in the charts and why it remains one of the favourite games on many lists. It has a solid core and a superbly rich exterior that so many games fail to get right.
Hopefully, this gives you a good insight into whether or not the game will appeal to you and your group. If you have any more specific questions you want me to answer on Gloomhaven then I will do so in the comments!
What do you make of Gloomhaven?
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"It has a solid core and a superbly rich exterior that so many games fail to get right..."
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Defintely want to give this a go
It’s a solid game that is ridiculous considering it all came from the mind of one man. Genuinely a triumph! It’s also both tough as nails AND good for teamwork!
I would also say to ‘try before you buy’ because the mechanics won’t be for everyone. Also, it’s darn expensive haha
yeah mental money to buy, let alone the size of it. I would be divorced if I arrive home with that. But so want to give it a go. Need a campaign weekend instead of boot camp 😉
Gaming Weekend :O
I wholeheartedly agree with this sentiment!
We’ve played a few sessions so far and thoroughly enjoyed each one – such a feat to pull this off and in such amazing fashion
Which characters are you playing as?
Yup cant argue with that
I have been hanging out for this review since I received my Kickstarter 2 copy just before Christmas (and barely 3 days after my KDM core arrived). Confession, it’s been under my painting table (because it doesn’t fit anywhere else) the whole time (because I was working a 4-days-a-week contract) but it’s in my painting queue.
Thankfully you don’t have to paint too many miniatures – 6 starting heroes followed by new ones as and when you unlock them. So, pretty tame by the standard of today’s games!
Oh yeah, I got as far as de-shrinking, unpacking and punching. I just have yet to actually play the game. *cheesy grin* #thankgoditswinterinthesouthernhemisphere
This sound’s fabulous like some of the digital game’s I jump into as you can just roam around beast bashing to upgrade characters to take out more powerful monster’s on quest’s
One of the best things about the game is the way it scales – there is a great sense that as you get more powerful the beasts become more dangerous too – but you have more tricks to pull out of your sleeve!
I agree with everything in this article (including getting my had wrapped around the system to begin with). It’s great playing solo too. And so easy having people coming and going to the same campaign. Truly a master piece.
I’m very tempted to try it out solo and see how things go, maybe with some random scenarios at first perhaps!
I thought the ‘solo’ option was limited to a few specific scenarios ?
Then again … there isn’t anything wrong with playing all pc’s, right ?
(I haven’t unpacked my copy because it’s such a flockin’ huge box of cardboard and I doubt it will fit once opened)
There’s special solo scenarioes for single characters, once they’ve reached a certain lvl. I’m guessing that’s what you’re thinking off. But you can very easily take a band out on adventure on your own, playing the standard campaign (there’s rules for that as well). Allthough I wouldn’t recommend playing more than 3 characters on your own. It’s a lot to manage.
The solo option and ability to pickup players is interesting as Ben made so much of the group dynamics in the review – don’t these take time to ‘gel’ and isn’t this lost in solo play?
Also do you have the RPG concept that a player ‘owns’ a character through a campaign or do people just ‘run’ a character for that session (like KD:M)?
Yes, the ‘roleplaying’ element does get a little lost when playing on your own. Also, the rules differ ever so slightly when playing on your own, since you know exactly what each character is going to do. So it is a different experience, but not a lesser one. When I play with people who come and go to the campaign, they useally play the same character. Since you almost always meet up in town in-between the scenarioes, this hasn’t caused much of a roleplaying issue for us, that tve partying band consists of different characters from time to time. And… Read more »
How easy would it be to take to a club night? Does it lend itself to a 1-2 hr session and then be able to be transported again, or are you going to spend too much time setting up/tiding away and loosing bits?
If you worked out just what you need to take with you for ONE scenario then you would be fine collecting together the different tokens/model standees and tiles.
That bit doesn’t take too long to set up and break down. You DO need a storage solution for this game though as a heads up. I will take some pictures of how our storage works and pop it in the forums @nogbadthebad
Actually – in case it doesn’t work, here is how we store stuff in our copy (follow the link for images)
https://twitter.com/BrennonShaw/status/999673358747881473
Looks interesting, but two things put me off…
1) I end up buying the game and it’s really expensive…
2) It’s a legacy game and I don’t like the peel and stick concept of those games… feels like I’m ruining the very expensive game.
So it’s a no go for me… saved me a lot of money though.
You can buy peelable stickers which makes the game replayable multiple times…if that helps 🙂
I know i am in the minority…but i dislike this game. I played with 3 other friends and this not not RPG like at all in our opinion. yes, there is a story line of sorts…but calling it an RPG without having a core RPG mechanic like social interaction is dialogue is a stretch. I despise the card mechanic of choosing movement/attacks/etc. Again to me this makes the game very meta and you lose a lot of the randomness from a dice mechanic. granted the combat cards give some randomness of +1, -1 etc to your attacks…but it felt weak… Read more »
That is key and something I did talk about. It is NOT an RPG, it’s very much a board game.
I think if have to disagree about the cards though. I think it’s great having more control over your attacks and being able to plan a little more. Granted I’d rather do D&D but I do see why thus game shines mechanically.
I guess my issue with the cards is that it limits my moves and abilities. Other games i get to have set abilities…i.e i can always move 3 spaces, or i can always perform XX attack, i find the mechanic of losing abilities once used rather draining. I think this takes away from the narrative aspect of it. yes, it may add strategy in not burning your powerful attacks first….but i really dislike that mechanic. Probably why i dont like Mage Knight and LotR LCG either.
Think of it as big abilities that your character can’t do all the time because it takes too much energy to do it maybe? I think it adds to the strategy/planning aspect of the game – but yes, as you say, Gloomhaven isn’t exactly about the narrative and more the mechanical defeat of a dungeon.
The best game of 2017 in my, and many others, mind. Extraordinary effort by Isaac Childres, looking forward to see how “Founders of Gloomhaven” turns out.
I’ve played through a number of scenarios with my brother and found that once we got to grips with the mechanics it was incredibly atmospheric and involving. On more than one occasion we’ve just about scraped though a mission with only one or two cards left to spare – it feels like the game is balanced on a knife edge. Some of the road and city events are genius too – doing “the right thing” when making in-game choices like rescuing a stray puppy might work in your favour, but it might equally come back to bite you in the… Read more »
Very cool – and the Events are where I get my RP fix from. I make sure to do dastardly evil things because heck, we’re in a dark fantasy world!
We started playing this as part of my weekly groups rotation, a year later we are maybe 1/2 way thru and now 3 out of 4 of us own it we love it that much.
Great to hear 🙂
I’d love to say i’ll be getting this but i am in agreement with @pagan8th , price and being a legacy game make it a no-no.At least my wallet won’t hate me…
If it makes a difference the legacy aspect of it will last you a long, long, long time @kantor72 AND you can then play through various random scenarios when you want a challenging dungeon crawl. It is VERY pricey though.
My gaming group ( my flgc to be honest ) has shrunk to a bare minimum, so a long term legacy game isn’t practical at all ( i’d end up being the ” Gloomhaven ” guy,desperately trying to get it played ), even if i weren’t averse to the whole legacy game angle.I love everything else ( art,hero mini’s etc ),but price and being unable to get past my dislike of legacy systems will stop me from getting this.
i’ll be grabbing a copy when the reprint is done. i am a little nervous as to whether we take to it or not, but i just can’t ignore all the folks singing its praises.
If you know anyone at local clubs and the like who has the game and could take you through a scenario, it should give you an inkling as to what you think.
It’s tough, because I didn’t think I’d like it to begin with. I have a hard enough time playing Descent and Imperial Assault. But, the coop gameplay and the way they’ve done the mechanics in this does pull it forward for me.
Saar the Scoundrel will be dinging level 9 in the next scenario. Loving the game.
Awesome to hear. I am currently playing as the Scoundrel at around level 5 and enjoying her a lot. She is a deadly weapon and looting machine!
My the mid-levels she was a one-shot killing machine for me. I focused all my perks on stripping out the negative modifiers and always bought two blessings from the temple whenever I was in the city. As I ran out of those perks and had to start adding the rolling modifiers she’s a still a killing machine, but a somewhat more random one.
We had one player playing as the ‘Spikey-Stone-Face’ symbol guy (avoiding spoilers there) who was more or less the same – his character could wipe out enemies with ease, if the combos came together – but his combat deck was striped down and lean. Best way to play one of those classes.
I pre-ordered this a few days ago. I just feel like its something I need to own. Like the one ring.
But on a serious note I quite like the fact it’s apparently huge fun as a single player game and thats something I’ve been looking for in board game form.
Just hope the place I ordered it from gets the stock!
There is a lot you can do with this game and it truly is one of those ‘treasure trove’ games. Lots to explore and I hope that you have fun with it!
My gaming group sometimes struggles with focusing on a single game for so long. I love the look and atmosphere of this game however, for my gaming group this would be a one a done onto the shelf to be mentioned every so often.
It does look like a lovely game. Thanks for the review!
No problem! Hope you’ll be able to find a good group to play it with soon though!
What a great detailed review! It seems like such a cool take on the dungeon crawler genre. I like how it relies more on cards for the mechanics than dice. Also, I saw that the review wasn’t linked on the game’s 5CC page so I added it for you https://www.5colorcombo.com/search/game/RLlDWHh7hR