Gloomhaven
Cheat Codes:
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Submitted by: David K.
Some Tips:
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Written by Perkus
This guide contains tips that are not included in basic tips and tricks.
-=Tips=-
Whenever possible, avoid damage that you don't have to take. As soon as the
monsters' cards are flipped, carefully check which monsters are doing what,
how soon, how hard, and at what range. If you can stay out of range, kill/stun
/disarm/immobilize/muddle particularly troublesome actions, or avoid AoEs
before they happen, do so. Sometimes it's even worth completely scrapping &
replacing your original plan to avoid a single high damage attack or summon.
Consider playing the opposite top & bottom, burning a card you didn't intend
to, or just switching to a default attack and/or move. This is where playing
the highest initiative you can more often than not becomes valuable. If you
go first, you can avoid a lot of unexpected headaches by improvising. When
you start to get good, you'll even begin choose your card combos with such
alternate plans in mind already.
Besides killing the baddies and avoiding damage, your third goal should be
to manage your movement through the dungeon efficiently. Whenever reasonable,
try to move closer to the next door while still doing & avoiding damage
efficiently. Do not swap out/burn/use up your best movement cards lightly,
having a reusable Move 4 or jump available can save you several precious
turns over the course of a long dungeon. Movement items (boots, teleports)
are very valuable not only to for maximizing attacks, but to speed your
progress through the rooms.
Opening doors aggressively but safely is almost a mini-game. Always plan for
the new monsters taking immediate actions. You want to be as healed up as
possible & have as many ability & item card options available as possible
before cracking open another room. Resting just before opening doors if
you're almost due is often prudent. You may want to take a turn to cast some
persistent buffs while you're not under enemy pressure. You'll want all your
characters close to the door when it's opened so they can contribute quickly.
But you don't want to waste too much time to get ready before opening every
door. Try to have your door-opener reserve at least one extra hex of movement
available to your after the door opens to either retreat or advance to a
better tile. If you're a melee character, try to have either a ranged attack
prepared or additional movement ready (boots) so you can immediately make
some sort of impact. Know the rules for LOS between hexes, it actually takes
quite a sharp angle for LOS to be blocked around doorways and more often than
not both sides are easily targetable.
Try to be proactive, not reactive. Offence usually trumps defence in this
game, as you're on a card clock, but the monsters aren't. The best status
effect is "dead". You can't hang back, shield & heal, as your resources are
limited, and the enemy's are not. Some will summon more if given the chance.
You won't have to prevent or heal damage that you can avoid or preempt through
clever timing, positioning, card selection, and item use.
Don’t worry too much about earning extra XP from actions, your first priority
is winning, or you will lose all gains made anyway. You don’t need a ton of
gold, and only the treasure chests are worth going out of your way for. Leave
most coins on the floor, unless they literally fall into your lap along the
way, or you have a convenient moment of peace to play that Loot card. Only
once you’re in the last room, with most enemies under control, and confident
of victory, you can afford to relax a bit and start grabbing coins and playing
cards for maximum XP. Feel free to let the last guy live an extra turn while
you grab what you can.
Tips & Tricks for Being Successful:
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Written by Scribbles
These are just some notes I’ve put together that might be helpful for new
player’s who have read/skimmed the rules to help be successful in Gloomhaven.
-=Tips for Surviving Dungeons=-
* Dungeons are quite tight, you have to get the most out of every single card
and action to be regularly successful, that means very few wasted actions or
frivolous-burn-card uses.
* You should always hold off on resting until you’ve discarded all your cards,
even if a discarded card would be perfect for what you need this round, it’s
not worth burning a card to get it back. Don’t rest early unless you can do
absolutely nothing of value (at least until you get a feel for the game).
* It maybe helpful to note that you can always use any card’s top half as
regular attack-2, and the bottom half as a move-2; to do this you click the
little 2-sword/boot icons in the vertical center of the card on the left or
right, click these instead of the big top/bottom half click regions. This
might help prevent wasted cards.
* Using the default attack/move-2 never causes burn cards to be burned, so
if you queue a burn card because you might need it, you can use the default
action to save it if you don’t end up needing the big effect.
* Each and every card is really more valuable than HP, when you get hit you
can sacrifice a card (or 2 discards) to prevent the damage, however this is
typically something to be avoided unless necessary (or if you’re running out
of healing, and you take a big hit).
* How burning cards affects your longevity: If you have a 10-card hand, and
never burn or recover a card except to rest, you have total number of rounds
of 5+4+4+3+3+2+2+1+1 = 25 rounds. If you burn a single extra card in the first
round you have 4+4+3+3+2+2+1+1 = 20 rounds, that’s a huge swing because that
card is subtracted from each rest that follows, leaving you with far fewer
rounds of play; in round 1 you have to have a HUGE benefit to justify that
expense. After your 5th rest however, that cost is substantially reduced
5+4+4+3+3+2+1+1 = 23 rounds. I have no idea how long the average dungeon is,
but I want to say it’s in the neighborhood of 12-18 rounds.
* It is absolutely ok to use burn cards early, but it does shorten your run
substantially, until you get a feel for the game you should lean towards
saving them unless you’re sure it’s worth it (for example, burning a big
attack to prevent a summoner from summoning another enemy is a great idea,
you can queue the card and just use the attack-2 if the summoner dies before
it’s needed).
* Try to determine when it’s good to move towards the next door, if you have
one character who can handle a remaining enemy, don’t move the other character
backwards to help, instead have him press on and start the next room.
* It’s ok to short rest, but look carefully at the randomly lost card, it is
absolutely worth paying a health to save a vital card, however keep in mind
you can’t make trade another health for a second redraw, so you could lose a
more valuable card by redrawing, typically only 2 or 3 cards in your hand are
worth this risk (the health isn’t really a factor typically, it’s more about
what other card could be lost).
* Do your best to long rest if you have used any reusable items or need health.
It’s ok to pop a long rest while actively in combat, but try to do so near the
end of a room as combat winds down; you’re going to get 2 more HP than you had
(3 more if you consider a redraw on a short rest) so you can take a hit to get
your reusable items back in play and to have a choice of what card to discard.
* When choosing cards to lose during a long rest, try to balance between saving
a fair number of burn cards without leaving yourself short on reusable cards.
* Don’t try to get all the loot, especially when you’re struggling, the game
is designed to make looting difficult, end your move on a gold stack when it
doesn’t interfere, and play loot cards when you’ve got 3+ stacks in range,
but otherwise keep your eyes on the goal.
* Keep an eye out for the little treasure boxes (usually in the last room),
they look like a pine box, and are kinda easy to overlook. Those are worth
going out of your way to grab, and you should know whether or not you can
spare the actions to do so by that point in the dungeon.
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