Any card sent to the discard pile is stuck in said pile until you rest. Instead, once a card's been played, it'll usually get discarded. To make that selection even more tense, Gloomhaven's card system doesn't cycle cards in and out of a discard pile. Most decks make it clear enough what combinations work best with each other, but that doesn't make planning ahead for a particularly tough battle any easier. This helps to make each turn count, but it also makes it really challenging. And, again, everything in Gloomhaven is tied to these actions. Each selection has to be mirroring an action on the opposite side of the other card - choosing the top action on the first card means that you need to choose the bottom action on the second card.Ĭaptured on Nintendo Switch (Handheld/Undocked)īecause of this, selecting the right card doesn't just boil down to which action you want to do, it also requires planning which one you're willing to sacrifice to get the play you need. There's a catch to which actions you can select, though. With each turn, you can choose two cards from your hand and one of the two actions on each card. There are ways to add cards to your pool, but you're always locked to a set number of cards in your hand. Instead of drawing cards at random, you'll start each combat encounter with a full hand of 10 cards – that's your entire deck. Chances are, you thought of a game like Slay the Spire, Monster Train, or the no-longer Switch-bound Marvel's Midnight Suns, but Gloomhaven shakes things up from the standard card-battler structure in an interesting way. If your ears perked up when you heard 'card-based tactics game,' you might be disappointed. Thankfully, Gloomhaven balances out this core conceit, at the cost of some of the luck-based elements that come with playing card games. How about taking aim at a nearby enemy with a ranged attack? You'll need the right card for that. Want to move across the room? That's locked to a card. Instead of attacks that work on a cooldown that goes down by turns like you'd see in games like Mario + Rabbids Kingdom Battle or Sparks of Hope, everything in Gloomhaven functions on a card-based system. But where Gloomhaven differs is the ways those things function. A character or enemy's stats will determine the turn order and things like movement, as well as attacks and other in-battle abilities. As far as the basics go, it's in line with most TTRPG-style tactics games.
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