Gloomhaven
Table Top TableTopTakes

TableTopTakes: Gloomhaven Part 4

What, more Gloomhaven, how is that possible. Well, before we’d just been playing scenarios and I was talking about what I liked, we’ve officially beat what seems to be the final story of the main quest. We have more side quest and an expansion that we’re going to do, but we’ve “beat” the game. So I wanted to do some final thoughts about it.

I knew, going into Gloomhaven that it was a beast of a game but I was up for that. I thought that I’d enjoy it from the get go because of how the combat worked, how the scenarios worked, and how there was story to the game, and it’s been almost two years of playing almost every other Tuesday, plus some long Saturdays knocking out a bunch of scenarios, but it was worth it.

If you’re been following my Top 100 Games, you would know that I had Gloomhaven as my #1 game. And there are a lot of reasons for it, the story aspect, the unique combat, and the giant epic nature of it all really speak to me and have helped me figure out that I like games like that a lot. Also the bit of a legacy aspect to the game is a ton of fun as well. Is it a perfect game, I don’t think so, but it’s the closest that I’ve found.

Let’s talk about it a little bit more in detail, because I think there are two primary things that hold people back, besides the size of the game, and that’s, do the characters feel different, and do the scenarios feel different?

Image Source: Across the Board Cafe

Do the Characters Feel Different?
I think that this is a clear yes for me. We unlocked every character in the base game and we’ve played all but two of them (plus there’s a new one in the expansion), and the characters have felt different. Some of them were great at healing, some of them would boost others attacks, some of them would go fast and do bits of damage, but always been in and out. Others would go in there and tank and even others would do massive amounts of damage, but were a bit of a glass cannon. There were ones that slung spells, and some that played riffs. Each of the characters felt unique and basically all of them felt like you can tailor them a little bit to how you wanted to play. And while I always wanted to find a tank, I didn’t feel like I was missing anything by pretty often playing a support type of character in the game, because how the supported was different for each character. And yes, we all probably had our favorites coming out of the game, but I don’t think any of us hated a character that we played or even disliked a character because they felt weaker or anything like that.

Do the Scenarios Feel Different?
Now, while the characters feel different, I think that this is one of the areas that Gloomhaven isn’t perfect. It’s not much of knock, but there are a lot of scenarios where the win situation is just kill everything, so that part of the scenario feels the same. And we also happened to hit the run in, grab this thing, and run back out a number of times in a row. But, while the end goal most have been similar fairly often, the story leading in was always interesting and helped the scenarios feel different, but more so than that, the monsters made scenarios feel different. A black imp is very different than a drake which is very different than a skeleton archer in what they do. So you had to play now you played each scenario differently and that’s often where you got most of your differences. Plus, then, you have the unique characters. There were some scenarios that we had to wait until we had a better team to come and deal with it, but that was part of the fun of the game that made scenarios feel unique, there were some characters that were just better in different types of scenarios, and generally, even if they weren’t ideal, you still had a chance to figure it out.

Overall, I don’t really have complaints about Gloomhaven. Maybe that some of the scenarios or more of them anyways, could have been goal oriented, but combat is easier to explain and make as a goal than something that’s trickier, and there was good variety in combat anyways. While I don’t think that Gloomhaven is going to be the game for everyone, I think that a lot of people will enjoy it. The combat is a bit more tactical than your standard Ameritrash game and there is more story than Euro games. And while it is big, the game, once you’re into it, isn’t that difficult, it might just take a couple of scenarios to teach someone who doesn’t do dungeon crawl games all the time.

Overall Grade: A+
Gamer Grade: A+
Casual Grade: C+

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