


On the start of your turn you have to choose 2 cards in your hand, each of them having varying actions both found on the top and bottom rows. While the game really does provide a myriad of decisions for the player, GH somehow simplifies the process for you a bit. Cards are both the mercs’ personality and its lifeline/timer while playing, which really adds to the charm. And with all the unlockable classes you can try out and branching paths/narratives, it’s safe to say that the replayability of this game is through the roof.īut for me, what makes Gloomhaven really shine is the way it uses cards as its main driving force in gameplay. Unlike most Legacy games though, GH is infinitely resettable after you’ve done your first pass at it… Which might take you awhile since the game offers 90+ missions to sink your dagger into. Legacy is a type of system or mechanic in board games that provides the player a unique sense of permanence and ownership everytime you start and end a campaign. What they made faithful from the board game and adapting it well to digital is the “legacy” aspect of the game. True to RPG fashion, in Gloomhaven you gather your band of mercs and take on quests and decision-based encounters. And oh, the game has a whopping 17 classes that you can unlock as you play the game. Just by basing it on some the 6 starting classes, from a mind-controlling rat to a Quatryl artificer you know that the designer really put in some thought on character design. These mercs are not your typical cut-from-the-same-mold-heroes you would expect from a fantasy setting. You control a group of mercenaries each with their own unique backstory and hidden personal goals, not to mention some wild variations in skills and abilities. But what makes Gloomhaven tick? Those who are new to GH or the type of board game genre it offers to the table – the game is basically a fantasy setting, card-based dungeon crawler.
