The day was grim, the sky was spitting small clumps of rain onto the ground, and fog hides almost all major structures from view. But as you walk through the land, the fog clears and you can see a battlefield in the distance. Over 15000 warriors stand tall, each fighting for it’s own life. After several hours of watching these cardboard warriors do battle only one remains standing. As the clouds clear a ray of light coming from the sky shines on it just enough for you to make out its name: Gloomhaven. But this leaves a question unanswered”is Gloomhaven indeed the strongest warrior, or was it’s victory just a statistical fluke?”
That battleground was the website boardgamegeek.com, a website that is attempting to catalog every single board game and have it’s users rank them. And out of all the games Boardgamegeek users voted that Gloomhaven is number one. So I feel like I should tackle this review with extra care. This review might be a bit longer than usual because I have so much to say, I honestly don’t know where to start.
Alright, I think I should probably start by explaining the concept of “legacy games”. A legacy game is a game where you make permanent decisions that affect future play throughs of said game. This was popularised by board game designer Rob Daviau when he designed Risk Legacy and then Pandemic Legacy (both legacy versions of pre-existing games). I have played Risk Legacy, and I really enjoyed it. But it seems like every designer wants a crack at it now and its just lost its novelty. It’s still really cool when used correctly but now when I see a game has “legacy elements” I just feel like the designer is trying to use legacy elements to glue together meaningless pieces of cardboard, that on their own don’t make a compelling game game.
Now legacy elements are just another thing that Kickstarter game designers can use to rope people in to buying their game before they have even tried it. Because why risk bad reviews when you can just cram your cooperative miniature heavy legacy game down unsuspecting buyer’s throats. Gloomhaven is a cooperative miniature heavy legacy game funded by Kickstarter.Does that make it just like all the other overly ambitious Kickstarter games? yes and no.
Because Gloomhaven is overly ambitious, but somehow it still works. Legacy mechanics aren’t used as the core driving force of Gloomhaven, but some extra flavouring to an already robust core game. If you read my Star Wars: Rebellion review you would have heard me say that Rebellion was too big and expensive (but still a great game), but that’s nothing compared to Gloomhaven. Gloomhaven has 18 cardboard pop out sheets (none of which I have had to fully pop out yet), 13 characters of which I have used 3, and it includes over 1700 cards! For the price of $140 (if you can find an in stock version) Gloomhaven is the most expensive game I own. Removing some components could have brought that price down, but also the game’s first Kickstarter release had it priced at $80 for as far as I can tell the same game.
But lets put all that aside and look at Gloomhaven in an isolated void so we can see how Gloomhaven works. And there is quite a lot to understand. But a turn is relatively simple, each card is divided into a top action and a bottom action. Everyone picks two cards and chooses one two reveal. The card that they just revealed will have a number on it that represents that player’s initiative. Players then go in initiative order and pick one of their two card’s bottom action and the other one’s top action. Instead of revealing a card you can long rest which lets you get back all the cards you have discarded this battle but you must lose one discarded card for the rest of the battle. But a long rest is also one of the few actions that let you get items back (more on that later) and heal. If you are just interested in getting cards back you an do a bonus short rest at the end of you turn and get your discard back while losing a card without any of the other benefits of a long rest.
This rest system provides a lot of interesting strategies. You need to rest to get cards back but the less you rest the less cards you permanently lose. And you need to decide when it is worth it to long rest. And that’s pretty much it for things you can do on your turn, but that’s only scratching the surface of Gloomhaven. And that’s because each character has very different types of cards each with their own play styles. For example: there is an element track in the game that has all sorts of rules about how the elements charge and can be used. And do you want to know how many times we used an element? Once, once in the whole time we’ve played. That’s a whole chunk of rules that you probably won’t end up using, possibly ever.
And this is probably because of the many characters in Gloomhaven. There are still enough characters to build a small army at the beginning of the game, and you only unlock more afterwards. And to make those characters stronger you can buy permanent items that can be used in battle for a small edge. You can get the funds you need for those items from the quests you do and Gloomhaven’s random event system. These random events have some well written dialogue (But I mean, there is really no point in trying to write something well while you have this blog around to be compared to) and a moral choice which also has some effect on gameplay. These events aren’t a huge addition to the game, but they provide a nice break between the pretty intense battles. You get other story bits through the missions themselves, usually in the form of flavour text about the area you are going to. But there are some multi mission plots that will sometimes give you choices about which level to do next. These strings of levels are where a lot of the legacy elements come in.
Each player will also get a goal for their character. Once they complete that goal their character “retires” and they unlock a new character. But the purpose of these goals is actually to create interesting player interactions. Even though Gloomhaven is co-operative, sometimes you might “accidentally” cause your friend to get hit to pick up a couple pieces of gold, or let that monster live for some more XP that you get from your goal that you were given for that battle. This makes for some hilarious moments where your so called friend makes you almost lose a battle just because of greed, but it does bring up a problem: you can blame your teammates for a loss. That’s not necessarily a problem, but Gloomhaven doesn’t do anything to make you feel like you could have done something so they wouldn’t make that mistake. That is made even more of a problem because the game gives you a vague limit on communication. Limiting communication does fix the problem of players just telling other players what they do until those other players aren’t playing a game anymore, their just moving cardboard according to instructions. But it does make it so you can’t make epic co-ordinated attacks. But then again, when you do succeed with limited coordination it feels awesome.
I haven’t really talked about what your team is fighting against much in this review. In Gloomhaven you fight against monsters, but the monsters might be the most confusing part of the whole game because of their A.I. I will try to explain it quickly so you get an idea of it, here goes: each turn draw a monster card for each monster type, each monster card will have some different things the monster will do such as move attack apply certain effects and so on, each action the monster is doing will either have a modifying number on it that effects the base ability value of that monster, the monster card also shows the initiative of that monster and when it will play in the round, on the monsters turn it will attack the nearest player with a couple of finicky rules that are not worth me explaining here but make the monster A.I even more complicated. Got all that? Good. The A.I might be complicated, but I found it to be really good actually. It doesn’t have the level of depth to a video game A.I but it does it’s job really well.
When you hear me mention video games you might think that this whole game sounds a bit like a video game. And you would be right, this is a board game trying to emulate a video game. But I think it is so good because of the limitation of being a tabletop game. The designer really had to think out of the box to make Gloomhaven work. And yes, it does work. It really works. Sure it’s got a long list of problems and it’s not the most unique game ever created. But the game is really built around your hand of cards and I think that makes it feel like a really fun complete experience. Does this mean you should buy Gloomhaven? No. Gloomhaven is expensive and there are some really fun alternatives for much cheaper. But does Gloomhaven deserve the number one spot on Boardgamegeek? I actually think it might be a contender. Gloomhaven is quite a long game which makes it a bit hard to find a time to play it, but I found myself still playing it quite often for a game it’s size. Why? Because I really wanted to play it, and then play it again and then again. Gloomhaven has enough missions to last you several hundred hours and some surprises left hidden in un-opened envelopes for me and my friends to discover. So maybe you should buy Gloomhaven if you really appreciate admiring a great idea. Because Gloomhaven is a great idea.