They are fun to throw monsters into when the traps are already there, but the effort it takes to set one up yourself on one turn and then throw them into it on your next turn is just too unpredictable. The Sun Keeper would normally be considered a front line tank. Trap cards are harder to set up than normal attacks which automatically brings the usefulness of this card down.

Please read the manual. It just comes down to you keeping a close eye on what they’re using and when to find the perfect time to play it. So, that means we replace Dangerous Contraption with Murderous Contraption. It’s better 99% of the time to do some damage, heal your allies or yourself, or position yourself for a big move. Our only problem is that we are starting to pile up a significant amount of loss cards. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The top of Energizing Tonic is exactly the same as the bottom of the level X card Reviving Shock. This isn’t special enough. Of course, the additional effect is welcome when we can use it, but mostly we are looking at this as a move 4. Fortunately, with the Range 3, it’s a bit more flexible than the card recovery option we had on the lower half of Volatile Concoction. A great bottom action to have while we’re biding our time to use the top ability. The bottom action on this card will basically never get used. The top action allows you to set traps for 2 damage and 2 poison but setting this up is more difficult than just using a card that does that amount of damage. To help us get around shields and contribute to the overall damage of the party, Wound and Poison are our friends. Wound will help your group take care of them much faster. Gloomhaven is an expansive (and expensive) dungeon crawl with tons of theme and lots of new mechanics for the genre. Instead, let’s look back through the cards we didn’t take from previous levels…. At level 1, we have three more cards available to us, the X cards. So it’s worth considering swapping this in for another ranged heal in our hand. It’s great against enemies with a high shield and low hp which can be super helpful if you don’t have a lot of true damage on your team. That’s the -1s, the -2 and then add in the +1, +3s. The trouble with Auto Turret is that you’ll be relying on your modifier deck to boost that 2 damage to get through Shields. A big damage-dealing ability with a big range for a loss. Our Gloomhaven group composition change recently - and it was a groundbreaking change. We’re a collaborative community website about the lore around the Gloomhaven universe. Although both sides are situational, it’s best to judge what your group needs at this point and decide if this is worth it. An upgraded version of our decoy that can do the odd bit of damage too. Oozes spring to mind here! It’s not too shabby either. At level 8 I’d really like to have seen something better. The Loss feels costly, but for those times where your group is in trouble and two people absolutely need healing on the same turn, this card could be invaluable. So it’s a certainty. It’ll take a little planning to use it because you need to be adjacent to your ally to use it, but that’s not usually too difficult to do. It does come in handy sometimes though. The bottom is much more interesting. Let me preface by saying I started out as the Brute, and tanked for our group of sometimes 3, sometimes 4 actives. That’s great because the top is awesome. The tricky thing is, that we have other enhancements that will have more of an impact for us. Gloomhaven digital released to Steam Early Access in July 2019.It was developed by Flaming Fowl Studios and published by Asmodee Digital, the publisher behind various … Items work by crafting them. The bottom action is much more widely useful. The best thing is that it’s not a summon! We get an attack with a decent amount of damage for this level and don’t have to lose a card for it. You may find that you’re tempted to put yourself into risky situations just to use the heal 1 which is daft. So this is kind of killed by the top action. So it fits the least well with our build. Small in size, but quick in wit, the Tinkerer uses her contraptions and potions to outsmart monsters and support allies. And we already have a better bottom recover cards ability. It’s easy to waste charges on overhealing but, on the positive side, it’s super powerful when used in combination with AoE healing. Welcome to the Sun(moner). Since then we’ve retired our Tinkerer, and now retired our Scoundrel as well. or if the capitalized OR was only referring only to having to choose between 1 piece of equipment equipped in the one-handed category or two in the two handed category. The key attribute on this card is that it can immediately defeat an elite monster. Gloomhaven’s third community challenge starts now! As with all cards with both a loss on top and bottom, we will need it to add a lot of value to make this card worth it carrying. Lethal Injection is easier to use. Disintegration Beam We’re not totally focussed on healing, so while the top movement actions would be nice, it’s not aligned with our main priorities. You accept the, 15 Awesome Gloomhaven Accessories & Upgrades article, 15 Awesome Gloomhaven Accessories and Upgrades, Gloomhaven Classes – Starting Characters Overview and Rank, Gloomhaven Unlockable Classes Revealed (No campaign spoilers), Mindthief Guide – Stunning Damage Build and Strategy, Scoundrel Guide – Single Target Poison Build and Strategy, Spellweaver Guide – Area of Effect Build and Strategy, Disorienting Flash (Top: Stun, Bottom: Muddle). The heal of 1 is nice, but doesn’t really make much of an impact in reality. If this page is out of date, the original always takes precedence. A good size hand of 12 cards gives her a ton of stamina and the ability to take lots of card losses. It’s got that tricky, ‘adjacent’ caveat though that makes it less versatile. This card is super powerful and fun to play. Curative Aerosol is the more advantageous card at this level. Talking about the cards I selected in Tink's path to level 9 of the boardgame Gloomhaven, and what I would swap out for a full 'assault' build. Crowd control is fun to play because it keeps your mind engaged in what’s happening in the scenario rather than just watching the health of your allies. Anything that helps us to control where monsters are and affect what they do on their turn is great. It makes sense that Gloomhaven has cardboard coin tokens, they are much cheaper to make than metal coins. It doesn’t cost us anything to have the option of the bottom. It’s got a nice bonus hit on the top and a reusable heal on the bottom with a long 4 range. The top ability is awesome at buying your group time. Always helpful to have a fast scurrying movement. Whoop de do. This is a fantastic card for filling in the deck with a basic attack 3 range 3 on top which we can find a use for very easily. Both of these can be really good. Euro-inspired tactical combat in an evolving campaign Players will take on the role of a wandering mercenary with their own special set of skills and their own reasons for traveling to this remote corner of the world. Given our focus on crowd control, this card is perfect. This makes me think of a clanking lumbering machine with whirring blades and piston activated axes. The most common way to lose a game of Gloomhaven is to run out of cards and become exhausted. The price of these items also changes with the party’s reputation (both for the good and bad) and all of this makes you feel part of a living and evolving world. Like I said before, traps generally aren’t worth the trouble. If they’re eliminated, they can’t hit you! Can’t get better than that. We’re not going for high damage, we’re going for abilities that allow us to control the situation. Stamina Booster is probably the best choice at this level unless you’re going with a more interesting build variant. The bottom doesn’t recover any value for this card. Mostly she will be played ranged but due to her stamina and healing can take some melee hits if needed. Each player chooses a starting Character Class (Brute, Tinkerer, Spellweaver, Scoundrel, Cragheart, or Mindthief), and opens the corresponding character and miniature boxes, then takes that character's character mat, deck of level 1 ability cards, and the 5 character tokens. Otherwise, it just boosts our Area of Effects. That can be up to 4 damage per turn, rather than Wound’s 1, providing your allies are going after it. Naturally, we go for the remove two -1 cards twice before we move on to replacing the -2 with a 0. We’ll need some movement and this provides plenty. The word is pronounced sa-VASS. After all, you’ll most likely be using Stun on the toughest monster so you want to get rid of them as quickly as you can.

2020 gloomhaven tinkerer items