I would bet i made some mistakes on monster movement, but nobody will ever know. Not taking xp and gold from losses was a misstake i remember doing at least once. This quiz on monster movement is still good if you want to test yourself: boardgamegeek.com/geeklist/234575/gloomhaven-rules-quiz
i dont mean to be so offtopic but does any of you know of a method to log back into an Instagram account? I stupidly forgot the login password. I would appreciate any assistance you can give me
@Gerald Wayne thanks so much for your reply. I found the site thru google and Im waiting for the hacking stuff atm. I see it takes a while so I will reply here later with my results.
My group, at the end of each player's turn, simply ask "Effects and Elements and Experience?" That is a reminder for the 2 most easily forgotten parts of a player's turn. Will probably shorten to "E & E & E ?" later on.
I think the example on rule 10 is wrong, the first card you pulled is not rolling, the second one is, so you add them together and stop there. If the first was rolling too, then you keep on drawing... see page 20 on the rulebook :)
@@neuralnetgames6540 maybe card changes like the stamina potion nerf can match it, but its hard to call them house rules if both version have been official at some point
For our group, we decided on very rough code words for initiative: early meaning 1-33, middle meaning 34-66, and late meaning 67-99. We figured this would maintain the spirit of the rule while still putting everyone on the same page about what was considered early or not. Sometimes early/late gets a "very" added, but that doesn't have any formal definition.
Rule 10: Rolling Modifier (never mind that there are at least two versions of the rule now) Pretty sure you only miss if BOTH your first two were rolling Rule 11: They changed this so partially used things now get refreshed.
I believe it’s worded “traded.” So yes a teammate can be generous for you but you can’t benefit freely. An exchange must be made. Unless I missed a different mention.
We just share our initiative, not the mobs'. Our group (3) uses the Rule of Fun for everything. We haven't ever heard of this, but it's not very fun for us if it's just bizarre chaos. :) I will say this, our way does make it take longer. But it enhamcesthe social / group problem solving aspect
There are rules for that too :D it’s made for solo Players who always know - you have to irc turn up monster level and trap level without turning up experience and gold value for a scenario where initiative numbers and card text is known between characters. Clever way to cover this up and let people play as they like :)
Hi there, wanted to help by mentioning that you are incorrect about adding additional targets. For your example, Dirt Tornado, you DO NOT add another Hex onto the Area of Effect. Instead, you get to make a single additional Range 2 attack on an enemy AND they cannot be part of the original Area of Effect (i.e. getting two attacks on a single target). Additionally, this does not mean that you make another Area of Effect with this attack. You still, however, do apply any effects that modify the original attack (such as burning elements for better damage.) This is a very tricky rule.
HELLcopter TS 0 seconds ago House Rules / Tips we use: 1- Advantage / Disavantage: Draw cards until 2 without rolling modifiers are draw. Put any rolling modifiers in a pile. Advantage uses the best card + all modifiers in that pile. Disavantage only uses the worst card. 2- Summons: If there are no more monsters available in a given room, the summon's owner may choose to move his pet on his pet's turn 3- Summoned monsters are placed sideways on the map to indicate they won't drop gold 4- When deciding the iniciative order in the beginning of a turn, we give every player and monster type one paper with a number ranged from 1 to 10 to remember who is going next (this speeds up the game quite a lot)
Im not sure if I understood that wrong but for question 20, the rulebook says summons act directly before the character/monster/whatever that summoned it. Taking their Initiative into account.
This is for if you have more than one summon. Player X plays She-Wolf Summon on R4, then Wacky Weasel on R5. SW summon will move first, then WW, then Player X.
We didn't calculate the level the right way. All player levels combines, divided by the number of players, divided by two. We didn't divide by two, making this a really hard game, playing on twice the level we should have been playing. We also took the discard items single use per scenario very literal. We "spend" stamina potions and bought new ones for the next scenario. We wasted a huge amount of money...
Love it! For a long time, probably all of 2017 my group played crackling air as using one charge for an entire attack action.... impaling eruption on 4 targets with +2 dmg to each of them and only using one charge... pretty decent lol
@@neuralnetgames6540 I did play a mindthief while using " the minds weakness to add +2 attack on ALL my attacks not just my melee when we op played twice the level we were supposed to.
question for 8:44 or so where it says consume wind to do more damage. Do you have to consume wind every time you use a charge of crackling air? Or do you only have to consume air ONCE when you play crackling air
Consume air when you play it and then each charge is worth +2. Really the only way you can play it, if you play it and only get 4 +1's you are going to be sad 😂
For the 9:17 adding targets section, that's not how it works. It's true that you're not recasting the entire ability, but saying you add a hex is misleading. You instead make an attack targeting something not already targeted by the ability within the range specified by the original attack. So with the Dirt Tornado example, Backup Ammunition allows you to make another attack on a creature within range 2. It doesn't have to be adjacent to the original 7 hexes but it does have to be within 2 hexes of you.
yes, but determined with an imaginary infinite movement, if a monster has no attackability, or is disarmed, it just behaves as if it had a melee attack
For Monster Focus Rules. In your example where the trap is gone if they were ranged and doing a ranged attack I assume they would attack the closer person not try to walk all the way around to get into range to hit the other?
Me and my team completely work out our move before we do it, and sometimes we nearly scrape through the levels. We have so much fun playing this way and prefer it to the “running in blind” situation that some players like. I find it absurd that a tight knit team wouldn’t be shouting and communicating during a fight. But each to there own for play style the main thing is have fun!!
Ok, so let's say a monster goes to attack, you pull their modifier and it goes. Do all monsters use that one modifier the entire turn? Or Everytime a monster attacks in one turn you pull a separate one?
You pull a separate modifier for each attack. So if you had two monsters attacking you, you would pull two modifiers, one for each attack. Same thing if a single monster performs multiple attacks. If it had, say, target three, you would pull three different modifiers, one for each attack (assuming of course it was in range of all 3 targets).
Initiative is decided when revealing ability cards/announcing long rest in order to establish that turns play order. So it's on the revealed ability card. Why wouldn't you be able to say it if it's on a revealed card? What's the difference if you can just look at the ability cards and see the numbers. And if you couldn't reveal initiative how would you determine play order? Is everyone just saying you can't say the number out loud but you can read it?
My group does zero metagaming stuff. We all choose our cards for turn individually without telling anyone what we are gonna do, place them facedown until everyone is ready, then flip our cards and the monster ones at once, determine turn order via initiative. Not sure why knowing a number to determine turn order would give me an advantage unless your group tries to strategize heavily before revealing which is super metagaming. My group just RPs like dnd and doesn't discuss anything technical.
@@TheTotalGinger What he means is that you're not allowed to discuss exact initiative numbers before choosing/revealing cards. You are allowed to discuss tactics in broad terms ("I'm going to go early and make a strong attack on the Inox guard"), but not using precise numbers ("I'm going to go on 17 and make an Attack 4 + wound on that guy.")
If you have bottle necked a swarm of opponents so that they are piled up in a line waiting to fight you, will they wait it out or choose to walk through a trap to attack you this round?
The 'rolling modifier with advantage' exampk seems wrong (rulebook page 20). You pull a plus 1 and then a poison rolling modifier. In that case you'd just apply the rolling modifier to the +1. You only need to keep drawing if the first two were BOTH rolling modifiers.
@@neuralnetgames6540 Ah sorry. Just meaning to be helpful. Didn't mean to rub it in. I actually really love how Jaws of the Lion makes the rules easier to get used to. JotL players moving on to the more challenging main game will be well versed in the basics, so the rulebook will be much less daunting as a result.
Regarding the Advantage example, wouldn't the result be just 1 damage? The point of advantage is having 2 seperate results from which the better one is chosen right?.. So the first result is a +1 and the second one is a times 0 with 2 effects. Or why would you be adding everything together? btw if my interpretation is correct, does that mean, drawing modifiers is considered better than damage, and therefore the result is 0 + the effects? Thanks :)
Ok, I'm confused. If I have advantage and pull a rolling mod and then a miss, then I pull a +2 did I miss or do +2? The thing that confuses me is, if the above scenario results in a miss, then rolling modifiers are bad because they can cause a miss on advantage when without them, you can NEVER miss on advantage. This gets even worse with curses in your deck.
I'm new and trying to learn this game for friends and family, in your attack vs attack actions, Crackling Air and Fire orbs couldn't be used together since the example you are giving us is showing two tops of cards, don't you have to play 1 top and 1 bottom? thanks!
You draw a card for each monster attacked. In your example, the null drawn for the first target, has no effect on the second monster. If you had Dirt Tornado (Cragheart), that would just be one of the 7 hexes attacked!
Advantage Ruling is wrong: Szenario 1: to normal + or - cards choose the better Szenario 2: 1 normal card+rolling modifier card: ignore the roling modifier Symbol which is green. So you get to only draw 2 cards not 4 as you shown! Szenario 3: Rolling Modifier+normal card. Add both together, so if you have advantage you have no real advantage if you would do it without advantage, the outcome is the same. Szenario for: Rolling Modifier Card+Rolling Modifier Card draw until you get a card without a rolling modifiert symbol on the card and add all together. Again same as Szenario 3 it has no real adavange. Rolling Modifier Cards make your deck not really that much better.
I just have jaws of the lion and As it is similar to Gloomhaven I came here to see if I can learn something and I did... But also I think, people really don't get some of those rules? Seems weird but then I noticed that jaws have a better rule book because of the guide book and that's why I knew the majority of those rules and I see on internet that many people playing only gloomhaven have many more problems with rules...
@@neuralnetgames6540 Yep, I almost buy Gloomhaven but since I don't have much expirience with big games I prefer jaws and was a good decision! Then I'll go for Glommhaven but from what I see with Jaws they really improve the learning the rules curve
One quirky rule. You may only summon on empty hexes. Empty hexes cannot contain anything, including money tokens. Might I say, we choose to hour rule that away for our campaign, it makes no sense.
Question about #19. I know when you start a new character you get additional perks Raul to the number of retired characters. In your example for starting a 4th character at level 5,you said “you also get level 5 perks”. Do you get perks for each level as well? So 5 perks +3 additional for retired characters?
You get a perk for each level you gain, +1 for each retired character in the same lineage that you have retired. Link to FAQ with lineage explanations etc boardgamegeek.com/thread/1897763/official-faq-game-no-rules-questions-please
@@neuralnetgames6540 so I’m just confirming: just as an example- if I start a new character at level 4 (because my prosperity level is 4) and it’s my second character in the lineage. That character would get 5 perks? (4 levels +1 for being the second character)
@@joshuadesjardins8294 Joshus in that example you would only get 4 perks. 1 at level 2, 1 at level 3, 1 at level 4 and 1 for the previous retirement! You only get a perk when you level up so nothing at level 1!
Agreed, the scoundrel wouldn't draw further cards after the +1 and the rolling poison. If the first +1 was also a rolling card, then the case would be true.
Maybe I've gotten this wrong for all of my games. If you have advantage and you draw for example a +1 and the second a "miss", do I then miss and do no damage?? It seems that way from example concerning advantage and rolling modifiers? Maybe someone could clear this up...
If u have advantage you draw two cards (not counting rolling mods) and take the better card. So you would ignore the miss. Under disadvantage with same cards, you’d miss.
How many times can you negate damage per turn by losing a card from my hand or two from the discard? Example, if there are four monsters with the ability to attack me. I have 1 hit point and all monsters hit me for more than 1 point. Can I burn 4 cards from hand to stay alive?
Our house rule is to completely disregard the stupid rule of not talking about what you are doing. This may sound crazy but most of the fun of a strategy game is strategizing. I wouldn't even play this game if I couldn't strategize with my team.
You can talk about what you are doing. you can say "I'm going after that stone golem" or "Can someone take out the imp?" or "I'm doing a ranged on Inox" or "I'm going very early, early, middle or late". You just can't say I'm going at speed 13.
The wording on #8 at the start is wrong. "when you reveal a room, all monsters in the room activate at the end of your turn, regardless of initiative". The correct wording should have been "monsters with lower initiative than yourself, activate in initiative order, then the rest take their turns at their normal times"
Just as an additional question to #16 (targeting nothing to get xp): can you perform a 'loot' action and loot nothing? Only reason I ask this is because in Jaws of the Lion, the Redguard has two abilities that let him infuse elements as a result of performing a loot action.
@@neuralnetgames6540 Correct, BUT can't you "just infuse element" if it is on a DIFFERENT LINE of the card? So, it says attack 3 and an XP if you do condition X. Then the next line is infuse element or strengthen or whatever. To get the XP you would need to do the attack (and meet the condition), but you could just do the second action on the same portion of the card. You only need to do one part, right?
For our summons, when there is no monster to focus on the summon will focus on the summoner (for movement purposes only... the summon won't attack the summoner).
Advantage rule is changed with frosthaven Draw all cards until you have 2 non rolling modifiers Pick the best one of the two. Now add all rolling modifiers to that chosen card. You no longer get that auto miss
I think it's draw until you have one non-rolling modifier, then one more card. Choose between the last two cards, then apply/ignore all rolling modifiers for advantage/disadvantage.
Very nice and helpful, but you made at least 2 mistakes. Advantage/disadvantage, is already corrected down in other comments, but there's another one. You can't discard active bonuses, all you can do is LOSE them, so you can't actually use that to play them a second time
Not really a mistake, you're just taking the discarding terminology a bit too literally! The point was you could remove your summon card from the active area, thereby immediately removing it from play so that it wouldn't kill the last monster and deprive you of loot. Lost cards go to lost, discards go to discards, like Mind Thiefs augments. Thanks for watching!
Number 4 is wrong. See page 46: "The element is created when the ability is used." When your first card creates an element, you can then consume it with your second card.
You got the advantage and disadvantage rules completely wrong. The only time you would draw a third or further card on advantage or disadvantage is if the first two or more were rolling modifiers. If you draw a rolling modifier with advantage, you simply use them both, and DO NOT DRAW AGAIN. If you draw a rolling modifier on disadvantage, you disregard the rolling modifier, and DO NOT DRAW AGAIN. If you draw more than one rolling modifier on advantage, you draw until you have a non-rolling modifier and add them all together. If you draw more than one rolling modifier on disadvantage, you disregard them and draw until you have a non-rolling modifier and ONLY USE THAT.
at #1: "I'm going in at around the time that would be a prime number with a checksum of 11 but that doesn't rhyme with 'plenty fine'." Seriously, we quickly discarded this rule as it wasn't very RP to not communicate strategies in our mind. Increasing difficulty is great advice, we didn't do that, yet, but I will recommend this on our next meeting.
@Slukke but the numbers are fixed... So saying "I want to attack these three in a row" technically already gives away the number of the card. I stand by it, if we are planning our attack, we certainly would also share the time it takes us to prepare in real life.
I bought digital gloom haven but also jaws of the lion physical game. Maybe I just stick to the digital! Haha! No way I will be able to play physical game right!
Couple corrections: players CAN use elements they create - just not in the same round they are created. In the next round, unless some other player or monster had acted with lower initiative and used the element, it should be in the “Waning” phase, and still useable by any player. Elements created in a round of play are considered “Strong” for the remainder of the round and can be used by any player that acts after the player that created it. If not used that first round, elements become “Waning” in the following round, and if not used in this second round (the round following creation) they disappear altogether. It’s better to say that shields only protect you (or monsters) against “Targeted Attack” damage rather than “Attack” damage. It can be confusing for new players when you use that phrasing. Here’s an example where this subtle distinction can be confusing. For example, take Cragheart’s Dirt Cloud. The attack pattern is a saucer - a single hex in the center surrounded on all adjacent sides by an additional single hex. It forms a circle or a saucer pattern composed of 7 total hexes. Any enemy in this area is considered “Targeted” and thus they are protected by shields. However, Cragheart’s Massive Boulder top attack also causes a similar pattern of damage - a 7-hex circular area. But in this case, only the central hex is considered “Targeted”. The surrounding adjacent hexes still suffer damage even though they were not the “Target” of the attack - and this “splash damage” is not hindered by shields. So, shield protect against Targeted Attack Damage. You could also call this “Direct” vs “Indirect” damage. But saying that shields only protect against Attack damage is slightly ambiguous and thus probably the cause for many players’ confusion on the matter. After all, the monsters surrounding the target of my Massive Boulder did suffer damage from the attack, did they not? See my point?
Come and watch me play Magic The Gathering: Arena!! The BEST decks to beat the meta!! ua-cam.com/channels/XFLYWi1sEIbgSb-kYvssJg.html
I would bet i made some mistakes on monster movement, but nobody will ever know. Not taking xp and gold from losses was a misstake i remember doing at least once.
This quiz on monster movement is still good if you want to test yourself:
boardgamegeek.com/geeklist/234575/gloomhaven-rules-quiz
i dont mean to be so offtopic but does any of you know of a method to log back into an Instagram account?
I stupidly forgot the login password. I would appreciate any assistance you can give me
@Gideon Morgan instablaster ;)
@Gerald Wayne thanks so much for your reply. I found the site thru google and Im waiting for the hacking stuff atm.
I see it takes a while so I will reply here later with my results.
@Gerald Wayne It did the trick and I now got access to my account again. Im so happy:D
Thanks so much you really help me out!
Every video you make is informative and usually includes at least one really important lesser known piece of info
Thanks, much appreciated and really glad it helps!
My group, at the end of each player's turn, simply ask "Effects and Elements and Experience?" That is a reminder for the 2 most easily forgotten parts of a player's turn. Will probably shorten to "E & E & E ?" later on.
Well done mate, but u need to correct "Advantage" option - rule book p 20.
Yes
Agreed, in the example he showed, he could use the +1 and ignore the status cards that ended with the miss.... that is my understanding at least
@@ruythalacker4809 He wouldn't even pull a third card, because you only draw more if your first two cards are both rolling modifiers.
@@BlueEyesLX thank you for clarifying this. I was so confused lol
Yeah, if you have advantage and you pull a +1 and a null, you get the +1. The rolling modifiers are irrelevant.
I think the example on rule 10 is wrong, the first card you pulled is not rolling, the second one is, so you add them together and stop there. If the first was rolling too, then you keep on drawing... see page 20 on the rulebook :)
That is correct. You only keep drawing if the first 2 cards drawn are both rolling. If only one is rolling, then you simply get both.
Yep first card should have been rolling! Thanks Marco!
There are different house rules to this, as advantage might be bad with this rule and disadvantage might be good. Happens rarely, but happens
@@Hoellenseher Yep, I think advantage is probably one of the most house ruled rules of them all!
@@neuralnetgames6540 maybe card changes like the stamina potion nerf can match it, but its hard to call them house rules if both version have been official at some point
In JOTL, you can give items between scenarios.
Yes. This is a change. I don't know if it will be in Frosthaven or not. i guess I could look!
For our group, we decided on very rough code words for initiative: early meaning 1-33, middle meaning 34-66, and late meaning 67-99. We figured this would maintain the spirit of the rule while still putting everyone on the same page about what was considered early or not. Sometimes early/late gets a "very" added, but that doesn't have any formal definition.
Man, now I got once for all the movement with traps of the monsters!
Thanks! 🙏🏽
Glad I could help
Rule 10: Rolling Modifier (never mind that there are at least two versions of the rule now) Pretty sure you only miss if BOTH your first two were rolling
Rule 11: They changed this so partially used things now get refreshed.
I'm not sure about the main Gloomhaven game but in Jaws of the Lion it explicitly states, "Items can be freely transferred between characters."
I believe it’s worded “traded.” So yes a teammate can be generous for you but you can’t benefit freely. An exchange must be made. Unless I missed a different mention.
We just share our initiative, not the mobs'. Our group (3) uses the Rule of Fun for everything. We haven't ever heard of this, but it's not very fun for us if it's just bizarre chaos. :) I will say this, our way does make it take longer. But it enhamcesthe social / group problem solving aspect
There are rules for that too :D it’s made for solo Players who always know - you have to irc turn up monster level and trap level without turning up experience and gold value for a scenario where initiative numbers and card text is known between characters. Clever way to cover this up and let people play as they like :)
Hi there, wanted to help by mentioning that you are incorrect about adding additional targets. For your example, Dirt Tornado, you DO NOT add another Hex onto the Area of Effect. Instead, you get to make a single additional Range 2 attack on an enemy AND they cannot be part of the original Area of Effect (i.e. getting two attacks on a single target). Additionally, this does not mean that you make another Area of Effect with this attack. You still, however, do apply any effects that modify the original attack (such as burning elements for better damage.) This is a very tricky rule.
yeah you’re right, I see this being wrong all the time but good call out
Regarding rule 17, we found it to be super helpful to turn the Standee 90° for summoned monsters so we know they don’t drop loot.
9:51
HELLcopter TS
0 seconds ago
House Rules / Tips we use:
1- Advantage / Disavantage: Draw cards until 2 without rolling modifiers are draw. Put any rolling modifiers in a pile. Advantage uses the best card + all modifiers in that pile. Disavantage only uses the worst card.
2- Summons: If there are no more monsters available in a given room, the summon's owner may choose to move his pet on his pet's turn
3- Summoned monsters are placed sideways on the map to indicate they won't drop gold
4- When deciding the iniciative order in the beginning of a turn, we give every player and monster type one paper with a number ranged from 1 to 10 to remember who is going next (this speeds up the game quite a lot)
Im not sure if I understood that wrong but for question 20, the rulebook says summons act directly before the character/monster/whatever that summoned it. Taking their Initiative into account.
This is for if you have more than one summon. Player X plays She-Wolf Summon on R4, then Wacky Weasel on R5. SW summon will move first, then WW, then Player X.
That's how I interpret it too
We didn't calculate the level the right way. All player levels combines, divided by the number of players, divided by two.
We didn't divide by two, making this a really hard game, playing on twice the level we should have been playing.
We also took the discard items single use per scenario very literal. We "spend" stamina potions and bought new ones for the next scenario. We wasted a huge amount of money...
Love it! For a long time, probably all of 2017 my group played crackling air as using one charge for an entire attack action.... impaling eruption on 4 targets with +2 dmg to each of them and only using one charge... pretty decent lol
@@neuralnetgames6540 I did play a mindthief while using " the minds weakness to add +2 attack on ALL my attacks not just my melee when we op played twice the level we were supposed to.
Our code words are the best like: "My initiative is like from a 6th grader" (13) or "I'm at almost adult speed" (ca. 17, when you live in Europe)
question for 8:44 or so where it says consume wind to do more damage. Do you have to consume wind every time you use a charge of crackling air? Or do you only have to consume air ONCE when you play crackling air
Consume air when you play it and then each charge is worth +2. Really the only way you can play it, if you play it and only get 4 +1's you are going to be sad 😂
@@neuralnetgames6540 oh, i think this is incorrect. I think you have to use air EACH TIME you use it to gain the +2.
Hey! Just found your channel. Love the info, thank you!! I'm sold
Awesome! Thank you!
I enjoyed your sense of humour with your explanations. Thanks!
For the 9:17 adding targets section, that's not how it works. It's true that you're not recasting the entire ability, but saying you add a hex is misleading. You instead make an attack targeting something not already targeted by the ability within the range specified by the original attack.
So with the Dirt Tornado example, Backup Ammunition allows you to make another attack on a creature within range 2. It doesn't have to be adjacent to the original 7 hexes but it does have to be within 2 hexes of you.
Monster Focus: The monster focuses on the closest enemy that it can ATTACK (eventually).
yes, but determined with an imaginary infinite movement, if a monster has no attackability, or is disarmed, it just behaves as if it had a melee attack
Great video. Please make some timestamps. And maybe for the next one, let the texts linger a bit longer. Some changes were a bit to fast for me.
Noted!
Liked and subscribed! This video really helped clarify the rules after my group played the first two scenarios! Thanks :)
For Monster Focus Rules. In your example where the trap is gone if they were ranged and doing a ranged attack I assume they would attack the closer person not try to walk all the way around to get into range to hit the other?
Yes, as long as they could reach.
Me and my team completely work out our move before we do it, and sometimes we nearly scrape through the levels. We have so much fun playing this way and prefer it to the “running in blind” situation that some players like. I find it absurd that a tight knit team wouldn’t be shouting and communicating during a fight. But each to there own for play style the main thing is have fun!!
Please explain line of sight
Ok, so let's say a monster goes to attack, you pull their modifier and it goes. Do all monsters use that one modifier the entire turn? Or Everytime a monster attacks in one turn you pull a separate one?
You pull a separate modifier for each attack. So if you had two monsters attacking you, you would pull two modifiers, one for each attack.
Same thing if a single monster performs multiple attacks. If it had, say, target three, you would pull three different modifiers, one for each attack (assuming of course it was in range of all 3 targets).
8:22 Would the charges be used up on missed attacks as well? Why say "hit" instead of "attack"?
For the moon class, for the card spirits of the night, can you kill an enemy anywhere? What is the range? ( for the top action if you use the dar)
Thx
Initiative is decided when revealing ability cards/announcing long rest in order to establish that turns play order. So it's on the revealed ability card. Why wouldn't you be able to say it if it's on a revealed card? What's the difference if you can just look at the ability cards and see the numbers. And if you couldn't reveal initiative how would you determine play order? Is everyone just saying you can't say the number out loud but you can read it?
My group does zero metagaming stuff. We all choose our cards for turn individually without telling anyone what we are gonna do, place them facedown until everyone is ready, then flip our cards and the monster ones at once, determine turn order via initiative. Not sure why knowing a number to determine turn order would give me an advantage unless your group tries to strategize heavily before revealing which is super metagaming. My group just RPs like dnd and doesn't discuss anything technical.
@@TheTotalGinger What he means is that you're not allowed to discuss exact initiative numbers before choosing/revealing cards. You are allowed to discuss tactics in broad terms ("I'm going to go early and make a strong attack on the Inox guard"), but not using precise numbers ("I'm going to go on 17 and make an Attack 4 + wound on that guy.")
Great video! Where in the rule book is the details on rule 13? The crackling air one
Not sure but there is a distinction between "attack" and "attack action" attack action is a full half of a card, attack is a singular target!
If you have bottle necked a swarm of opponents so that they are piled up in a line waiting to fight you, will they wait it out or choose to walk through a trap to attack you this round?
Multiple caveats to this but the easiest way to test any scenario like this is to use this tool. gloom.aluminumangel.org/ super helpful!
They treat traps and hazardous terrain as an OBSTACLE unless this is the ONLY way they can get to their target.
The 'rolling modifier with advantage' exampk seems wrong (rulebook page 20). You pull a plus 1 and then a poison rolling modifier. In that case you'd just apply the rolling modifier to the +1. You only need to keep drawing if the first two were BOTH rolling modifiers.
Yeah pretend both first cards are rolling lol already pointed out in the comments a couple times I believe... bad quality control by me...
@@neuralnetgames6540 Ah sorry. Just meaning to be helpful. Didn't mean to rub it in. I actually really love how Jaws of the Lion makes the rules easier to get used to. JotL players moving on to the more challenging main game will be well versed in the basics, so the rulebook will be much less daunting as a result.
@@Fatpie42 lol it's all good! Yeah JOTL is definitely a nice way to move into Gloomhaven!
Regarding the Advantage example, wouldn't the result be just 1 damage? The point of advantage is having 2 seperate results from which the better one is chosen right?.. So the first result is a +1 and the second one is a times 0 with 2 effects. Or why would you be adding everything together? btw if my interpretation is correct, does that mean, drawing modifiers is considered better than damage, and therefore the result is 0 + the effects? Thanks :)
ok I just checked the guidelines and I am wondering why that is the case.. Would it be too OP to have 2 seperate results with the modifiers?
Ok, I'm confused. If I have advantage and pull a rolling mod and then a miss, then I pull a +2 did I miss or do +2?
The thing that confuses me is, if the above scenario results in a miss, then rolling modifiers are bad because they can cause a miss on advantage when without them, you can NEVER miss on advantage. This gets even worse with curses in your deck.
You add the rolling mod effect and the +2 damage if you have advantage.
I'm new and trying to learn this game for friends and family, in your attack vs attack actions, Crackling Air and Fire orbs couldn't be used together since the example you are giving us is showing two tops of cards, don't you have to play 1 top and 1 bottom? thanks!
They cannot be played in one turn, but Crackling Air can be played for the next turn when you want to use Fire orbs
If you draw a null on a two target attack does that cancel that whole attack for the other target as well?
You draw a card for each monster attacked. In your example, the null drawn for the first target, has no effect on the second monster. If you had Dirt Tornado (Cragheart), that would just be one of the 7 hexes attacked!
Advantage Ruling is wrong:
Szenario 1: to normal + or - cards choose the better
Szenario 2: 1 normal card+rolling modifier card: ignore the roling modifier Symbol which is green. So you get to only draw 2 cards not 4 as you shown!
Szenario 3: Rolling Modifier+normal card. Add both together, so if you have advantage you have no real advantage if you would do it without advantage, the outcome is the same.
Szenario for: Rolling Modifier Card+Rolling Modifier Card draw until you get a card without a rolling modifiert symbol on the card and add all together. Again same as Szenario 3 it has no real adavange.
Rolling Modifier Cards make your deck not really that much better.
Yep the first +1 should have been rolling. Thanks for watching!
I just have jaws of the lion and As it is similar to Gloomhaven I came here to see if I can learn something and I did... But also I think, people really don't get some of those rules? Seems weird but then I noticed that jaws have a better rule book because of the guide book and that's why I knew the majority of those rules and I see on internet that many people playing only gloomhaven have many more problems with rules...
Jaws came quite a while after and the tutorial system is a much better introduction and some of the rules have been streamlined!
@@neuralnetgames6540 Yep, I almost buy Gloomhaven but since I don't have much expirience with big games I prefer jaws and was a good decision! Then I'll go for Glommhaven but from what I see with Jaws they really improve the learning the rules curve
One quirky rule. You may only summon on empty hexes. Empty hexes cannot contain anything, including money tokens. Might I say, we choose to hour rule that away for our campaign, it makes no sense.
Assume a standard draw you get poison rolling mod, then the miss card. Does the poison not take place at all? Or still poison but no damage?
You do the poison but no damage. You draw cards until a non rolling modifier is drawn and then add them together. Hope that helps!
@@neuralnetgames6540 Very helpful. Thank you!
Question about #19. I know when you start a new character you get additional perks Raul to the number of retired characters. In your example for starting a 4th character at level 5,you said “you also get level 5 perks”. Do you get perks for each level as well? So 5 perks +3 additional for retired characters?
You get a perk for each level you gain, +1 for each retired character in the same lineage that you have retired. Link to FAQ with lineage explanations etc boardgamegeek.com/thread/1897763/official-faq-game-no-rules-questions-please
@@neuralnetgames6540 awesome thanks man! I love your channel. You’ve gained a sub for life
@@neuralnetgames6540 so I’m just confirming: just as an example- if I start a new character at level 4 (because my prosperity level is 4) and it’s my second character in the lineage. That character would get 5 perks? (4 levels +1 for being the second character)
@@joshuadesjardins8294 Joshus in that example you would only get 4 perks. 1 at level 2, 1 at level 3, 1 at level 4 and 1 for the previous retirement! You only get a perk when you level up so nothing at level 1!
@@neuralnetgames6540 awesome thanks man for the reply! I appreciate it
At 5:12 you made a colossal blunder
THE ADVANTAGE RULES ARE DIFFERENT
Agreed, the scoundrel wouldn't draw further cards after the +1 and the rolling poison. If the first +1 was also a rolling card, then the case would be true.
Maybe I've gotten this wrong for all of my games. If you have advantage and you draw for example a +1 and the second a "miss", do I then miss and do no damage?? It seems that way from example concerning advantage and rolling modifiers? Maybe someone could clear this up...
If u have advantage you draw two cards (not counting rolling mods) and take the better card. So you would ignore the miss. Under disadvantage with same cards, you’d miss.
How many times can you negate damage per turn by losing a card from my hand or two from the discard? Example, if there are four monsters with the ability to attack me. I have 1 hit point and all monsters hit me for more than 1 point. Can I burn 4 cards from hand to stay alive?
Yes. In fact you have to, if you can't mitigate it some other way. Well, or you could exhaust.
Our house rule is to completely disregard the stupid rule of not talking about what you are doing. This may sound crazy but most of the fun of a strategy game is strategizing. I wouldn't even play this game if I couldn't strategize with my team.
You can talk about what you are doing. you can say "I'm going after that stone golem" or "Can someone take out the imp?" or "I'm doing a ranged on Inox" or "I'm going very early, early, middle or late". You just can't say I'm going at speed 13.
The wording on #8 at the start is wrong. "when you reveal a room, all monsters in the room activate at the end of your turn, regardless of initiative". The correct wording should have been "monsters with lower initiative than yourself, activate in initiative order, then the rest take their turns at their normal times"
what happens if i get a strengthen and a muddle status in the same turn? does them invalidate each other? should i remove both status?
you keep both statuses but they cancel eachother out when you apply their effects.
your videos are amazing. thank you
You didn't explain rolling modifiers with disadvantage, in which you just draw 2 cards and ignore all rolling modifier cards. Right?
Just as an additional question to #16 (targeting nothing to get xp): can you perform a 'loot' action and loot nothing? Only reason I ask this is because in Jaws of the Lion, the Redguard has two abilities that let him infuse elements as a result of performing a loot action.
You cannot loot unless there is one viable loot to target!(money, treasure)
@@neuralnetgames6540 Thanks for clearing that up!
@@IRatchetI Happy to help!
@@neuralnetgames6540 Correct, BUT can't you "just infuse element" if it is on a DIFFERENT LINE of the card? So, it says attack 3 and an XP if you do condition X. Then the next line is infuse element or strengthen or whatever. To get the XP you would need to do the attack (and meet the condition), but you could just do the second action on the same portion of the card. You only need to do one part, right?
At the end of rule 6 it should be "unoccupied hex" instead of "empty hex" :)
The only house rule we have is full command over own summons. Which we are happy with. Not rules as intended but more fun
That messes up a couple of classes where they are designed to do that.
For our summons, when there is no monster to focus on the summon will focus on the summoner (for movement purposes only... the summon won't attack the summoner).
Nice I like that one!
It's all about the fun!
@@jerryharris876 I think this is the newer rule in Frosthaven.
In the advantaged example he showed, he could use the +1 and ignore the status cards that ended with the miss.... that is my understanding at least
Wrong card pic. Pretend they are both rolling...
@@neuralnetgames6540 Thanks
Advantage rule is changed with frosthaven
Draw all cards until you have 2 non rolling modifiers
Pick the best one of the two. Now add all rolling modifiers to that chosen card. You no longer get that auto miss
I think it's draw until you have one non-rolling modifier, then one more card. Choose between the last two cards, then apply/ignore all rolling modifiers for advantage/disadvantage.
@@ludwigamadeushaydn706 yes. This.
Very nice and helpful, but you made at least 2 mistakes. Advantage/disadvantage, is already corrected down in other comments, but there's another one. You can't discard active bonuses, all you can do is LOSE them, so you can't actually use that to play them a second time
Not really a mistake, you're just taking the discarding terminology a bit too literally! The point was you could remove your summon card from the active area, thereby immediately removing it from play so that it wouldn't kill the last monster and deprive you of loot. Lost cards go to lost, discards go to discards, like Mind Thiefs augments. Thanks for watching!
Number 4 is wrong. See page 46: "The element is created when the ability is used." When your first card creates an element, you can then consume it with your second card.
Elements can never be used the same turn as they are created, check page 24 in the rule book!
@@neuralnetgames6540 Ouch....
@@neuralnetgames6540 Absolutely correct!!!
Your cadence and mannerisms remind me of Steve Zahn.
Lol at 13:37 you can hear a loud fart. XD
You got the advantage and disadvantage rules completely wrong. The only time you would draw a third or further card on advantage or disadvantage is if the first two or more were rolling modifiers.
If you draw a rolling modifier with advantage, you simply use them both, and DO NOT DRAW AGAIN.
If you draw a rolling modifier on disadvantage, you disregard the rolling modifier, and DO NOT DRAW AGAIN.
If you draw more than one rolling modifier on advantage, you draw until you have a non-rolling modifier and add them all together.
If you draw more than one rolling modifier on disadvantage, you disregard them and draw until you have a non-rolling modifier and ONLY USE THAT.
Hi! I'm a confuse... when you have "avantage" if one of your 2 cards is a miss.... you can't take the other one? It still a miss?
at #1:
"I'm going in at around the time that would be a prime number with a checksum of 11 but that doesn't rhyme with 'plenty fine'."
Seriously, we quickly discarded this rule as it wasn't very RP to not communicate strategies in our mind. Increasing difficulty is great advice, we didn't do that, yet, but I will recommend this on our next meeting.
haha love it. Perfect info definitely makes the game easier so once you are experienced increasing difficulty is the way to go
@Slukke but the numbers are fixed... So saying "I want to attack these three in a row" technically already gives away the number of the card. I stand by it, if we are planning our attack, we certainly would also share the time it takes us to prepare in real life.
I bought digital gloom haven but also jaws of the lion physical game. Maybe I just stick to the digital! Haha! No way I will be able to play physical game right!
Couple corrections: players CAN use elements they create - just not in the same round they are created. In the next round, unless some other player or monster had acted with lower initiative and used the element, it should be in the “Waning” phase, and still useable by any player. Elements created in a round of play are considered “Strong” for the remainder of the round and can be used by any player that acts after the player that created it. If not used that first round, elements become “Waning” in the following round, and if not used in this second round (the round following creation) they disappear altogether.
It’s better to say that shields only protect you (or monsters) against “Targeted Attack” damage rather than “Attack” damage. It can be confusing for new players when you use that phrasing. Here’s an example where this subtle distinction can be confusing. For example, take Cragheart’s Dirt Cloud. The attack pattern is a saucer - a single hex in the center surrounded on all adjacent sides by an additional single hex. It forms a circle or a saucer pattern composed of 7 total hexes. Any enemy in this area is considered “Targeted” and thus they are protected by shields. However, Cragheart’s Massive Boulder top attack also causes a similar pattern of damage - a 7-hex circular area. But in this case, only the central hex is considered “Targeted”. The surrounding adjacent hexes still suffer damage even though they were not the “Target” of the attack - and this “splash damage” is not hindered by shields. So, shield protect against Targeted Attack Damage. You could also call this “Direct” vs “Indirect” damage. But saying that shields only protect against Attack damage is slightly ambiguous and thus probably the cause for many players’ confusion on the matter. After all, the monsters surrounding the target of my Massive Boulder did suffer damage from the attack, did they not? See my point?
Number 2: Boooo!