What (mechanical) mistakes did you and your group make over the first few scenarios (spoiler free)?
As a quite a few people seem to be getting their copies of Gloomhaven as I'm writing this, I thought of compiling a list of common mistakes/misconceptions that we had while playing, and that weren't really obvious or sometimes not even included in the official FAQ/or are easy to overlook even with these ressources. Feel free to add your own experiences to the list:
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enemys will only perform an action as specificied by their ability card. If the card does not include a +/- move action/attack action they will not perform an action of that type this round
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shields only reduce incoming damage from attacks; damage from traps and other abilities (that for instance deal 1 damage to all enemies/allies adjacent to the target) are not reduced by shields
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if an enemy's ability card applies shield and/or retaliate to the enemy, these buffs will only be active once that enemy has taken their turn, i.e. if you get to act before that enemy, your damage will not be reduced by shields (unless the enemy has innate shielding), and you will also not take retaliation damage
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if you or an enemy gets buffed/debuffed with a status that expires "at the end of next round" it will expire after you or the enemy had a chance to act again, i.e. if you debuffed an enemy that had already acted this turn, the debuff will expire after they act on their following turn. If they, however, get debuffed on a round on which they will still take a turn, the debuff will expire that round after their turn has been resolved.
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as an extension of that, if you as the player turn yourself invisible, it is still possible to perform your second action that turn without losing that buff (the same applies to strengthen/muddle). The buff will expire after you got to act on your turn next round, which makes "round x - make yourself invisible, round x+1 - take a long rest" a great combo, as the invisibility will only expire after you have rested
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you still collect experience from an ability that provides experience, so long as you can perform at least one of the actions printed on the card, even if it is just creating an element or equipping an augmentation (as a mindthief for instance); if you do, however, use an ability card as a standard attack 2/move 2 action, you will not collect any experience (you will, however, also not lose the card as you would if you were to use it for its printed ability if that would require you to lose said card)
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you can always choose not to apply an action printed on a card such as a move action, an attack action or a push/pull/debuff action. You are, however, obligated to resolve any action that has a harmful effect on yourself or your allies, such as getting debuffed or causing you/your allies to take damage
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when you attack multiple target with an attack, you will have to draw an attack modifier card for each individual enemy
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creating a certain element will happen at the end of a player's/an enemy's turn; as such you can only use elements on your turn that were strong/waning at the beginning of your turn (the wording on this rule is very ambiguous in the rule book - you can absolutely use a strong/waning earth element for instance if it was in that column at the beginning of your turn, even if one of your abilities used this turn will create another earth element. Just put the element into the strong column once you've finished your turn, allowing your allies (and enemies) to use it)
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if you draw a "null" or "curse" card from your attack modifier deck, your attack DOES NOT MISS, all damage you would have caused is just multiplied by 0; effects such as debuffs or push/pull are still applied if you so choose (same goes for monsters attacking you)
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if you or an enemy are both muddled and strengthened at the same time, the effects cancel out each other, i.e. you only draw a single attack modifier card as you would normally if there were no buffs/debuffs applied
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if you have ongoing effects from abilites or items, e.g. increasing your damage on the next X attacks, giving you shields/retaliate etc., YOU HAVE TO USE THEM if possible. That means that if you have an armor equipped and get attacked, the ability will trigger, regardless of whether you want to or whether the attack would deal any damage to begin with
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if you place an ability in your active area that gives you a persistent bonus (tracked by putting a token on the first circle printed on the card), you only get to collect the experience printed on one of these circles, once your token moves off that space
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enemys will only enter hazardous terrain (such as thorns) or traps if that is the only path available to them to get to their focussed target; the same applies to (your) summons - also, in regards to summons, they will not move at all if there are no revealed targets
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if an enemy's ability card would cause an enemy to summon another enemy, it will spawn that type of enemy unless all hexes adjacent to said enemy are occupied or blocked, or if there are no more standees of the summoned enemy type available; if the rules of a scenario instruct you to summon an enemy at a certain location, however, it will always spawn an enemy so long as there are standees available, even if the specified hex and all adjacent hexes are currently occupied. In case of spawns caused by the rules of a certain scenario, choose the hex that is both unoccupied and closest to the specified spawn hex
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you can always retire a character, so long as you are in Gloomhaven - you do not need to have your personal quest fulfilled. If you retire a character without fulfilling their personal quest, just follow the rules as per normal retirement rules without unlocking the rewards for said personal quest, and shuffle the quest back into the personal quest deck(this section has been argued to be incorrect)
Posted Nov 13, 2017, 2:42 PM UTC · edited
Um... got a source for this one? Because the rule book would seem to contradict you.
Yeah if this were true you could just retire 14 times in a row and unlock every perk for every character you make.
Yeah, that was the first thing I thought of, which was why I went and checked the FAQ and rule book quickly to make sure I hadn't somehow missed it.
I think they're just confusing the fact that you can set aside a character and start a new one at any time, but that's not the same as retiring it.
Yeah, you're probably right.
How so? I've read over that passage many a time, and nothing in fact contradicts what I said.I stand corrected.
It says that you must retire a character after finishing their personal quest, it never says anything about retiring a character at any other time.
You can only do things that are described by the rules, and since it only describes a way to retire by finishing the personal quest that must be the only way to retire.
Also it says 'A character without a personal quest can never retire' which is the exception that proves the rule that finishing the personal quest is the only way to retire.
Thanks for using that phrase right. I just learned what it really meant like a week ago.
So first of all, I asked for a source that said you can always retire a character. Because there's nothing in the rule book that says you can and the only framework for retiring a character established in the rule book is when you fulfill your personal quest.
And to answer your question, the rule book says:
That is right after the section where it explains that fulfilling a personal quest is what triggers retirement. If it's impossible to retire without having a personal quest, that would be because completing a personal quest is the requirement for retiring. If you were simply able to retire anytime you wanted, then you would be able to retire without having a personal quest.
Which passage? It's a long rulebook, after all. Nothing under the "Announcing Retirement" section seems to support what you said.
I think he's meaning "retire" in the sense of abandoning a character and not unlocking anything (I assume returning their personal quest to the deck), as a distinct thing from completing their quest to unlock something. That said, it does seem like a weird point to make.