Gloomhaven: Top 10 Tips & Tricks

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[Music] [Music] hello welcome to the audience with neromas i'm joseph this is dracco and today we're talking about our top 10 tips and tricks in gloomhaven now we have just finished a huge playthrough of the whole bloomhaven campaign in the digital mode over on steam had a lot of fun it was over 100 hours in 32 streams over a month of daily streams they're really fun and if you haven't seen that you can go check it out i'll link to the to the playlist for gloomhaven here of course so let's share some ideas and tips and tricks that we got all through this campaign now of course i played the game before that as well in the actual board game a few years ago when it came out so i played both versions in that sense but it is the same game so this list is applicable on on both the digital and the actual board game of gloomhaven and actually in a sense gloom and jewels of the lion and upcoming frost heaven i guess as well though even though frost statement i don't know all the rules yet but let's get going with my number 10 tips and trick so number 10 here is the temple bless and this might be a bit obvious i mean everyone after you play a while everyone knows about this and that you can go to the temple you can donate 10 gold per mercenary and you will come blessed now i do forget this sometimes and i think a lot of people do you go to a hard scenario when you realize that well maybe those blessings would have helped you out a lot now it is of course a gamble in your modifying deck you don't know if you're ever going to draw those and if you don't draw them during the scenario then they are lost they don't stick in the deck if you draw them they're also lost it's a one time bless where you get double damage of course but it's a fairly good price i would say you just pay those 10 depending on where you are maybe you want to save up some money but a lot of times do the temple bless also this has another positive effect when you do the temple best you will level up the actual temple in a sense you will get a higher level there and then every level you meet every 10 blesses you do you will also increase some prosperity for gloom him and prosperity is the way you level up gloom haven itself or sort of the merchant guild i guess and that way you will get access to new items in the shop and also new mercenaries that you bring into the game later on will start at a higher level so that's also important so temple glasses you gotta do them at number nine we have the topic of burning cards i know some people have gone into this in really depth and you know there's probably a mathematical formula you could use to really maximize how often should you burn a card and so on what i tend to do though is i tend to build the deck well of course depending on the skills of the different cards the abilities but also i try to avoid burning cards in my deck to start with unless they are really strong but there are a lot a lot of effects here that aren't that strong and it still burns the car there's a lot of mercenaries that have cars like maybe i don't know you know attack four and you burn the car or stuff like that i don't like that um your car or your life in a sense it's your stamina how long you can keep going in the mission so you want to be careful about just how you build your deck with burning cards and also when you have the deck with burning cards when is the right time to use the burn i'd like to use that effect and sometimes it's early in the mission because you know you might have a it's very hard when you build start a new scenario you don't know how many rooms like you don't know how hard the rooms will be and all that but sometimes you want to do it early especially those like ongoing effects that you can have with retaliation or different kinds of buffs and so on that you can have for the party those you should burn early or get them into play which is sort of the same thing because if you ever remove them then they will go to the burn pile right but i think most of the time most phone calls you want to save for the last room or when you get an id if you open the door to the last room you get an idea okay how much time do we need to spend here to complete whatever the scenario goal is how closely are we or in a case where you realize that well this character is not going to make it anyway they're going to go exhaust it it doesn't matter at and at that stage instead of just having like four cards and just short resting a few times and burning it that way maybe you should use the actual effect to burn to get good effect out of them and then you exhaust that mercenary but the other ones can keep going right if you have a party of a bunch of mercenaries so i think burning cars is mainly the i mean it's only number nine here but i think that's there's a lot in this and i think how to manage this is one of the fun parts of the game and it's also one of those things that can really level up your skills in playing the game by getting better at figuring out when to burn cards but usually try to avoid it at the beginning of a scenario at number eight we have the whole topic of opening doors now this is fairly basic i think this is mainly for beginner players for new players to the gloomhaven wonderful world of glue maven you got to be careful about opening doors because when you open a door you will reveal new enemies that are in that next room and they will get to act even though they sort of their initiative value might already have been passed if you open a door late let's say at 80 you move at 80 initiative and you open the door even if they have initiative value of your 30 and 40 they will still get to act right away after your turn is done and that can be devastating especially if you know in the general rule i would say don't open doors late open them like if you have three characters you're playing if you're playing solo or you're playing with two friends make sure you open the door at the beginning of the round so then you have time to react to whatever is in there and not what they are going to do also it could be very good idea to open a door with extra movement so let's say you have a movement five card and then you're two spaces away from the door you can go to the door open it get to see what's in there and you also get to know what they are going to do that round but then you still have three movements left so if need be you can move back into the previous room also another little trick here with concerning doors that i'll just throw in here is when you have invisibility and this is going to be changed for frost tavern from what i understand but for gloomhaven it still works this way that if your character is standing in a doorway and you're invisible which a few characters can become invisible while anyone can with a certain item but then all the enemies in that room will not act if they aren't you know ranged and they can shoot through the invisible character to someone else in the previous room or if they are flying or if you know they can fly ignore your flight through you this is kind of silly thematically because if they can't see you in the doorway shouldn't they just move try to move through the doorway and then like oh bomb something is here and they should you know smack the air or you standing there invisible anyway it works mechanically and it's a good thing you can use this to your advantage and if you go invisible i'll just throw this in here as well try to do it early try to do it so that the next round you go late so that you stay invisible for a long time so the enemies will sort of act before you but they will not do anything and then it's your turn and at the end of your turn you will stop being invisible so that was a little extra tips there but generally be careful about opening doors in gloomhaven next up we are touching on the subject of doors and new rooms again and my tip here is to rest before you enter a new room now it of course depends on how many cards you have left and all that but that's something that has hurt me a lot of times in gloomhaven is that i if i spend let's say i have nine cards in my deck then i spend maybe let's say i spent seven or six of them in the first room to get rid of the monsters in there and so on and then if i'm too eager i might use you know two out of the last three cards to go into the new room now if i will get hit a lot i will only have one car left that i can burn and then if i get hit like if i get hit again i will have to burn two cars out of my discord pile which is terrible you always want to avoid that happening and that risk of that happening increases a lot if you're not careful about when you enter a new room so a good tip here is to set it up in such a way that you are well just freshly arrested even if it's a long rest or short rest it doesn't matter but that you have a bunch of cards already especially if your character is low health if you have a lot of health i guess you can be a little more you know care you don't need to be as careful with this but if you're low on health you really need to make sure that you can burn just one card from your hand if you need to do it to stay alive instead of ending up in the situation where you have to burn two because you might open that door and there might be you know six uses in there and they all have a ranged attack that round and all of a sudden that's gonna go bad so yeah be careful about that and make sure that you rest at the right time in the scenarios there's a lot of timing involving glue mayman which also is part of the fun then at number six i want to talk a little bit about initiative and initiative variation now i tend to go quickly as much as i can and i think in general it is a good idea especially if you have abilities that can stun or disarm or strong attacks if you can go before the enemy and you can kill them or stun them or capacitate them in some way maybe you can immobilize them they can't go up to you and hit you that is awesome of course they will waste the round in that sense however i think i need to improve myself and i think a lot of people out there might need to consider when to go late because there are situations when you want to go late as well i think the key element to knowing this initiative variation and know when to go early when to go late is to know the enemy types so if you see what enemy types there are at the beginning of the round when you pick your cards you don't know what exactly what they will do but as you play keep playing the game you will start to learn what could a bandit do for example like what could a band archer do how often do they go early how often do they go late in general i would say if you're new to the game it's pretty intuitive so if there's a big you know strong massive frost demon in that you have in front of you it's probably gonna go a bit later on the scale from one to a hundred if you have a little hound it's probably gonna be quick so it does make sense to try to feel out okay what's usually the thing what what fits this monster that you have in front of you and also some monsters have some ranged attacks even though they are not arranged usually and so on and when you start seeing that those patterns when you start learning that's when you can also figure out is it possible to go late or is it the risk that they will go before you they it might look like they can't reach you to hit you but they might get a ranged attack that turn and you know move move closer to you and then be able to attack loaded up i'm available to go and then the enemy gets to go before me in initiative order and they immobilize me and all of a sudden my good attack is just wasted i can't get there to hit them so be very careful about that and this is something you can play around with of course and try out different you know how to do it i will also put in here when we talk about the initiative when you have summons this is something you got to be careful about as well you can have summons from items and some characters have summons as well because the summon will always act before your character or your mercenary so you don't want to put out the summon in such a way that it goes that it the enemies will get to act before the salmon acts because they might kill it or maybe you want to we'll get more into that later here but be careful about the initiative variation and number five is summons as shields as i call it i do want to talk a little bit more about summons and i wanted them to have their own spot here summons is a very strong element of the game and the gameplay being able to summon and then have i mean the summons will act on their own you can't really control them unless you have certain cards on certain characters and so on but in general they will act on their own but by knowing the rules for how the summon acts that is going to help you maximize the use of your summons a lot more so the first summon you can get access to i think is the skeleton that you can have it's not that great but it can work very great as a shield the same goes for later summons as well so especially if you're up against some kind of strong enemy that will do a strong hit on you you have to calculate so let's say you have a summon that might totally they might get to act once or twice it might do you know four or five damage in total maybe it's better to use it as a shield and because the summon if the someone takes a 10 hit or an 8 damage hit well that's probably better than you taking it right so you can put the summon in such a way when you summon it you can summon it in such a space that it will be the target for the enemies because remember it always goes before you so it's always lowering initiative value which means they will hit the summon instead of you if they have a choice so you can summon it next to yourself if it's equal distance to the enemy because the enemy will move up to you and it will hit the summon instead of you just be careful though if the enemy has multiple targets then it will hit both of you so in that case you don't want to put it next to you you want to put it maybe behind you in such a way that they can't be reached or maybe in front of you so that it will have a closer distance to the enemy which means the enemy could move after it and smash it you know if there's a lot of it's hard to go into details on this but in general i think you should start considering the summons as someone called it in my patronus area here one of the viewers called it you know a moving health potion because that's basically what it is if it saves you a six damage hit or five damage it's that's a good item that's like you see having another major healing potion right and there might be is you know they might do some damage as well or block some paths and so on on this topic i will also mention that summons can be very well used against i enemies that spawn summons their self or multiply as in the case of my favorite enemy the ooze that was a joke so if you go up to an ooze you know it's gonna summon this turn it it won't summon unless it has spaces to space to summon in it can't summon on gold it can summon on difficult terrain or hazardous terrain so what you want to do is you want to try to surround it so if you can corner it and get one of those slots blocked by your summon all of a sudden the ooze will still take two damage but it won't multiply so it's the perfect situation to handle an ooze or cultist for that matters that can be really annoying as well as they summon skeletons so you can use summons in many ways and last tip here on the topic of summons is careful on when you summon a summon because if you have a summon that's moving pretty slowly which most of them do to be honest then maybe not summon it in the first room if you see that you're going to move you can see from the start how many rooms you're going to move through the someone would probably lag behind and not be that useful so maybe save it to a crucial time during the scenario where you see that okay you can get use out of it if it survives and keeps going well it has a chance to catch up to that last room where you might be spending some time fighting some kind of boss or whatever so good luck with the summon use they are really fun i do like summons all right number four we have the topic of small heels now this is mainly a guess a tip you know like for maybe newer players in gloomhaven because if you come from playing a lot of role-playing games or dungeon crawlers and other type of rpg games and then you see that you have an effect on a car says like oh heal for two or heal one you might think initially that that's really low that's really bad what i don't want to have this corner then you don't include it in your deck right but in gloomhaven small heels are really good and the reason is because we have the two main sort of negative conditions that your mercenary might get on it and that is the wound and it's the poison so quickly here just poison adds plus one you know damage every time you take damage from an attack it adds plus one and the wound will take make you take more like bleeds take one damage every time at the start of your turn when you heal and if you have a wound well the wound goes away and then the heel goes through which is awesome but if you have poison the poison will block the heel so it will remove the poison but it won't heal any health for you so having small heels especially if it's multiple targets let's say you're playing three characters and you have a heel to target three then you can heal all three of you as long as you're within range and so on and remove poison and wound or any of those and that can be worth it even though it doesn't heal that much damage i think that's something that i need to well i felt like when i started playing haven i think i overlooked this i think this is something i learned recently here in my playthrough of the whole campaign is that i realized how good it is actually how important it is to have those small heels especially say you have a major healing potion or a super healing potion and you're poisoned that's terrible you don't want to spend a super healing potion because you will only remove the poison you will not get any health back so having a little bit of a heal somewhere like heal one even on yourself well then you get rid of points and then you can use that super healing potion so small heals i think is something that might be underestimated by a lot of players in gloom and number three we have how to handle armor this is something you will encounter a lot of times in gloom haven and more the more you go into the campaign the more you will need to handle this there's a lot of enemies out there that have strong armor they could have you know innate abilities that they always start with always have armor a lot of them you know have three there's even four and i think there's even a five if you get the right elite in there and that's tricky because every time you do damage you have to get through the armor to actually do some damage now in general though the creatures that have high armor they also have low health so my favorite trick to deal with this is if you can get a wound in on them so if you can wound them then if you attack them and you apply a wound it doesn't matter if you do damage the wounds will still be affecting them and they will take more damage at the start of each of their turns if they don't have a way to heal then they will die it's just a matter of time maybe you can avoid them maybe you can run from them or keep your distance and so on maybe immobilize them so they can't reach you and just wait for the wound to do its job another thing is of course poison poison helps if you poison them that's plus one it's like negating one of those shields basically and then you also have the effect of pierce so uh there's a attacks that have pierced and that will ignore some shields some armor on the enemy however you don't have in general now i played with all the mercenaries uh in my campaign playthrough and there's not that many strong pierce effects there are a few characters can apply some pairs like maybe ps2 or three and so on but in general i would say my standard solution when i see this like living spirit elito there he has four armor my standard solution is to try to get him wounded there's also some effects i'm not gonna spoil anything but some mercenaries have effects that can apply damage and so on sort of as a wound without it being a wound so there are some care some mercenaries have are better at handling this than others but going up and doing an attack of three or four it's pretty much useless you need to get a double or something to actually get through there or you know plus two whatever so i'm trying to find ways to instead of doing massive damage instead try to find smart ways to handle these armored enemies and see if you can take them out there's also some enemies that have cards so they might not have any armor to start with but they have like a card that says this turn they get extra armor well don't attack them that turn them if you can avoid it if you can attack their neighbor that doesn't have armor so try to ignore them that turn because that armor can really eat up your overall damage output number two is something that i really got to experience a lot in my playthrough here recently how important items are in this game and especially stamina pots which is my favorite item out there in general because it's always good to be able to get cards back it's like prolonging your stamina your life basically your life your energy in the scenario so the first thing i always buy for my mercenaries when i get to that point is the major stamina part or the the minor one if i haven't unlocked the major yet it's so important you just have to have it on all characters i think i don't think there's a way around it because it doesn't matter what character it is i mean some of them even more than others need it especially if you have a character that burns a lot of cards they will exhaust earlier then you really need those stem you know sometimes you can even do both the major and the minor stamina pot as well now in general items are so important i i experienced this because as i went through the end of the campaign sort of without any spoilers i got some new characters unlocked and i just sort of went through characters retired them in order to find to unlock more side quests so i was playing around a lot with high level characters that start out with not enough gold to get full you know set of items on them and then i realized how big of a difference it made they weren't that strong anymore as they used to be when they had all those items and you need to get the right item for the right character which is always a bit tricky i think there's different schools here to go and i don't have a perfect solution for this but in general i try to go for things that are passive abilities that will help you the whole scenario instead of having a one-time if you have a you know an item that that is consumed that is used up and it's just a one-time use i rather have things that i can refresh or passive things that is ongoing give me more movement or give me more damage output i also like everything that of course apply you know poison and wound and curses so yeah i guess it's a matter of taste a little bit and i think some people that have been watching my playthrough maybe didn't agree with me on which item i got for a certain character and so on but um items is super important in this game i would definitely spend money on items first before you even think about going into an enchantment which i won't go into in this one as well because that's a little bit spoilery so i'm not talking i'll talk more about that but yeah don't forget the stamina pots that's my number two tip in gloomhaven and my number one the most important tip i have for you here for gloomhaven is curses curses because you know yourself when you play gloomhaven the worst moment that you can experience in the game is when you have your strong attack six card and you're ready it's gonna burn the card it's a one-time use you're gonna smash that leaving spirit away from this room and then you draw a miss that's the worst you know that's that can make people rage quit in this game and so imagine the enemy having to do that over and over if you can keep cursing them because curses are misses and they can be you know they can have up to 10 curses in the enemy modifying deck and as they use them you can refill if you have the right mercenaries or abilities to do that so my favorite thing to do in the gloom haven is to curse the enemies as soon as possible as early as in the scenario as i can i want to reach that 10 if i can not all characters can do that but just get anything in there all curses you can get in there is good because basically well you then of course you need to get lucky they need to draw them at the right time you don't want to have some little imp that is doing a damage one attack draw the curse you want to have the big guy draw the cursor so it's also going to be a lot of rng in this of course just having them in their results it's like a life insurance look you know if they have a lot of curses in the decks i feel more relaxed and i can take more risks going into a new room maybe going up against something that i usually wouldn't because i can look at their deck and i know especially in the digital game is really to just hover over their portrait and you see okay so they have total you know 15 cards in the deck that they haven't used already and you know seven of those are curses i feel pretty good you know the odds are on my side so yeah get those curses going get those curses going and i think most characters have some way of cursing or you can even get items that can help them curse as well so putting the curses into the modifying deck of the enemy is so good it's a bit annoying when you play the actual board game because you have to shuffle a lot you have to put those chords in there in the digital game it just handles so easily uh so it's one of the reasons i like the digital game almost even more these days than the actual board game because everything is handled i don't need to shuffle i don't need to put it's so easy with all the upkeep but i understand also a lot of people like the feeling of actually playing the ball game especially if you're playing with friends of course sitting around if you're playing solo i do really recommend you get the digital edition on steam because it's so easy it's just everything is handled and it's easy to play multiple characters yourself and you don't forget the rules and so on so yeah that is my top 10 tips and tricks for gloom and i hope it helped someone maybe you knew about five of this already and you're like just fast forwarding but maybe something in here could help you out to prevail a little bit better in gloom hayman and of course you can also you know tell me in the comment section what did you think about these tips and tricks do you have any tips and tricks you want to share with the other viewers because other people you know could read your comments in the comment section so share them there if you enjoyed this video you know press the thumbs up button like the video down here and also subscribe to the channel for more cool videos up ahead and then you get notifications from youtube when i post new videos if you click the little bell symbol down there as well so thank you so much for watching hope you had fun i did have fun setting up this list and have a great evening morning or whenever you're watching take care bye bye [Music] do [Music] you
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Channel: Boardgames with Niramas
Views: 5,758
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Keywords: bgwNiramas, Drako, card game, gaming, review, boardgame, family game, fun game, tabletop, How to, gameplay, playthrough, unboxing, Gloomhaven, Cephalofar games, Asmodee Digital, Steam, Gloomhaven Digital, RPG, adventure game, TOp game, hotness, new game, hot game, early acess, how to play, playthrough serie, Solo playthrough, learn to play, how to, livestream, Stream, Live, Youtuber, Streamer, GH, Isaac Childres, New hot Gloomhaven, Gloom, Haven, Full game, Top10, Top10 list, Top 10 Gloomhaven
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Length: 27min 14sec (1634 seconds)
Published: Mon Nov 29 2021
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