

Now, after several years in early access, the full digital game is ready for its final release on PC.

Designed and published by Isaac Childres, this cooperative dungeon crawler attained massive success across three separate Kickstarters, including the $13 million sequel Frosthaven. Now, you can shift one hex away and Pull him through the trap.Gloomhaven is no longer just a popular board game.


If it draws some self-healing, or decides to drop a trap or something, it will act as though it has a melee attack - so it moves up adjacent to its focus (you), in that square that is still adjacent to the trap. If it draws its default attack, it will target you, so it doesn't need to move. Drop the trap in one of the hexes adjacent to the Elite, leaving one empty hex. Use a high movement card to rush up to 2 hexes away, early, leaving two empty hexes between you. Can somebody Push or Pull that Elite onto it later in the round?"įor an excellent use of it, there are some high-Shield Elite ranged monsters that don't Fly. "I'm going to drop a Trap next to the Brute, as early as I can.
#Gloomhaven traps plus
The Tinkerer can use a subsequent turn to play a high Move plus Hook Gun (Range 3, Pull 2) - the monster moved to the trap, now you move to the opposite side of the trap, and pull the monster into it.Ī teammate ( hi, Brute!) can later Push the enemy into it.įor a better plan, discuss it with your team during card planning. The monster will move up to a predictable location to attack: put it next to that location. For that, there's a couple of possible plans that are a little more "Level 1" than the "Level 2" strategy discussed above:ĭrop it at the "front" - identify where your team's tank is going to make their stand, and put it there. Regarding the 6-damage trap, that's ideal for use against a high-HP melee Elite, especially ones that Retaliate and/or have Shield. It helped immeasurably that I ran the monsters, and had previously played a certain locked class that has melee summons. ( It's a bit easier to help out your teammate's summons, if they have any.) Yes, that does mean that the Tinkerer has to think 2 moves ahead, and, yes, its a challenge to get right. If you've unlocked the Solo Scenarios ( Prosperity 3, two retirements, Level 5), the Tinkerer can learn a lot about effective use of his traps and bots by playing it. Have your Tinkerer take the Boardgamegeek Gloomhaven Monster AI Quiz, and ask them to be responsible for enemy monster movement in your scenarios.Īlso, as a party, take the time, right after the flip, to figure out what the enemies and bots will do with the current board - don't just let whoever won initiative play right away! This way, everybody can get on the same page, and you can figure out what the Tinkerer's priority with the trap is. That's why I think the Tinkerer player needs to understand the monster AI very well. If, later, somebody spotted a great time to Push or Pull an enemy into a trap, the team considered that a significant bonus. I used my traps as battlefield control tools. You'll notice that in only one of those am I planning ahead for the trap to do actual damage to the bad guys!! To prevent melee enemies who can target more than one opponent from doing so. To provide a source of Stun against a dangerous enemy To provide a source of damage that ignores Shields To encourage enemies to move themselves into the correct formation(s) for my teammates and I to use our area-of-effect loss cards. To create "mazes" that cause enemies to take slow paths to reach us, especially as we're kicking a door open To slow down mobs by creating bottlenecks, especially at doorways or on the front lines To encourage my enemies to focus on the right bot ( hi, Decoy!) To encourage my melee bots to focus on the right enemy ( and to stay away from enemies that retaliate!). To protect my bots and my teammates by limiting the number of exposed hex faces they have facing the enemy To squeeze the enemy "front" down to a manageable width To prevent summoning creatures or bosses from summoning I use the "cheap" traps - my re-usable ones - as follows: They're worse than useless against flying enemies. They have uses in wide-open maps with a "Kill all enemies" objective. The traps are very useful in narrow corridors, obstacle-filled maps, etc. I played a trap-and-bot based Tinkerer to retirement.
